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SwSh / Pokédex

Wigglytuff

Back to Pokédex

Wigglytuff

Isle of Armor Pokédex #13 • Balloon Pokémon

Wigglytuff in the National Pokédex
Wigglytuff sprite

Normal

Shiny Wigglytuff sprite

Shiny

Pokédex entries

Sword

The more air it takes in, the more it inflates. If opponents catch it in a bad mood, it will inflate itself to an enormous size to intimidate them.

Shield

It’s proud of its fur, which is fine and delicate. In particular, the curl on its forehead has a texture that’s perfectly heavenly.

Details

Types

NormalFairy

Category

Balloon Pokémon

Height

1 m (3'03")

Weight

12 kg (26.5 lbs)

National Pokédex

#0040

Pokédex

Armor #13

Wigglytuff in Other Games

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

Min

Max

HP

140

390

484

Attack

70

130

262

Defense

45

85

207

Sp. Atk

85

157

295

Sp. Def

50

94

218

Speed

45

85

207

Total

435

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

Weak to

Resists

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #13
EV yield
3 HP
Catch rate
50
Base Exp.
218
Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
25% male
75% 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

Challenge Beach

Wild Pokémon

Special Overworld Encounters29-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Fields of Honor

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Forest of Focus

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Forest of Focus

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Loop Lagoon

Wild Pokémon

Special Overworld Encounters32-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Loop Lagoon

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters30-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters29-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Fields of Honor

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Forest of Focus

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Forest of Focus

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Loop Lagoon

Wild Pokémon

Special Overworld Encounters32-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Loop Lagoon

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters30-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Insular Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Soothing Wetlands

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Stepping-Stone Sea

Max Raid Battles — pool 100 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 100, 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

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 125, common 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

Fields of Honor

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Forest of Focus

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Insular Sea

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Soothing Wetlands

Max Raid Battles — pool 125 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 125, 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

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 99, common 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

Fields of Honor

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Insular Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Soothing Wetlands

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Stepping-Stone Sea

Max Raid Battles — pool 99 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 99, 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

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%
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
StartBody Slam

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

Normal8510015
StartDouble-Edge

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

Normal12010015
StartSing

A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.

Normal-5515
StartDisable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
StartMimic

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

Normal--10
StartDefense Curl

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

Normal--40
StartRest

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

Psychic--10
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
StartStockpile

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

Normal--20
StartSpit Up

The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move’s power.

Normal-10010
StartSwallow

The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.

Normal--10
StartHyper Voice

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

Normal9010010
StartCovet

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

Normal6010025
StartGyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Steel-1005
StartCopycat

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

Normal--20
StartRound

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

Normal6010015
StartEchoed Voice

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

Normal4010015
StartDisarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

Fairy40-15
StartPlay Rough

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

Fairy909010
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
TM03Fire Punch

The target is punched with a fiery fist. This may also leave the target with a burn.

Fire7510015
TM04Ice Punch

The target is punched with an icy fist. This may also leave the target frozen.

Ice7510015
TM05Thunder Punch

The target is punched with an electrified fist. This may also leave the target with paralysis.

Electric7510015
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
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
TM15Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM16Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
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
TM20Self-Destruct

The user attacks everything around it by causing an explosion. The user faints upon using this move.

Normal2001005
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
TM27Icy Wind

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Ice559515
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
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
TM47Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
TM52Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
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
TM72Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10
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
TM89Misty Terrain

This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.

Fairy--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
TR05Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TR06Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR11Psychic

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

Psychic9010010
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
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
TR33Shadow Ball

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

Ghost8010015
TR35Uproar

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

Normal9010010
TR42Hyper Voice

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

Normal9010010
TR52Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Steel-1005
TR64Focus Blast

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

Fighting120705
TR76Stealth Rock

The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Rock--20
TR77Grass Knot

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

Grass-10020
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
TR86Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
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
Expanding Force

The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.

Psychic8010010
Misty Explosion

The user attacks everything around it and faints upon using this move. This move’s power is increased on Misty Terrain.

Fairy1001005
Steel Roller

The user attacks while destroying the terrain. This move fails when the ground hasn’t turned into a terrain.

Steel1301005
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
Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed 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.

Water6510020
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its 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.

Electric509010
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
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
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
Dynamic Punch

The user punches the target with full, concentrated power. This confuses the target if 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.

Fighting100505
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
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
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be 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.

Psychic--5
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

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

Psychic--5
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Learn as Igglybuff, then retain through evolution.

Psychic--5
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
Heal Pulse

The user emits a healing pulse that restores the target’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.

Psychic--10
Heal Pulse

The user emits a healing pulse that restores the target’s HP by up to half of its max HP.

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

Psychic--10
Heal Pulse

The user emits a healing pulse that restores the target’s HP by up to half of its max HP.

Learn as Igglybuff, then retain through evolution.

Psychic--10
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
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a 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.

Dark6510020
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
Last Resort

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

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.

Normal1401005
Last Resort

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

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

Normal1401005
Last Resort

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

Learn as Igglybuff, then retain through evolution.

Normal1401005
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
Minimize

The user compresses its body to make itself look smaller, which sharply raises 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--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
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with 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--20
Perish Song

Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

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
Perish Song

Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

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

Normal--5
Perish Song

Any Pokémon that hears this song faints in three turns, unless it switches out of battle.

Learn as Igglybuff, then retain through evolution.

Normal--5
Play Nice

The user and the target become friends, and the target loses its will to fight. This lowers 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--20
Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the 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.

Fighting4010020
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 Igglybuff, 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
Recycle

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

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
Role Play

The user mimics the target completely, copying the target’s Ability.

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--10
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
Rollout

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

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

Rock309020
Rollout

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

Learn as Igglybuff, then retain through evolution.

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
Skull Bash

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next 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.

Normal13010010
Strength

The target is slugged with a punch thrown at maximum power.

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.

Normal8010015
Submission

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

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.

Fighting808020
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
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

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.

Normal908520
Teleport

The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.

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--20
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 Gun

The target is blasted with a forceful shot of water.

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.

Water4010025
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
Wish

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

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

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

Normal--10
Wish

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

Learn as Igglybuff, then retain through evolution.

Normal--10
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.

Cute Charm

Ability Slot 1

Contact with the Pokémon may cause infatuation.

Has a 30% chance of infatuating attacking Pokémon on contact.

Competitive

Ability Slot 2

Boosts the Sp. Atk stat sharply when a stat is lowered.

Raises Special Attack by two stages after an opponent lowers one of its stats.

Frisk(Hidden Ability)

When it enters a battle, the Pokémon can check an opposing Pokémon’s held item.

Reveals the held items of all active opposing Pokémon on entry.

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