Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Happiny

In-battle formes

HP:100
Attack:5
Defense:5
Sp. Atk:15
Sp. Def:65
Speed:30
Min (-ve nature, 0 IVs)7
Default9
Max Neutral12
Max Positive13
Max Neutral (+1)18
Max Positive (+1)19
Max Neutral (+2)24
Max Positive (+2)26
Little Cup
Support9

Evolutions

Strategies

  • en
Formats:
  • LC
Written by Komodo

Overview

Happiny is nothing in comparison to its OU evolution: Blissey. Although Happiny has great HP and Special Defense stats, the rest of its stats are horrible, to say the least. It has access to a few usable support moves such as Heal Bell, Light Screen, and Thunder Wave, but other than that, Happiny's movepool isn't very good. Natural Cure removes status upon switching out, but it's mostly pointless if you are running Heal Bell or Aromatherapy. Happiny has no reliable recovery outside of Rest, so when it's crippled to the extent that it can't take hits, Happiny is just death fodder. In short, Happiny is an awful Pokemon, but it is rather cute.

Support

Move 1
Move 2
Move 3
Move 4
  • Flamethrower
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power95 BP
    Accuracy100%

The only reason to use Happiny is because of its high HP and Special Defense stats. Thunder Wave can cripple speedy physical sweepers who switch into it, while Toxic is used to wear down opposing bulky walls, such as Slowpoke. Heal Bell is used to relieve its teammates of status, while Light Screen is handy for supporting Pokemon who need to set up. Flamethrower is mainly a filler so that Happiny isn't complete Taunt bait, but it won't be doing much damage to anything except a Level 1 Weedle.

Happiny's base 5 Defense means it will need serious support on the physical side. Physically defensive Pokemon such as Duskull, Koffing, and Pineco are all good options, as they all have access to helpful support moves for your team. Wish support is helpful as Happiny's only recovery move is Rest, which is pretty unreliable. Natu and Cleffa can provide Wish support, and they can also set up dual screens or abuse Encore, respectively. Finally, a Pokemon with Will-O-Wisp can soften the blows of physical attackers. Duskull and Shuppet have access to Will-O-Wisp, and they can both switch into Fighting-type attacks aimed at Happiny.

Other Options

Counter and Focus Sash can be used with Happiny's awful Defense and high HP, as it will surely KO a physical attacker, assuming Happiny hasn't taken previous damage. Charm can be used to lower an opponent's Attack stat, but this stat drop wears off after the opponent switches out. Gravity can support teammates by providing them with an accuracy boost, and it also grounds Levitators and Flying-types. Rest is Happiny's only recovery option, and it may be useful with Natural Cure or a cleric, but it's generally a poor choice. Lastly, Happiny can abuse Serene Grace with Thunder Wave and Headbutt, but this is luck-based and fairly gimmicky, especially with Happiny's base 5 Attack.

Checks and Counters

Happiny isn't difficult to counter. All you have to do is avoid being statused upon switching in, and pummel it with anything physically-based. Happiny only has base 5 Defense, so it isn't going to survive a lot. Just watch out for Counter, even though it's unlikely you'll ever come across it. In short, Happiny isn't threatening at all.

Credits

Moves

 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Uses the last move used in the battle.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
40
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
90%
PP
15
40, 80, 120 power, or heals target 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
75%
PP
10
Causes the target to become confused.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...