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Hypno

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Hypno in Pokémon Brilliant Diamond & Shining Pearl

#97 in the Brilliant Diamond and Shining Pearl Pokédex • Hypnosis Pokémon

Hypno in the National Pokédex

Pokédex entries

Brilliant Diamond

Seeing its swinging pendulum can induce sleep in three seconds, even in someone who just woke up.

Shining Pearl

Seeing its swinging pendulum can induce sleep in three seconds, even in someone who just woke up.

Pokémon details

Type

Psychic

Category

Hypnosis Pokémon

Height

1.6 m (5'03")

Weight

75.6 kg (166.7 lbs)

National Pokédex

#0097

Pokédex

#97

Hypno in Other Games

National Dex page

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

Min

Max

HP

85

280

374

Attack

73

135

269

Defense

70

130

262

Sp. Atk

73

135

269

Sp. Def

115

211

361

Speed

67

125

256

Total

483

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 Hypno, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 SpD
Catch rate
75
Base Exp.
169

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Drowzee

Drowzee

#96

Level 26

Hypno

Hypno

#97

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

Normal4010035
StartDisable

Normal-10020
StartConfusion

Psychic5010025
StartHypnosis

Psychic-6020
StartFuture Sight

Psychic12010010
StartSwitcheroo

Dark-10010
StartNasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
5Disable

Normal-10020
9Confusion

Psychic5010025
13Headbutt

Normal7010015
17Poison Gas

Poison-9040
21Hypnosis

Psychic-6020
25Psybeam

Psychic6510020
29Mind Reader

Normal--5
33Psych Up

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

Normal--10
37Hypnosis

Psychic-6020
41Zen Headbutt

Psychic809015
45Swagger

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

Normal-8515
49Psychic

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

Psychic9010010
53Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
57Psyshock

Psychic8010010
61Future Sight

Psychic12010010

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
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
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
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
TM21Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM27Low Sweep

The user makes a swift attack on the target's legs, which lowers the target's Speed stat.

Fighting6510020
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
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

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

Normal--15
TM33Reflect

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

Psychic--20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
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
TM46Thief

The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.

Dark6010025
TM48Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
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
TM63Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
TM67Recycle

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

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
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
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Fire Punch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fire7510015
Fire Punch

Learn before evolving, then retain the move.

Fire7510015
Flatter

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Dark-10015
Flatter

Learn before evolving, then retain the move.

Dark-10015
Guard Swap

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Guard Swap

Learn before evolving, then retain the move.

Psychic--10
Ice Punch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ice7510015
Ice Punch

Learn before evolving, then retain the move.

Ice7510015
Power Split

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Power Split

Learn before evolving, then retain the move.

Psychic--10
Psycho Cut

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic7010020
Psycho Cut

Learn before evolving, then retain the move.

Psychic7010020
Role Play

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Role Play

Learn before evolving, then retain the move.

Psychic--10
Thunder Punch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Electric7510015
Thunder Punch

Learn before evolving, then retain the move.

Electric7510015

Ability options available to this Pokémon in this game.

Insomnia

Ability Slot 1

Prevents sleep.

Forewarn

Ability Slot 2

Reveals the opponents’ strongest move upon entering battle.

Inner Focus(Hidden Ability)

Prevents flinching and prevents Intimidate from lowering Attack.

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