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Clefairy


Main Pokédex page | Flavor text and images

General

Clefairy
normal

Abilities

Cute Charm
Enemy Pokémon have a 30% chance of becoming Attracted every time they touch this Pokémon.
Magic Guard
This Pokémon is immune to damage not caused directly by an attack.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
35
Gold/Silver/Crystal Johto
41
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
100

Names

Japanese
ピッピ
Romaji
Pippi

Flavor

Height
1'11.6" or 0.6 m
Weight
16.5 lb or 7.5 kg
Species
Fairy
Color
pink
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
4 or 0x04

Breeding

Gender
¼ male; ¾ female (code: 191 or 0xbf)
Breeding groups
6: Fairy
Steps to hatch
2,560
Compatible with
12 families; 35 total Pokémon

In the Wild

Base EXP
68 or 0x44
Capture rate
150 or 0x96
Base happiness
140 or 0x8c
Growth rate
fast
Effort points
2 HP
Wild held items
Leppa Berry (50%), Moon Stone (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
173 Cleffa Baby form 35 Clefairy Happiness 36 Clefable Use a Moon Stone

Stats

Stat Base Max Stat %ile
L50 L100
HP
70
177 344 56.2
Attack
45
97 189 14.4
Defense
48
100 195 23.3
Special Attack
60
112 219 39.6
Special Defense
65
117 229 46.5
Speed
35
87 169 12.4
Average
53.8
- - 26

Flavor

See also: All versions' flavor text and sprites

Diamond Thought to live with others on quiet mountains, it is popular for its adorable nature.

Pearl It flies using the wings on its back to collect moonlight. This Pokémon is difficult to find.

Locations

Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet
Mt. Coronet

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method
Mt. Coronet 2F 36 - 38 Morning Daytime Night 15%
Mt. Coronet 3F 36 - 38 Morning Daytime Night 15%
Mt. Coronet 4F 38 - 40 Morning Daytime Night 15%
Mt. Coronet 5F 38 - 40 Morning Daytime Night 15%
Mt. Coronet 6F 40 - 42 Morning Daytime Night 15%
Mt. Coronet 7F 40 - 42 Morning Daytime Night 15%
Mt. Coronet B1F 30 - 32 Morning Daytime Night 15%
Mt. Coronet blizzard 38 - 39 Morning Daytime Night 5%
Mt. Coronet cave 38 - 40 Morning Daytime Night 15%
Mt. Coronet Route 216 30 - 32 Morning Daytime Night 15%
Mt. Coronet snowfall 38 - 39 Morning Daytime Night 5%

Move List

See also: This list in the move search

See also: Contest list

Clefairy's Special Attack is higher, so it will inflict more damage with special () moves.

Clefairy gets the STAB from normal moves.

Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- -- -- Growl normal none 40 -- 100% Lowers the target's Attack.
-- -- -- -- Pound normal physical 35 40 100% Inflicts regular damage.
4 5 4 Encore normal none 5 -- 100% Forces the target to repeat its last used move every turn for 2 to 6 turns.
13 8 9 7 Sing normal none 15 -- 55% Puts the target to Sleep.
18 13 13 10 DoubleSlap normal physical 10 15 85% Hits 2-5 times in one turn.
13 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
17 16 Follow Me normal none 20 -- 100% 3 Goes first. Redirects the target's single-target effects to the user for this turn.
24 19 21 19 Minimize normal none 20 -- 100% Raises the user's Evade.
22 Wake-Up Slap fighting physical 10 60 100% If the target is Sleeping, inflicts double damage and wakes it up.
25 Cosmic Power psychic none 20 -- 100% Raises the user's Defense and Special Defense.
26 25 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
28 Lucky Chant normal none 30 -- 0% Prevents the target from inflicting critical hits for five turns.
31 34 29 31 Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
33 Cosmic Power psychic none 20 -- 100% Raises the user's Defense and Special Defense.
34 Gravity psychic none 5 -- 0% Disables moves and immunities that involve flying or levitating for five turns.
43 37 37 Moonlight normal none 5 -- 100% Heals the user by half its max HP at the right time of day, or 1/4 otherwise.
39 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
48 53 41 40 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
45 43 Meteor Mash steel physical 10 100 85% Has a 20% chance to raise the user's Attack.
46 Healing Wish psychic none 10 -- 0% If the user faints this turn, its replacement will have its HP fully restored and any major status effect removed.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Crystal Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
Crystal Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Crystal Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Thunder Wave electric none 20 -- 100% Paralyzes the target.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
EmeraldFire Red/Leaf Green Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
EmeraldFire Red/Leaf Green Softboiled normal none 10 -- 100% Heals the user by half its max HP.
EmeraldFire Red/Leaf Green Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Emerald Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Chains 14 14 14 14 Blizzard ice special 5 120 70% Has a 10% chance to Freeze the target. Chance to hit becomes 100% during Hail.
Chains 08 Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 11 BubbleBeam water special 20 65 100% Has a 10% chance to lower the target's Speed.
Chains 04 04 Calm Mind psychic none 20 -- 100% Raises the user's Special Attack and Special Defense.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 18 Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 43 Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 10 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains 60 Drain Punch fighting physical 5 60 100% Heals the user by half the damage the target receives.
Chains 42 85 Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 38 38 38 38 Fire Blast fire special 5 120 85% Has a 10% chance to Burn the target.
Chains 48 Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Chains 35 35 Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
Chains H5 H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 13 13 13 Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
Chains 33 Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 16 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 05 Mega Kick normal physical 5 120 75% Inflicts regular damage.
Chains 01 Mega Punch normal physical 20 80 85% Inflicts regular damage.
Chains 35 Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
Chains 31 Mimic normal none 10 -- 100% Copies the target's last used move.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 50 Nightmare ghost none 15 -- 100% Target loses 1/4 its max HP every turn as long as it continues Sleeping.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 09 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 29 29 29 29 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Chains 46 Psywave psychic special 15 varies 80% Inflicts damage between 1 HP and 1.5 times the user's level.
Chains 20 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 67 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Chains 33 33 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 20 20 Safeguard normal none 25 -- 100% Protects the user's field from incoming major status ailments and Confusion for five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 19 Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Chains 30 30 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 40 Skull Bash normal physical 15 100 100% Raises the user's Defense. User charges for one turn before attacking.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 49 49 Snatch dark none 10 -- 100% 4 Goes first. Steals the target's move, if it is self-targeted.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 22 22 22 22 SolarBeam grass special 10 120 100% Requires a turn to charge before attacking.
Chains 76 Stealth Rock rock none 20 -- 0% Causes damage when Pokemon switch in to where the target is now.
Chains H4 H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 17 Submission fighting physical 25 80 80% User receives 1/4 the damage it inflicts in recoil.
Chains 50 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 30 Teleport psychic none 20 -- 100% Immediately ends wild battles.
Chains 25 25 25 25 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
Chains 45 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 41