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Happiny

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Happiny in Pokémon Brilliant Diamond & Shining Pearl

#96 in the Brilliant Diamond and Shining Pearl Pokédex • Playhouse Pokémon

Happiny in the National Pokédex

Pokédex entries

Brilliant Diamond

It loves round white things. It carries an egg-shaped rock in imitation of CHANSEY.

Shining Pearl

It carries a round, egg-shaped rock in its belly pouch and gives the rock to its friends.

Pokémon details

Type

Normal

Category

Playhouse Pokémon

Height

0.6 m (2'00")

Weight

24.4 kg (53.8 lbs)

National Pokédex

#0440

Pokédex

#96

Happiny in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

100

310

404

Attack

5

13

119

Defense

5

13

119

Sp. Atk

15

31

141

Sp. Def

65

121

251

Speed

30

58

174

Total

220

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Happiny, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Happiny doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Sinnoh #96
EV yield
1 HP
Catch rate
130
Base Exp.
110

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
0% male
100% female
Egg cycles
40 cycles; this baby Pokémon cannot breed

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Brilliant Diamond
LocationMethodLevelChanceConditions

Trophy Garden

Trophy Garden — Daily Pokémon

Walking16-185%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., National Pokédex and Mr. Backlot’s current/previous announcement; each announced species occupies a 5% slot., Only levels 16 or 18 occur for the daily species; the range is not every intervening level., Ordinary encounter table; active special replacements can alter the pool.

Hearthome City

Hearthome City — Traveling Man

Gift Egg1-

Receive the Egg from the Traveling Man by the southeast gate; level shown is the hatch level.

Shining Pearl
LocationMethodLevelChanceConditions

Trophy Garden

Trophy Garden — Daily Pokémon

Walking16-185%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., National Pokédex and Mr. Backlot’s current/previous announcement; each announced species occupies a 5% slot., Only levels 16 or 18 occur for the daily species; the range is not every intervening level., Ordinary encounter table; active special replacements can alter the pool.

Hearthome City

Hearthome City — Traveling Man

Gift Egg1-

Receive the Egg from the Traveling Man by the southeast gate; level shown is the hatch level.

Items this Pokémon may hold when encountered in the wild.

Base reference rates; lead abilities can change held-item chances.

Brilliant Diamond
50%
Shining Pearl
50%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartPound

Normal4010035
StartMinimize

Normal--10
StartCopycat

Normal--20
4Defense Curl

Normal--40
8Sweet Kiss

Fairy-7510
12Disarming Voice

Fairy40-15
16Covet

Normal6010025
20Charm

Fairy-10020

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM03Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Ice--10
TM10Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM16Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM17Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM22Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM35Flamethrower

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire9010015
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Fire110855
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM58Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TM60Drain Punch

An energy-draining punch. The user's HP is restored by half the damage taken by the target.

Fighting7510010
TM67Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM82Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10

Moves this Pokémon can inherit through breeding or similar methods.
Class
Aromatherapy

Grass--5
Counter

Fighting-10020
Gravity

Psychic--5
Heal Bell

Normal--5
Helping Hand

Normal--20
Last Resort

Normal1401005
Metronome

Normal--10
Present

Normal-9015
Seismic Toss

Fighting-10020

Ability options available to this Pokémon in this game.

Natural Cure

Ability Slot 1

Cures any major status ailment upon switching out.

Serene Grace

Ability Slot 2

Doubles the chance of moves’ extra effects occurring.

Friend Guard(Hidden Ability)

Decreases all direct damage taken by friendly Pokémon to 0.75×.

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