Dex Entry

#039 Jigglypuff

pokemon art

Name

English Jigglypuff
Japanese Purin
French Rondoudou
German Pummeluff

Number

National Sinnoh Hoenn
39 138

Evolutions

-Moon Stone-
-Max Happiness-

Flavor Text


Heart Gold If it inflates to sing a lullaby, it can perform longer and cause sure drowsiness in its audience.
Soul Silver Looking into its cute, round eyes causes it to sing a relaxing melody, inducing its enemies to sleep.

Ability

Cute CharmContact with the Pokémon may cause infatuation.

General

Height 1 feet, 8 inches Type NORMAL
Weight 12.1 lbs
Gender Ratio Male 25% Egg Groups FAIRY
Female 75%
Species Balloon Color Group PINK
Steps to Hatch 2,560 Base Happiness 70
Catch Rate 170 Experience Obtained 76
Experience Rate FAST Level 100 Experience 800,000
Wild Hold Items 5% None
50% None

Stats

HP Attack Defense Special Attack Special Defense Speed
Base Stats 115 45 20 45 25 20
Max Stats 434 208 153 208 164 153
EVs Obtained 2 0 0 0 0 0

Level-Up Moves

Level Name Type Category Power Accuracy Power Points % Effect
Description
1 Sing NORMAL Other 0 55 15 0
A soothing lullaby is sung in a calming voice that puts the foe into a deep slumber.

5 Defense Curl NORMAL Other 0 0 40 0
The user curls up to conceal weak spots and raise its Defense stat.

9 Pound NORMAL Physical 40 100 35 0
The foe is physically pounded with a long tail or a foreleg, etc.

13 Disable NORMAL Other 0 80 20 0
For several turns, this move prevents the foe from using the move it last used.

17 Rollout ROCK Physical 30 90 20 0
The user continually rolls into the foe over five turns. It becomes stronger each time it hits.

21 DoubleSlap NORMAL Physical 15 85 10 0
The foe is slapped repeatedly, back and forth, two to five times in a row.

25 Rest PSYCHIC Other 0 0 10 0
The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

29 Body Slam NORMAL Physical 85 100 15 30
The user drops onto the foe with its full body weight. It may leave the foe paralyzed.

33 Gyro Ball STEEL Physical 1 100 5 0
The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.

37 Wake-Up Slap FIGHTING Physical 60 100 10 0
This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however.

41 Mimic NORMAL Other 0 0 10 0
The user copies the move last used by the foe. The move can be used for the rest of the battle.

45 Hyper Voice NORMAL Special 90 100 10 0
The user lets loose a horribly echoing shout with the power to inflict damage.

49 Double-Edge NORMAL Physical 120 100 15 0
A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.

Technical and Hidden Machines

TM/HM Name Type Category Power Accuracy Power Points % Effect
Description
TM01 Focus Punch FIGHTING Physical 150 100 20 0
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

TM03 Water Pulse WATER Special 60 100 20 20
The user attacks the foe with a pulsing blast of water. It may also confuse the foe.

TM06 Toxic POISON Other 0 85 10 0
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM10 Hidden Power NORMAL Special 1 100 15 0
A unique attack that varies in type and intensity depending on the Pokémon using it.

TM11 Sunny Day FIRE Other 0 0 5 0
The user intensifies the sun for five turns, powering up Fire-type moves.

TM13 Ice Beam ICE Special 95 100 10 10
The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.

TM14 Blizzard ICE Special 120 70 5 10
A howling blizzard is summoned to strike the foe. It may also freeze the target solid.

TM16 Light Screen PSYCHIC Other 0 0 30 0
A wondrous wall of light is put up to suppress damage from special attacks for five turns.

TM17 Protect NORMAL Other 0 0 10 0
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18 Rain Dance WATER Other 0 0 5 0
The user summons a heavy rain that falls for five turns, powering up Water- type moves.

TM20 Safeguard NORMAL Other 0 0 25 0
The user creates a protective field that prevents status problems for five turns.

TM21 Frustration NORMAL Physical 1 100 20 0
A full-power attack that grows more powerful the less the user likes its Trainer.

TM22 SolarBeam GRASS Special 120 100 10 0
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

TM24 Thunderbolt ELECTRIC Special 95 100 15 10
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.

TM25 Thunder ELECTRIC Special 120 70 10 30
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.

TM27 Return NORMAL Physical 1 100 20 0
A full-power attack that grows more powerful the more the user likes its Trainer.

TM28 Dig GROUND Physical 80 100 10 0
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

TM29 Psychic PSYCHIC Special 90 100 10 10
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.

TM30 Shadow Ball GHOST Special 80 100 15 20
The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat.

TM31 Brick Break FIGHTING Physical 75 100 15 0
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.

TM32 Double Team NORMAL Other 0 0 15 0
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33 Reflect PSYCHIC Other 0 0 20 0
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

TM34 Shock Wave ELECTRIC Special 60 0 20 0
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.

TM35 Flamethrower FIRE Special 95 100 15 10
The foe is scorched with an intense blast of fire. The target may also be left with a burn.

TM38 Fire Blast FIRE Special 120 85 5 10
The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

TM42 Facade NORMAL Physical 70 100 20 0
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.

TM43 Secret Power NORMAL Physical 70 100 20 30
The user attacks with a secret power. Its added effects vary depending on the user’s environment.

TM44 Rest PSYCHIC Other 0 0 10 0
The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

TM45 Attract NORMAL Other 0 100 15 0
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.

TM49 Snatch DARK Other 0 0 10 0
The user steals the effects of any healing or status- changing move the foe attempts to use.

TM56 Fling DARK Physical 1 100 10 0
The user flings its held item at the foe to attack. Its power and effects depend on the item.

TM57 Charge Beam ELECTRIC Special 50 90 10 70
The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.

TM58 Endure NORMAL Other 0 0 10 0
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.

TM60 Drain Punch FIGHTING Physical 60 100 5 0
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

TM67 Recycle NORMAL Other 0 0 10 0
The user recycles a single-use item that has been used in battle so it can be used again.

TM70 Flash NORMAL Other 0 100 20 0
The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.

TM73 Thunder Wave ELECTRIC Other 0 100 20 0
A weak electric charge is launched at the foe. It causes paralysis if it hits.

TM74 Gyro Ball STEEL Physical 1 100 5 0
The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.

TM76 Stealth Rock ROCK Other 0 0 20 0
The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.

TM77 Psych Up NORMAL Other 0 0 10 0
The user hypnotizes itself into copying any stat change made by the foe.

TM78 Captivate NORMAL Other 0 100 20 0
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.

TM82 Sleep Talk NORMAL Other 0 0 10 0
While it is asleep, the user randomly uses one of the moves it knows.

TM83 Natural Gift NORMAL Physical 1 100 15 0
The user draws power to attack by using its held Berry. The Berry determines its type and power.

TM85 Dream Eater PSYCHIC Special 100 100 15 0
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP.

TM86 Grass Knot GRASS Special 1 100 20 0
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.

TM87 Swagger NORMAL Other 0 90 15 0
The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.

TM90 Substitute NORMAL Other 0 0 10 0
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

HM04 Strength NORMAL Physical 80 100 15 0
The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.

Egg moves

Level Name Type Category Power Accuracy Power Points % Effect
Description
-- Faint Attack DARK Physical 60 0 20 0
The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail.

-- Perish Song NORMAL Other 0 0 5 0
Any Pokémon that hears this song faints in three turns unless it switches out of battle.

-- Present NORMAL Physical 1 90 15 0
The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.

-- Wish NORMAL Other 0 0 10 0
A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.

-- Fake Tears DARK Other 0 100 20 0
The user feigns crying to make the foe feel flustered, sharply lowering its Sp. Def stat.

-- Covet NORMAL Physical 40 100 40 0
The user endearingly approaches the foe, then steals the item the foe is holding.

-- Gravity PSYCHIC Other 0 0 5 0
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.

-- Last Resort NORMAL Physical 130 100 5 0
This move can be used only after the user has used all the other moves it knows in the battle.

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