Friendship

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Reason: Generation V.

Happiness is a measurement of how much a Pokémon loves its Trainer and enjoys being in their care. Happiness affects the evolution of certain Pokémon, the power of Return and Frustration, and the availability of a few in-game items and ribbons. Certain events increase a Pokémon's happiness (gaining a level, walking 256 steps) or decrease it (fainting, using herbal medicine).

Happiness was introduced in Pokémon Yellow for the player's starting Pikachu only, and expanded to cover all Pokémon in Generation II.

Generation I

A prototype of the happiness system used by later games was introduced in Pokémon Yellow, the last main series game of Generation I. Like the later system, its value ranged between 0 and 255 inclusive -- however, this value was only applied to the Pikachu the player started with.

Pikachu at maximum happiness.

Unlike later games, since Pikachu is outside of its Poké Ball, the player can turn and look at it at any time as it follows him around the overworld. Pikachu will then indicate its happiness in a small window that appears. At maximum happiness, Pikachu will jump up and down before the window appears.

Like later games, Pikachu's happiness will rise when it gains a level. If its Trainer uses an item on Pikachu, its happiness will also rise, even if it is an item that has no effect on Pikachu (such as a Potion at full HP). In this manner, Pikachu is much easier to make happy than Pokémon in future generations.

Pikachu's happiness drops if it is put into Bill's PC or faints. Trading it to another game will reset its happiness to 0.

Happiness is not recorded for any other Pokémon in Generation I, and the happiness of Pikachu does not affect much: the only real effect it has is whether or not Melanie will give Bulbasaur away in Cerulean City, which she will only do if Pikachu's happiness is 147 or higher.

Happiness 0 to 99 100 to 199 200 to MAX
Event Change
Gaining a level +5 +3 +2
Using an item +5 +3 +2
Challenging a Gym Leader +3 +2 +1
Depositing in the PC -3 -3 -5
Fainting -1 -1 -1


Generation II

In Generation II, the happiness system became fully implemented, building on the system used in Yellow by tracking the happiness of every Pokémon owned by the Trainer. Like before, it is a single byte with a value between 0 and 255.

Happiness is set when a Pokémon is brought under a Trainer's control: that is, it is 70 when a Pokémon is captured from the wild, and reset to 70 when a Pokémon is traded from another game. When a Pokémon is hatched from an egg, its value is set to 120. If a Pokémon is captured in a Friend Ball, rather than any other kind, its happiness is set to 200 instead.

Another function was given to happiness in Generation II: the evolution of certain Pokémon, which has continued until the present as each generation introduces new Pokémon which evolve through happiness. Happiness-based evolutions occur when a Pokémon's happiness is 220 or higher.

Unlike in Generation I, happiness will not increase if an item that cannot be used is used on a Pokémon: for example, using an HP Up on a Quilava which already has the maximum HP it can have will not result in raised happiness.

Happiness 0 to 99 100 to 199 200 to MAX
Event Change
Walking 512 steps +1*
Grooming, Daisy +3
Grooming, older haircut brother +5 +3 +1
Grooming, younger haircut brother +10 +3 +1
Using vitamins +5 +3 +2
Gaining a level +5 +3 +2
Challenging a Gym Leader or Elite Four +3 +2 +1
Fainting -1
Using EnergyPowder -5
Using Heal Powder -5
Using Energy Root -10
Using Revival Herb -15
Trading to another game Reset to 70


However, some things, though frequently reported, aren't part of the Generation II modifier. The following are actions that do not affect a Pokémon's happiness, either positively or negatively:

  • Putting a Pokémon in Bill's PC
  • Healing a Pokémon when weak and injured
  • Giving a Pokémon a hold item
  • Using a Pokémon in battles
  • Winning battles with a Pokémon
  • Letting a Pokémon's HP fall to critical status
  • Letting the player's Pokémon get a status condition like Paralysis
  • Walking when the player's Pokémon has a status condition

Generation III

Happiness in Generation III works much the same as before, with two additional happiness-boosting mechanics. If a Pokémon is caught in a Luxury Ball or is holding a Soothe Bell, all happiness-raising events will increase the Pokémon's happiness by one point more; happiness-lowering events are not affected. These effects stack on each other, meaning a Pokémon in a Luxury Ball holding a Soothe Bell gets two additional points per event.

Pokémon now have a base happiness per species; however, most catchable Pokémon have the standard 70 points as their starting level.

Happiness 0 to 99 100 to 199 200 to MAX
Event Change
Walking 256 steps +1
Grooming, Daisy* +3 +3 +2
Using vitamins +5 +3 +2
Gaining a level +5 +3 +2
Using EV Berries +2
Fainting -1
Using EnergyPowder -5
Using Heal Powder -5
Using Energy Root -10
Using Revival Herb -15
Trading to another game Reset to base happiness


Pokémon Fire Red and Leaf Green

In the Pokémon FireRed and LeafGreen Versions, the player can know the happiness level of his/her Pokémon through the scene which appears after the player uses an item on the Pokémon. The Pokémon will either move towards the screen or not move at all. If the Pokémon does not move, then its happiness level is neutral. The happiness level of the Pokémon can be indicated by looking at how near the Pokémon goes to the player. The nearer the Pokémon moves towards the screen the higher its happiness level and the more it likes its trainer.

Generation IV

Happiness in Generation IV is much the same as it is in Generation III, though the conditions are altered slightly. The Luxury Ball now causes a Pokémon to gain a seperate boost in happiness when they level up and while walking compared to Pokémon in other Balls.

Dr. Footstep, the sole resident of the Footstep House on Route 213, will give a Pokémon with maximum happiness a ribbon.

In HeartGold and SoulSilver, the player can gauge their Pokémon's happiness based on the phrase that appears when they are spoken to outside of their Poké Ball.

Daisy makes a return in HeartGold and SoulSilver. Visiting her in Pallet Town will let her groom one of the player's Pokémon between 15:00 and 16:00 every day, increasing its happiness.

The Haircut brothers also make a return in HeartGold and SoulSilver. The player can visit them on any day of the week besides Monday to give one of their Pokémon a boost in happiness.

In the table below, the first and second values separated by slashes show the changes for most Poké Balls and Luxury Balls, respectively. Note that holding a Soothe Bell will apply a multiplier of 1.5 (rounding down) to only positive changes and that use of Luxury Balls will not reduce the effects of negative changes.

Happiness 0 to 99 100 to 199 200 to MAX
Event Change
Walking 256 steps* +1/??
Massage (Veilstone City)Wrong template. See Template:Sup/doc. +3
Massage (Ribbon Syndicate)Wrong template. See Template:Sup/doc. ?? ?? ??
Haircut brothersWrong template. See Template:Sup/doc.* +1/+3/+5/+10 +1/+3/+5/+10 +1/+2/+4
Daisy groomingWrong template. See Template:Sup/doc. ?? ?? ??
Using vitamins +5 +3 +2
Level up +5/+6 +3/+4 +2/+3
Using EV Berries +10 +5 +2
Fainting -1
Using EnergyPowder -5 -5 -10
Using Heal Powder -5 -5 -10
Using Energy Root -10 -10 -15
Using Revival Herb -15 -15 -20
Trading Reset to base happiness.


* The number of steps and the probability needs further study.

† These include Pomeg Berry, Kelpsy Berry, Qualot Berry, Hondew Berry, Grepa Berry, and Tamato Berry (No. 21-26).

Pokémon Ranger: Shadows of Almia

Two Pokémon in a Happy Mood

Happiness also has an effect in the second Ranger game. Partner Pokémon can have the condition of Fine, Happy, or Very Happy. When it is in a Happy Mood, musical notes come out. Black musical notes come out of it when it is happy. Multicolored musical notes come out when it is very happy. This may happen whether or not it is with the player. This state of mind increases the speed the Partner Gauge fills up due to more Partner Energy being given.

Generation V

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

Happiness is very much the same in Generation V as it was in Generation IV. A lady in Nacrene City will rate the happiness of the player's Pokémon. Another lady, in the Pokémon Fan Club located in Icirrus City will also rate the happiness of the player's Pokémon.

Evolutions

Several Pokémon evolve after levelling-up, to any level, when their happiness level is at or above 220:

Previous evolutions Happiness evolution Future evolutions
041.png
Zubat
 Poison  Flying 

Level 22
042.png
Golbat
 Poison  Flying 

Happiness
169.png
Crobat
 Poison  Flying 
Crobat does not evolve
440.png
Happiny
 Normal 

Level up
holding an Oval Stone
113.png
Chansey
 Normal 

Happiness
242.png
Blissey
 Normal 
Blissey does not evolve
Eevee is the lowest in its line 133.png
Eevee
 Normal 

Happiness
(day)
196.png
Espeon
 Psychic 
Espeon does not evolve
Eevee is the lowest in its line 133.png
Eevee
 Normal 

Happiness
(night)
197.png
Umbreon
 Dark 
Umbreon does not evolve
Pichu is the lowest in its line 172.png
Pichu
 Electric 

Happiness
025.png
Pikachu
 Electric 

Thunderstone
026.png
Raichu
 Electric 
Cleffa is the lowest in its line 173.png
Cleffa
 Normal 

Happiness
035.png
Clefairy
 Normal 

Moon Stone
036.png
Clefable
 Normal 
Igglybuff is the lowest in its line 174.png
Igglybuff
 Normal 

Happiness
039.png
Jigglypuff
 Normal 

Moon Stone
040.png
Wigglytuff
 Normal 
Togepi is the lowest in its line 175.png
Togepi
 Normal 

Happiness
176.png
Togetic
 Normal  Flying 

Shiny Stone
468.png
Togekiss
 Normal  Flying 
Azurill is the lowest in its line 298.png
Azurill
 Normal 

Happiness
183.png
Marill
 Water 

Level 18
184.png
Azumarill
 Water 
Budew is the lowest in its line 406.png
Budew
 Grass  Poison 

Happiness
(day)
315.png
Roselia
 Grass  Poison 

Shiny Stone
407.png
Roserade
 Grass  Poison 
Buneary is the lowest in its line 427.png
Buneary
 Normal 

Happiness
428.png
Lopunny
 Normal 
Lopunny does not evolve
Chingling is the lowest in its line 433.png
Chingling
 Psychic 

Happiness
(night)
358.png
Chimecho
 Psychic 
Chimecho does not evolve
Munchlax is the lowest in its line 446.png
Munchlax
 Normal 

Happiness
143.png
Snorlax
 Normal 
Snorlax does not evolve
Riolu is the lowest in its line 447.png
Riolu
 Fighting 

Happiness
(day)
448.png
Lucario
 Fighting  Steel 
Lucario does not evolve
Woobat is the lowest in its line 527.png
Woobat
 Psychic  Flying 

Happiness
528.png
Swoobat
 Psychic  Flying 
Swoobat does not evolve
540.png
Sewaddle
 Bug  Grass 

Level 20
541.png
Swadloon
 Bug  Grass 

Happiness
542.png
Leavanny
 Bug  Grass 
Leavanny does not evolve


Happiness raters

Happiness raters are NPCs that will indicate the happiness of the first Pokémon in the player's party when spoken to. Some will give away certain items depending on the happiness, while others just tell the player how happy the Pokémon is.

Statement Happiness
"It is super friendly to you! I'm a bit jealous!" 250-255
"It is quite friendly to you! You must be a kind person!" 200-249
"It's friendly toward you. It looks sort of happy." 150-199
"It's quite cute." 100-149
"You should treat it better. It's not used to you." 50-99
"It doesn't seem to like you at all. It looks mean." 0-49


Locations

In addition, the Pokétch App, Friendship Checker, will display a Pokémon's happiness on a scale of one to two small or big hearts. If the Pokémon has a low happiness number, then it will move away from the point where the Nintendo DS screen is touched.

Trivia

  • The only regional Pokédex that contained all Pokémon that evolve by happiness at the time was the old Johto Pokédex. Neither the Hoenn Pokédex, Sinnoh Pokédex (before or after the expansion) nor the New Johto Pokédex contained all happiness-evolvers as of their respective generation, with the Sinnoh Pokédex excluding only Igglybuff and its family.

External links

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