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175 - Togepi (トゲピー)

pokemon front pokemon shiny front pokemon back pokemon shiny back

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

ss "A proverb claims that happiness will come to anyone who can make a sleeping TOGEPI stand up."

Classification Spike Pokémon
Height 1'00"
Weight 3.3 lbs
Capture Rate 190
Egg Steps 2,560
Egg Groups Togepi cannot breed
Experience Growth 800,000 - Fast
Safari Zone Flee Rate 0
Color White
Base Happiness 70
Gender Ratio ♂: 87.5%   ♀: 12.5%
Damage Taken
normal fire water electric grass ice fighting poison ground flying psychic bug rock ghost dragon dark steel
1 1 1 1 1 1 2 1 1 1 1 1 1 0 1 1 1

Locations

hg Receive from Elm's Aide

ss Receive from Elm's Aide

Stat Base Range
At Lv. 50 At Lv. 100
HP:
35
95 - 142 180 - 274
Attack:
20
22 - 79 40 - 152
Defense:
65
63 - 128 121 - 251
Special Attack:
40
40 - 101 76 - 196
Special Defense:
65
63 - 128 121 - 251
Speed:
20
22 - 79 40 - 152
Total:
245
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 0 1 0 0 0

Abilities

  • Hustle
  • This Pokemon's Attack receives a 50% boost but its Physical attacks receive a 20% drop in Accuracy. For example, a 100% accurate move would become an 80% accurate move. The accuracy of moves that never miss, such as Aerial Ace, remains unaffected.

  • Serene Grace
  • The side effects of this Pokemon's attacks occur twice as often. For example, if this Pokemon uses Ice Beam, it will have a 20% chance to freeze its target.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Growl - 100% 40
The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered.
0 Charm - 100% 20
The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
6 Metronome - - 10
The user waggles a finger and stimulates the brain into randomly using nearly any move.
10 Sweet Kiss - 75% 10
The user kisses the foe with a sweet, angelic cuteness that causes confusion.
15 Yawn - 100% 10
The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn.
19 Encore - 100% 5
The user compels the foe to keep using only the move it last used for three to seven turns.
24 Follow Me - 100% 20
The user draws attention to itself, making all foes take aim only at the user.
28 Wish - 100% 10
A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
33 Ancientpower 60 100% 5
The user attacks with a prehistoric power. It may also raise all the user's stats at once.
37 Safeguard - - 25
The user creates a protective field that prevents status problems for five turns.
42 Baton Pass - - 40
The user switches places with a party Pokémon in waiting, passing along any stat changes.
46 Double-Edge 120 100% 15
A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.
51 Last Resort 130 100% 5
This move can be used only after the user has used all the other moves it knows in the battle.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM03 Water Pulse 60 100% 20
The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
TM06 Toxic - 85% 10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power Varies 100% 15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day - - 5
The user intensifies the sun for five turns, powering up Fire-type moves.
TM16 Light Screen - - 30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect - - 10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance - - 5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM20 Safeguard - - 25
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration Varies 100% 20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM22 Solarbeam 120 100% 10
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
TM27 Return Varies 100% 20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball 80 100% 15
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM32 Double Team - - 15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect - - 20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave 60 - 20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM35 Flamethrower 95 100% 15
The foe is scorched with an intense blast of fire. The target may also be left with a burn.
TM38 Fire Blast 120 85% 5
The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.
TM42 Facade 70 100% 20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power 70 100% 20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest - - 10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract - 100% 15
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM56 Fling Varies 100% 10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM58 Endure - - 10
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM70 Flash - 70% 20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave - 100% 20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM77 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate - 100% 20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82 Sleep Talk - - 10
While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Varies 100% 15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85 Dream Eater 100 100% 15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot Varies 100% 20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute - - 10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
HM06 Rock Smash 20 100% 15
The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders.

Tutor Moves

Move Type Cat. Power Acc. PP
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Last Resort 130 100% 5
This move can be used only after the user has used all the other moves it knows in the battle.
Snore 40 100% 15
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Swift 60 - 20
Star-shaped rays are shot at the foe. This attack never misses.
Uproar 50 100% 10
The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
Ancientpower 60 100% 5
The user attacks with a prehistoric power. It may also raise all the user's stats at once.
Endeavor Varies 100% 5
An attack move that cuts down the foe's HP to equal the user's HP.
Mud-Slap 20 100% 10
The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Rollout 30 90% 20
The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Heal Bell - - 5
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
Headbutt 70 100% 15
The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.

Egg Moves

Move Type Cat. Power Acc. PP
Present Varies 90% 15
The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.
Mirror Move - - 20
The user counters the foe by mimicking the move last used by the foe.
Peck 35 100% 35
The foe is jabbed with a sharply pointed beak or horn.
Foresight - 100% 40
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
Future Sight 80 90% 15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
Substitute - - 10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
Nasty Plot - - 20
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
Psycho Shift - 90% 10
Using its psychic power of suggestion, the user transfers its status problems to the target.
Lucky Chant - - 30
The user chants an incantation toward the sky, preventing the foe from landing critical hits.
Extrasensory 80 100% 30
The user attacks with an odd, unseeable power. It may also make the foe flinch.