Igglybuff
National: #174· Johto: #43· Hoenn: #142· Unova: #281· Kalos (Mountain): #119· Alola: #167· Paldea: #59· Akala: #68· Hyperspace: #76· Isle Of Armor: #11· Conquest Gallery: #20
Evolution chain
Evolution method (Scarlet & Violet). Methods may differ in earlier games.
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 90 | 30 | 15 | 40 | 20 | 15 | 210 |
Abilities
Moves
User takes 1/4 the damage it inflicts in recoil.
User takes 1/3 the damage it inflicts in recoil.
User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.
Raises user’s Defense by one stage. After this move is used, the power of ice ball and rollout are doubled until the user leaves the field.
Lowers the target’s Attack by two stages.
Has a 30% chance to paralyze the target.
Erects a barrier around the user’s side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
Erects a barrier around the user’s side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
If the user is burned, paralyzed, or poisoned, this move has double power.
Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.
Power increases with the target’s weight in kilograms, to a maximum of 120. Target’s weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
Has a 10% chance to burn the target.
User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk.
Ignores accuracy and evasion modifiers.
Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.
User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends. If the user has used defense curl since entering the field, this move has double power.
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 10% chance to lower the target’s Special Defense by one stage.
Discards the user’s stat changes and copies the target’s. This move cannot be copied by mirror move.
Deals regular damage. Drains 75% of the damage inflicted to heal the user.
Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
Paralyzes the target.
If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.
This move can only be used if each of the user’s other moves has been used at least once since the user entered the field. If this is the user’s only move, this move will fail.
User takes 1/4 the damage it inflicts in recoil.
Disables the target’s last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.
Changes the user’s and target’s remaining HP to the average of their current remaining HP. Ignores accuracy and evasion modifiers. This effect does not count as inflicting damage for other moves and effects that respond to damage taken. This effect fails against a substitute.
Confuses the target.
The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, struggle will be used instead. This effect ends if the selected move runs out of PP. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target’s last used move was encore, mimic, mirror move, sketch, struggle, or transform, this move will fail.
Lowers the target’s Special Defense by two stages.
Ignores accuracy and evasion.
The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn.
Has a 10% chance to lower the target’s Attack by one stage.
Puts the target to sleep.
Randomly uses one of the following effects. Effect | Chance -------------------------------------------------- | -----: Inflicts regular damage with 40 power | 40% Inflicts regular damage with 80 power | 30% Inflicts regular damage with 120 power | 10% Heals the target for 1/4 its max HP | 20% On average, this move inflicts regular damage with 52 power and heals the target for 1/20 its max HP.
At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user’s max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate.
For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop. Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes. bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect. *Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop’s effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Uses the last move that was used successfully by any Pokémon, including the user. This move cannot copy itself, nor roar nor whirlwind. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Heals the target for half its max HP.
For five turns, protects all Pokémon on the ground from major status ailments and confusion and weakens dragon moves used against them to 0.5× their power. Changes nature power to moonblast.
Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon’s counter reaches zero, that Pokémon faints. A Pokémon that leaves the field will lose its counter; its replacement does not inherit the effect, and other Pokémon’s counters remain. This effect is passed on by baton pass. This move cannot be copied by mirror move.
Has a 10% chance to burn the target.
Has a 20% chance to lower the target’s Special Defense by one stage.
