#0440:
Happiny

Types:
Normal
Size:
0.61m, 24.40kgGrass Knot: 40
Serene Grace,
Natural Cure,
Friend Guard (H)
Base Stats:
HP:
100
Attack:
5
Defense:
5
Sp.Atk:
15
Sp.Def:
65
Speed:
30
Total:
220
Locations:
Additional Info:
Wild Held Items:
50%: Oval Stone

Egg Groups:

No Eggs
Gender ratio:
100% female
Moves learnt via level-up
1
Pound
Normal

Power
40
Accuracy
100
PP
56
The target is physically pounded with a long tail, a foreleg, or the like.
1
Minimize
Normal

Accuracy
--
PP
16
The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
1
Charm
Fairy

Accuracy
100
PP
32
The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.
1
Uproar
Normal

Power
90
Accuracy
100
PP
16
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
4
Defense Curl
Normal

Accuracy
--
PP
64
The user curls up to conceal weak spots and raise its Defense stat.
4
Copycat
Normal

Accuracy
--
PP
32
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
10
Sweet Kiss
Fairy

Accuracy
75
PP
16
The user kisses the target with a sweet, angelic cuteness that causes confusion.
12
Disarming Voice
Fairy

Power
40
Accuracy
--
PP
24
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.
16
Covet
Normal

Power
60
Accuracy
100
PP
40
The user endearingly approaches the target, then steals the target’s held item.
Moves learnt via Technical Machine

Water Pulse
Water

Power
60
Accuracy
100
PP
32
The user attacks the target with a pulsing blast of water. This may also confuse the target.

Toxic
Poison

Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Hail
Ice

Accuracy
--
PP
16
The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Hidden Power
Normal

Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.

Sunny Day
Fire

Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Light Screen
Psychic

Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Protect
Normal

Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Rain Dance
Water

Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Safeguard
Normal

Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.

Dream Eater
Psychic

Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Solar Beam
Grass

Power
120
Accuracy
100
PP
16
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Psychic
Psychic

Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Shadow Ball
Ghost

Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Double Team
Normal

Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Shock Wave
Electric

Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.

Flamethrower
Fire

Power
90
Accuracy
100
PP
24
The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire Blast
Fire

Power
110
Accuracy
85
PP
8
The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.

Facade
Normal

Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Rest
Psychic

Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Attract
Normal

Accuracy
100
PP
24
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Fling
Dark

Power
1
Accuracy
100
PP
16
The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Endure
Normal

Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Drain Punch
Fighting

Power
75
Accuracy
100
PP
16
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Recycle
Normal

Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.

Flash
Normal

Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.

Thunder Wave
Electric

Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.

Psych Up
Normal

Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.

Sleep Talk
Normal

Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.

Hyper Voice
Normal

Power
90
Accuracy
100
PP
16
The user lets loose a horribly echoing shout with the power to inflict damage.

Grass Knot
Grass

Power
1
Accuracy
100
PP
32
The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Swagger
Normal

Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Substitute
Normal

Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Work Up
Normal

Accuracy
--
PP
48
The user is roused, and its Attack and Sp. Atk stats increase.
Moves learnt via breeding

Aromatherapy
Grass

Accuracy
--
PP
8
The user releases a soothing scent that heals all status conditions affecting the user’s party.

Gravity
Psychic

Accuracy
--
PP
8
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.

Present
Normal

Power
1
Accuracy
90
PP
24
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Seismic Toss
Fighting

Power
1
Accuracy
100
PP
32
The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Metronome
Normal

Accuracy
--
PP
16
The user waggles a finger and stimulates its brain into randomly using nearly any move.

Heal Bell
Normal

Accuracy
--
PP
8
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Counter
Fighting

Power
1
Accuracy
100
PP
32
A retaliation move that counters any physical attack, inflicting double the damage taken.

Helping Hand
Normal

Accuracy
--
PP
32
The user assists an ally by boosting the power of that ally’s attack.

Last Resort
Normal

Power
140
Accuracy
100
PP
8
This move can be used only after the user has used all the other moves it knows in the battle.

Mud Bomb
Ground

Power
65
Accuracy
85
PP
16
The user launches a hard-packed mud ball to attack. This may also lower the target's accuracy.
Moves learnt via Tutor
Snore
Normal

Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Helping Hand
Normal

Accuracy
--
PP
32
The user assists an ally by boosting the power of that ally’s attack.
Covet
Normal

Power
60
Accuracy
100
PP
40
The user endearingly approaches the target, then steals the target’s held item.
Rollout
Rock

Power
30
Accuracy
90
PP
32
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
Mud-Slap
Ground

Power
20
Accuracy
100
PP
16
The user hurls mud in the target’s face to inflict damage and lower its accuracy.
Heal Bell
Normal

Accuracy
--
PP
8
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
Uproar
Normal

Power
90
Accuracy
100
PP
16
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Seismic Toss
Fighting

Power
1
Accuracy
100
PP
32
The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.
Zen Headbutt
Psychic

Power
80
Accuracy
90
PP
24
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Gravity
Psychic

Accuracy
--
PP
8
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.
Icy Wind
Ice

Power
55
Accuracy
95
PP
24
The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
Zap Cannon
Electric

Power
120
Accuracy
50
PP
8
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Last Resort
Normal

Power
140
Accuracy
100
PP
8
This move can be used only after the user has used all the other moves it knows in the battle.
Endeavor
Normal

Power
1
Accuracy
100
PP
8
This attack move cuts down the target’s HP to equal the user’s HP.
Design based on the application by the Smogon Dex Team, which can be found here.
Specific credits for the full Pokédex application go to Denmark, Glup and A-A-ron from Team Luminescent. Smogon Dex Team credits are as follows:
Zarel, Marty-D, scheibo, KrisXV, Karthik99999, AnnikaCodes, SadisticMystic, pyuk-bot, mia-pi-git, penpexgit, asgdf and jakobw.
This is the only section of the site where external inspiration was used.