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 #468 Togekiss
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Togekiss
Japan: Togekiss
トゲキッス
French: Togekiss
German: Togekiss
Korean: 토게키스
National: #468
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :87.5%
Female :12.5%
Classification Height Weight Capture Rate Base Egg Steps
Jubilee Pokémon 4'11"
1.5m
83.8lbs
38kg
302,560
Abilities: Hustle - Serene Grace - Super Luck (Hidden Ability)
Hustle: Damage from physical attacks is increased by 50%, but average accuracy is only 80%.
Serene Grace: The chances of a move having a secondary effect is doubled.
Hidden Ability (Available):
Super Luck: Raises the critical-hit ratio of moves by one level.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
800,000 Points
Fast
70 2 Sp. Attack Point(s)
1 Sp. Defense Point(s)
Eligible
Wild Hold Item Egg Groups
 
Flying
Fairy
Evolutionary Chain
Locations
X Evolve Togetic
Y Evolve Togetic
Omega Ruby Evolve Togetic
Alpha Sapphire Evolve Togetic
Generation VI Level Up
LevelAttack NameTypeAppealJam
After You  
Causes the user to move later on the next turn.
Sky Attack  
Affected by how well the previous Pokémon's move went.
Extreme Speed  
Causes the user to move earlier on the next turn.
Aura Sphere  
Works great if the user goes first this turn.
Air Slash
Badly startles the last Pokémon to act before the user.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM19 Roost  
Makes the audience quickly grow bored when an appeal move has little effect.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM35 Flamethrower  
Quite an appealing move.
TM38 Fire Blast  
Works better the more the crowd is excited.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM51 Steel Wing  
Affected by how well the previous Pokémon's move went.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM59 Incinerate  
Makes audience expect little of other contestants.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM02 Fly  
Prevents the user from being startled one time this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Extrasensory Details
Badly startles Pokémon that used a move of the same type.
Foresight Details
Badly startles Pokémon that used a move of the same type.
Future Sight   Details
Works well if it is the same type as the move used by the last Pokémon.
Lucky Chant   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Mirror Move   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Morning Sun   Details
Effectiveness varies depending on when it is used.
Nasty Plot   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Peck   Details
Quite an appealing move.
Present   Details
An appealing move that can be used repeatedly without boring the audience.
Psycho Shift   Details
Works great if the user goes last this turn.
Secret Power   Details
Works well if the user is pumped up.
Stored Power   Details
Works well if the user is pumped up.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
After You  
Causes the user to move later on the next turn.
Covet  
Affected by how well the previous Pokémon's move went.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endeavor  
Works great if the user goes last this turn.
Focus Punch  
Works great if the user goes last this turn.
Heal Bell  
Prevents the user from being startled until the turn ends.
Heat Wave
Startles all of the Pokémon to act before the user.
Hyper Voice
Startles all of the Pokémon to act before the user.
Last Resort  
Works well if the user is pumped up.
Magic Coat  
Works great if the user goes last this turn.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Sky Attack  
Affected by how well the previous Pokémon's move went.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Tailwind  
Causes the user to move earlier on the next turn.
Trick
Badly startles Pokémon that used a move of the same type.
Water Pulse  
Makes audience expect little of other contestants.
Zen Headbutt  
Quite an appealing move.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Magical Leaf  
Lv. 1
Works great if the user goes first this turn.
Growl  
Lv. 1
Works great if the user goes last this turn.
Charm
Lv. 1
Badly startles Pokémon that the audience has high expectations of.
Metronome  
Lv. 1
Effectiveness varies depending on when it is used.
Sweet Kiss  
Lv. 1
Makes the remaining Pokémon nervous.
Yawn  
Lv. 13
Makes the remaining Pokémon nervous.
Fairy Wind  
Lv. 14
Quite an appealing move.
Encore  
Lv. 17
Makes the remaining Pokémon nervous.
Follow Me  
Lv. 21
Temporarily stops the crowd from growing excited.
Bestow  
Lv. 25
Works better the more the crowd is excited.
Wish  
Lv. 29
Excites the audience a lot if used last.
Ancient Power  
Lv. 33
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Safeguard  
Lv. 37
Prevents the user from being startled one time this turn.
Baton Pass  
Lv. 41
Works well if the user is pumped up.
Double-edge  
Lv. 45
A very appealing move, but after using this move, the user is more easily startled.
Last Resort  
Lv. 49
Works well if the user is pumped up.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Work Up   Gen V TM83
Excites the audience a lot if used first.
Pluck   Gen V TM88
Brings down the energy of any Pokémon that have already used a move this turn.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Silver Wind   Gen IV 318
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Pluck   Gen IV 365
Brings down the energy of any Pokémon that have already used a move this turn.
Defog   Gen IV 432
Works great if the user goes first this turn.
Air Cutter   Move Tutor - PtHGSS
Quite an appealing move.
Ominous Wind   Move Tutor - PtHGSS
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Ancient Power   Move Tutor - PtHGSS
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Twister   Move Tutor - PtHGSS
Quite an appealing move.
Headbutt   Move Tutor - HGSS
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 545 85 50 95 120 115 80
Max Stats
Hindering Nature
Lv. 50 145 - 192 49 - 91 90 - 132 112 - 154 108 - 150 76 - 118
Lv. 100 280 - 374 94 - 179 175 - 260 220 - 305 211 - 296 148 - 233
Max Stats
Neutral Nature
Lv. 50 145 - 192 55 - 102 100 - 147 125 - 172 120 - 167 85 - 132
Lv. 100 280 - 374 105 - 199 195 - 289 245 - 339 235 - 329 165 - 259
Max Stats
Beneficial Nature
Lv. 50 145 - 192 60 - 112 110 - 161 137 - 189 132 - 183 93 - 145
Lv. 100 280 - 374 115 - 218 214 - 317 269 - 372 258 - 361 181 - 284

<--- #467
Magmortar
#469
Yanmega
--->

 
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