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Togekiss

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Togekiss in Pokémon Sword & Shield

Galar Pokédex #259 • Jubilee Pokémon

Togekiss in the National Pokédex
Togekiss sprite

Normal

Shiny Togekiss sprite

Shiny

Pokédex entries

Sword

These Pokémon are never seen anywhere near conflict or turmoil. In recent times, they’ve hardly been seen at all.

Shield

Known as a bringer of blessings, it’s been depicted on good-luck charms since ancient times.

Pokémon details

Types

FairyFlying

Category

Jubilee Pokémon

Height

1.5 m (4'11")

Weight

38 kg (83.8 lbs)

National Pokédex

#0468

Pokédex

Galar #259

Togekiss 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

50

94

218

Defense

95

175

317

Sp. Atk

120

220

372

Sp. Def

115

211

361

Speed

80

148

284

Total

545

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

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #259
EV yield
2 SpA, 1 SpD
Catch rate
30
Base Exp.
273

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
87.5% male
12.5% female
Egg cycles
10 cycles

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Dusty Bowl

Wild Pokémon

In the Sky602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Hammerlocke Hills

Max Raid Battles — pool 33 (common beam)

Max Raid Battle55-605%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 33 (common beam)

Max Raid Battle55-605%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle45-5040%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle45-5040%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle55-6025%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle55-6025%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 74 (rare beam)

Max Raid Battle55-6015%

Permanent pool 74, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 82 (rare beam)

Max Raid Battle45-5040%

Permanent pool 82, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 82 (rare beam)

Max Raid Battle55-6035%

Permanent pool 82, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 87 (rare beam)

Max Raid Battle55-6015%

Permanent pool 87, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Dusty Bowl

Wild Pokémon

In the Sky602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Hammerlocke Hills

Max Raid Battles — pool 33 (common beam)

Max Raid Battle55-605%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 33 (common beam)

Max Raid Battle55-605%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle45-5040%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle45-5040%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle55-6025%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle55-6025%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 74 (rare beam)

Max Raid Battle55-6015%

Permanent pool 74, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 82 (rare beam)

Max Raid Battle45-5040%

Permanent pool 82, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 82 (rare beam)

Max Raid Battle55-6035%

Permanent pool 82, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 87 (rare beam)

Max Raid Battle55-6015%

Permanent pool 87, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
Evo.Air Slash

The user attacks with a blade of air that slices even the sky. This may also make the target flinch.

Flying759515
StartPound

The target is physically pounded with a long tail, a foreleg, or the like.

Normal4010035
StartDouble-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Normal12010015
StartGrowl

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.

Normal-10040
StartMetronome

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Normal--10
StartSky Attack

A second-turn attack move where critical hits land more easily. This may also make the target flinch.

Flying140905
StartTri Attack

The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.

Normal8010010
StartSweet Kiss

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Fairy-7510
StartCharm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
StartSafeguard

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

Normal--25
StartBaton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
StartExtreme Speed

The user charges the target at blinding speed. This move always goes first.

Normal801005
StartAncient Power

The user attacks with a prehistoric power. This may also raise all the user’s stats at once.

Rock601005
StartFollow Me

The user draws attention to itself, making all targets take aim only at the user.

Normal--20
StartWish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Normal--10
StartYawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10
StartLast Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005
StartAura Sphere

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Fighting80-20
StartAir Slash

The user attacks with a blade of air that slices even the sky. This may also make the target flinch.

Flying759515
StartAfter You

The user helps the target and makes it use its move right after the user.

Normal--15
StartFairy Wind

The user stirs up a fairy wind and strikes the target with it.

Fairy4010030
StartLife Dew

The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.

Water--10

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520
TM01Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755
TM06Fly

The user flies up into the sky and then strikes its target on the next turn.

Flying909515
TM08Hyper Beam

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

Normal150905
TM09Giga Impact

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

Normal150905
TM10Magical Leaf

The user scatters curious leaves that chase the target. This attack never misses.

Grass60-20
TM11Solar Beam

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

Grass12010010
TM14Thunder Wave

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

Electric-9020
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM19Safeguard

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

Normal--25
TM21Rest

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

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

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

Normal--10
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM30Steel Wing

The target is hit with wings of steel. This may also raise the user’s Defense stat.

Steel709025
TM31Attract

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

Normal-10015
TM33Rain 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
TM34Sunny Day

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

Fire--5
TM39Facade

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

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM43Brick Break

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

Fighting7510015
TM44Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
TM59Fling

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

Dark-10010
TM63Drain Punch

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

Fighting7510010
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM79Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.

Normal701005
TM87Draining Kiss

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Fairy5010010
TM92Mystical Fire

The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat.

Fire7510010
TM95Air Slash

The user attacks with a blade of air that slices even the sky. This may also make the target flinch.

Flying759515
TM96Smart Strike

The user stabs the target with a sharp horn. This attack never misses.

Steel70-10
TR01Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015
TR02Flamethrower

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

Fire9010015
TR11Psychic

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

Psychic9010010
TR14Metronome

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Normal--10
TR15Fire Blast

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

Fire110855
TR17Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
TR19Tri Attack

The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.

Normal8010010
TR20Substitute

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

Normal--10
TR25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR29Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR33Shadow Ball

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

Ghost8010015
TR34Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic12010010
TR35Uproar

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

Normal9010010
TR36Heat Wave

The user attacks by exhaling hot breath on opposing Pokémon. This may also leave those Pokémon with a burn.

Fire959010
TR38Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
TR42Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010
TR56Aura Sphere

The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.

Fighting80-20
TR68Nasty Plot

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

Dark--20
TR69Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
TR77Grass Knot

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

Grass-10020
TR82Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
TR83Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15
TR85Work Up

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

Normal--30
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
TR92Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010

Moves this Pokémon can learn from move tutors in this game.
Class
Dual Wingbeat

The user slams the target with its wings. The target is hit twice in a row.

Flying409010

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying60-20
Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

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

Flying60-20
Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

Learn as Togepi, then retain through evolution.

Flying60-20
Air Cutter

The user launches razor-like wind to slash opposing Pokémon. Critical hits land more easily.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying609525
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Covet

The user endearingly approaches the target, then steals the target’s held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Curse

A move that works differently for the Ghost type than for all other types.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost--10
Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Defog

A strong wind blows away the target’s barriers such as Reflect or Light Screen. This also lowers the target’s evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying--15
Detect

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting--5
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dream Eater

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic10010015
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010015
Endeavor

This attack move cuts down the target’s HP to equal the user’s HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-1005
Extrasensory

The user attacks with an odd, unseeable power. This may also make the target flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic8010020
Extrasensory

The user attacks with an odd, unseeable power. This may also make the target flinch.

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

Psychic8010020
Extrasensory

The user attacks with an odd, unseeable power. This may also make the target flinch.

Learn as Togepi, then retain through evolution.

Psychic8010020
Focus Punch

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting15010020
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal7010015
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Incinerate

The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fire6010015
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--15
Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Morning Sun

The user restores its own HP. The amount of HP regained varies with the weather.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Morning Sun

The user restores its own HP. The amount of HP regained varies with the weather.

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

Normal--5
Morning Sun

The user restores its own HP. The amount of HP regained varies with the weather.

Learn as Togepi, then retain through evolution.

Normal--5
Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ground2010010
Peck

The target is jabbed with a sharply pointed beak or horn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying3510035
Peck

The target is jabbed with a sharply pointed beak or horn.

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

Flying3510035
Peck

The target is jabbed with a sharply pointed beak or horn.

Learn as Togepi, then retain through evolution.

Flying3510035
Pluck

The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying6010020
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-9015
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

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

Normal-9015
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Learn as Togepi, then retain through evolution.

Normal-9015
Psych Up

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Psycho Shift

Using its psychic power of suggestion, the user transfers its status conditions to the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic-10010
Psycho Shift

Using its psychic power of suggestion, the user transfers its status conditions to the target.

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

Psychic-10010
Psycho Shift

Using its psychic power of suggestion, the user transfers its status conditions to the target.

Learn as Togepi, then retain through evolution.

Psychic-10010
Rock Smash

The user attacks with a punch. This may also lower the target’s Defense stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010015
Rollout

The user continually rolls into the target over five turns. It becomes more powerful each time it hits.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Rock309020
Roost

The user lands and rests its body. This move restores the user’s HP by up to half of its max HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying--10
Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Shock Wave

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Soft-Boiled

The user restores its own HP by up to half of its max HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Tailwind

The user whips up a turbulent whirlwind that ups the Speed stats of the user and its allies for four turns.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying--15
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Twister

The user whips up a vicious tornado to tear at opposing Pokémon. This may also make them flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Water Pulse

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric120505

Ability options available to this Pokémon in this game.

Hustle

Ability Slot 1

Boosts the Attack stat, but lowers accuracy.

Strengthens physical moves to inflict 1.5× damage, but decreases their accuracy to 0.8×.

Serene Grace

Ability Slot 2

Boosts the likelihood of additional effects occurring when attacking.

Doubles the chance of moves’ extra effects occurring.

Super Luck(Hidden Ability)

The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.

Raises moves’ critical hit rates one stage.

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