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Togepi

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Togepi in Pokémon Sword & Shield

Galar Pokédex #257 • Spike Ball Pokémon

Togepi in the National Pokédex
Togepi sprite

Normal

Shiny Togepi sprite

Shiny

Pokédex entries

Sword

The shell seems to be filled with joy. It is said that it will share good luck when treated kindly.

Shield

It is considered to be a symbol of good luck. Its shell is said to be filled with happiness.

Pokémon details

Type

Fairy

Category

Spike Ball Pokémon

Height

0.3 m (1'00")

Weight

1.5 kg (3.3 lbs)

National Pokédex

#0175

Pokédex

Galar #257

Togepi in Other Games

National Dex page

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

Min

Max

HP

35

180

274

Attack

20

40

152

Defense

65

121

251

Sp. Atk

40

76

196

Sp. Def

65

121

251

Speed

20

40

152

Total

245

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

Weak to

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #257
EV yield
1 SpD
Catch rate
190
Base Exp.
49

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
87.5% male
12.5% female
Egg cycles
Cannot breed

Evolution requirements shown in a compact table or chain view.

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

Bridge Field

Wild Pokémon

Random in Grass26-282%

Before the Darkest Day and Eternatus battle, Normal Weather

Bridge Field

Wild Pokémon

Random in Grass602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Bridge Field

Wild Pokémon

Random in Grass26-282%

Before the Darkest Day and Eternatus battle, Overcast

Bridge Field

Wild Pokémon

Random in Grass602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Bridge Field

Wild Pokémon

Random in Grass605%

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

Hammerlocke

NPC trade

NPC trade25-

Trader requests a Toxel; fixed recipient level

Hammerlocke Hills

Max Raid Battles — pool 33 (common beam)

Max Raid Battle15-2035%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 33 (common beam)

Max Raid Battle15-2035%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle15-2035%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle15-2035%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 82 (rare beam)

Max Raid Battle15-2035%

Permanent pool 82, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 87 (rare beam)

Max Raid Battle15-2035%

Permanent pool 87, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Bridge Field

Wild Pokémon

Random in Grass26-282%

Before the Darkest Day and Eternatus battle, Normal Weather

Bridge Field

Wild Pokémon

Random in Grass602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Bridge Field

Wild Pokémon

Random in Grass26-282%

Before the Darkest Day and Eternatus battle, Overcast

Bridge Field

Wild Pokémon

Random in Grass602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Bridge Field

Wild Pokémon

Random in Grass605%

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

Hammerlocke

NPC trade

NPC trade25-

Trader requests a Toxel; fixed recipient level

Hammerlocke Hills

Max Raid Battles — pool 33 (common beam)

Max Raid Battle15-2035%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 33 (common beam)

Max Raid Battle15-2035%

Permanent pool 33, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle15-2035%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Rolling Fields

Max Raid Battles — pool 62 (rare beam)

Max Raid Battle15-2035%

Permanent pool 62, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 82 (rare beam)

Max Raid Battle15-2035%

Permanent pool 82, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Bridge Field

Max Raid Battles — pool 87 (rare beam)

Max Raid Battle15-2035%

Permanent pool 87, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-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
StartPound

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

Normal4010035
StartGrowl

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

Normal-10040
4Sweet Kiss

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

Fairy-7510
8Life Dew

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

Water--10
12Charm

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

Fairy-10020
16Ancient Power

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

Rock601005
20Yawn

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

Normal--10
24Metronome

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

Normal--10
28After You

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

Normal--15
32Double-Edge

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

Normal12010015
36Safeguard

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

Normal--25
40Follow Me

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

Normal--20
44Baton Pass

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

Normal--40
48Last Resort

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

Normal1401005
52Wish

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

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
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
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
TM59Fling

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

Dark-10010
TM76Round

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

Normal6010015
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
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
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
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
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
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 acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Aerial Ace

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

Flying60-20
Extrasensory

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

Psychic8010020
Morning Sun

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

Normal--5
Peck

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

Flying3510035
Present

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

Normal-9015
Psycho Shift

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

Psychic-10010

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
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
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
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
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
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
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
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
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.

Normal-8515
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
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.

Water6010020
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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