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97 - Hypno (スリーパー)

Male Sprites

pokemon front pokemon shiny front pokemon back pokemon shiny back

Female Sprites

pokemon female front pokemon shiny female front pokemon female back pokemon shiny female back

hg "When it is very hungry, it puts humans it meets to sleep, then it feasts on their dreams."

ss "Always holding a pendulum that it swings at a steady rhythm, it causes drowsiness in anyone nearby."

Classification Hypnosis Pokémon
Height 5'03"
Weight 166.7 lbs
Capture Rate 75
Egg Steps 5,120
Egg Groups HumanShape
Experience Growth 1,000,000 - Medium Fast
Safari Zone Flee Rate 60
Color Yellow
Base Happiness 70
Gender Ratio ♂: 50%   ♀: 50%
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 0.5 1 1 1 0.5 2 1 2 1 2 1

Locations

hg Route 11, Safari Zone (Special Items)

ss Route 11, Safari Zone

Stat Base Range
At Lv. 50 At Lv. 100
HP:
85
145 - 192 280 - 374
Attack:
73
70 - 137 135 - 269
Defense:
70
67 - 134 130 - 262
Special Attack:
73
70 - 137 135 - 269
Special Defense:
115
108 - 183 211 - 361
Speed:
67
64 - 130 125 - 256
Total:
483
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 0 2 0 0 0

Abilities

  • Insomnia
  • This Pokemon cannot be put to sleep; this includes both opponent-induced sleep as well as user-induced sleep via Rest.

  • Forewarn
  • The move with the highest Base Power in the opponent's moveset is revealed. If two moves share the highest Base Power, one is revealed at random. In double battles, only the move with the highest Base Power among all opponents is revealed.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Nightmare - 100% 15
A sleeping foe is shown a nightmare that inflicts some damage every turn.
0 Switcheroo - 100% 10
The user trades held items with the foe faster than the eye can follow.
0 Pound 40 100% 35
The foe is physically pounded with a long tail or a foreleg, etc.
0 Hypnosis - 60% 20
The user employs hypnotic suggestion to make the target fall into a deep sleep.
0 Disable - 55% 20
For several turns, this move prevents the foe from using the move it last used.
0 Confusion 50 100% 25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
15 Headbutt 70 100% 15
The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.
18 Poison Gas - 55% 40
A cloud of poison gas is sprayed in the foe's face. It may poison the target.
21 Meditate - - 40
The user meditates to awaken the power deep within its body and raise its Attack stat.
28 Psybeam 65 100% 20
The foe is attacked with a peculiar ray. It may also leave the target confused.
33 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
45 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
50 Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
55 Nasty Plot - - 20
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
64 Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
69 Future Sight 80 90% 15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM01 Focus Punch 150 100% 20
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
TM04 Calm Mind - - 20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
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.
TM12 Taunt - 100% 20
The foe is taunted into a rage that allows it to use only attack moves for two to four turns.
TM15 Hyper Beam 150 90% 5
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
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.
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.
TM31 Brick Break 75 100% 15
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
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.
TM41 Torment - 100% 15
The user torments and enrages the foe, making it incapable of using the same move twice in a row.
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.
TM46 Thief 40 100% 10
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48 Skill Swap - 100% 10
The user employs its psychic power to exchange abilities with the foe.
TM49 Snatch - 100% 10
The user steals the effects of any healing or stat- changing move the foe attempts to use.
TM52 Focus Blast 120 70% 5
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
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.
TM60 Drain Punch 60 100% 5
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67 Recycle - 100% 10
The user recycles a held item that has been used in battle so it can be used again.
TM68 Giga Impact 150 90% 5
The user charges at the foe using every bit of its power. The user must rest on the next turn.
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.
TM92 Trick Room - - 5
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Tutor Moves

Move Type Cat. Power Acc. PP
Fire Punch 75 100% 15
The foe is punched with a fiery fist. It may leave the target with a burn.
Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
Trick - 100% 10
The user catches the foe off guard and swaps the foe's held item with its own.
Thunder Punch 75 100% 15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Role Play - 100% 10
The user mimics the foe completely, copying the foe's natural ability.
Low Kick Varies 100% 20
A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes.
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
Barrier - - 30
The user throws up a sturdy wall that sharply raises its Defense stat.
Assist - 100% 20
The user hurriedly and randomly uses a move among those known by other Pokémon in the party.
Role Play - 100% 10
The user mimics the foe completely, copying the foe's natural ability.
Fire Punch 75 100% 15
The foe is punched with a fiery fist. It may leave the target with a burn.
Thunder Punch 75 100% 15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
Nasty Plot - - 20
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
Flatter - 100% 15
Flattery is used to confuse the foe. However, it also raises the target's Sp. Atk stat.
Psycho Cut 70 100% 20
The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
Guard Swap - - 10
The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe.