Pokemon Brilliant Diamond and Shining Pearl Jigglypuff is a Normal and Fairy Type Balloon Pokémon, with a 22.2% Chance To Catch with a regular Pokeball. Jigglypuff can be found with Cute Charm, Competitive and Friend Guard as an Ability and has a Fast growth rate with a 2 HP EV Yield. We recommend the Lonely Nature, based on 270 combined Base Stats.
Jigglypuff Stats and Abilities
Based on Jigglypuff Base IVs we consider this pokemon F-Tier choice. Jigglypuff Highest IV Stat is Attack 45 and the Lowest being Defense 20.
Tier | Stat | Base | Min | Max |
---|---|---|---|---|
D | HP | 115 | 340 | 434 |
F | Attack | 45 | 85 | 207 |
F | Defense | 20 | 40 | 152 |
F | Special Attack | 45 | 85 | 207 |
F | Special Defense | 25 | 49 | 163 |
F | Speed | 20 | 40 | 152 |
F | Total | 270 |
Jigglypuff | Detail |
---|---|
Best Held Items | |
Best Nature | Lonely ↑ +10% Attack↓ -10% Defense |
Caught in the Wild Held Item Chance | 5% Moon Stone ![]() |
Like/Dislikes | ![]() ![]() |
EV Yield | 2 HP |
Growth Rate | Fast |
Catch Rate | 170 (22.2% with PokéBall, full HP) |
Egg Groups | Fairy |
Egg Cycles | 10 (2,314–2,570 steps) |
Abilities | Description |
---|---|
Cute Charm Ability 1 | Contact with the Pokémon may cause infatuation. |
Competitive Ability 2 | Competitive raises the ability-bearer's Special Attack when a stat-lowering move is targeted at it. |
Friend Guard Hidden Ability | Reduces damage done to allies. |
How To Evolve Jigglypuff in BDSP
Igglybuff requires (high Friendship) to evolve into Jigglypuff and then (use Moon Stone) to evolve into Wigglytuff.
Base Form | Evolution Requirement | First Evolution | Evolution Requirement | Final Evolution |
---|---|---|---|---|
Igglybuff ![]() | high Friendship → | Jigglypuff ![]() | use Moon Stone ![]() → | Wigglytuff ![]() |

Where To Find Jigglypuff in BDSP
Jigglypuff has 1 spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. 16-18 Jigglypuff, within the Trophy Garden location using the Walking method.



Location | How To Catch | Pokemon Spawns |
---|---|---|
![]() 100 - 20% ![]() ![]() ![]() | ![]() Igglybuff Lv. 16-18 | |
![]() 100 - 20% ![]() ![]() ![]() | ![]() Jigglypuff Lv. 16-18 |

Pokemon Brilliant Diamond and Shining Pearl Jigglypuff Weakness
Jigglypuff is a Normal and Fairy Type pokemon. This will cause Jigglypuff to take More Damage from Poison, Steel Type Moves, and Less Damage from Bug, Dark, Ghost, Dragon Type moves.
Damage | Types |
---|---|
4.0x More Damage | |
2.0x More Damage | ![]() ![]() |
0.5x Less Damage | ![]() ![]() |
0.25x Less Damage | |
Immune to Damage | ![]() ![]() |
What pokemon is Jigglypuff Weak Against?
What pokemon is Jigglypuff Strong Against?

Best Moves Jigglypuff in BDSP
Best Moveset for Jigglypuff Lv Up Moves based on Power.
Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
44 | Double-Edge | ![]() | Physical | 180 | 100 | 15 | User receives recoil damage. |
36 | Hyper Voice | ![]() | Special | 135 | 100 | 10 | |
40 | Play Rough | ![]() | Physical | 135 | 90 | 10 | May lower opponent's Attack. |
24 | Body Slam | ![]() | Physical | 127.5 | 100 | 15 | May paralyze opponent. |
Best Moveset for Jigglypuff TM Moves based on Power.
TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM01 | Focus Punch | ![]() | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
TM22 | Solar Beam | ![]() | Special | 120 | 100 | 10 | Charges on first turn, attacks on second. |
TM14 | Blizzard | ![]() | Special | 110 | 70 | 5 | May freeze opponent. |
TM38 | Fire Blast | ![]() | Special | 110 | 85 | 5 | May burn opponent. |


Jigglypuff Level Up Moves
List of Moves Jigglypuff can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
Lvl | Move | Desc |
---|---|---|
1 | Sweet Kiss | Power: — Acc: 75 PP: 10 ![]() Confuses opponent. |
1 | Disarming Voice | Power: 60 Acc: — PP: 15 ![]() Ignores Accuracy and Evasiveness. |
1 | Disable | Power: — Acc: 100 PP: 20 ![]() Opponent can't use its last attack for a few turns. |
1 | Charm | Power: — Acc: 100 PP: 20 ![]() Sharply lowers opponent's Attack. |
1 | Sing | Power: — Acc: 55 PP: 15 ![]() Puts opponent to sleep. |
1 | Pound | Power: 60 Acc: 100 PP: 35 ![]() |
1 | Copycat | Power: — Acc: — PP: 20 ![]() Copies opponent's last move. |
1 | Defense Curl | Power: — Acc: — PP: 40 ![]() Raises user's Defense. |
4 | Echoed Voice | Power: 60 Acc: 100 PP: 15 ![]() Power increases each turn. |
8 | Covet | Power: 90 Acc: 100 PP: 25 ![]() Opponent's item is stolen by the user. |
12 | Stockpile | Power: — Acc: — PP: 20 ![]() Stores energy for use with Spit Up and Swallow. |
12 | Swallow | Power: — Acc: — PP: 10 ![]() The more times the user has performed Stockpile, the more HP is recovered. |
12 | Spit Up | Power: — Acc: 100 PP: 10 ![]() Power depends on how many times the user performed Stockpile. |
16 | Round | Power: 90 Acc: 100 PP: 15 ![]() Power increases if teammates use it in the same turn. |
20 | Rest | Power: — Acc: — PP: 10 ![]() User sleeps for 2 turns, but user is fully healed. |
24 | Body Slam | Power: 127.5 Acc: 100 PP: 15 ![]() May paralyze opponent. |
28 | Mimic | Power: — Acc: — PP: 10 ![]() Copies the opponent's last move. |
32 | Gyro Ball | Power: — Acc: 100 PP: 5 ![]() The slower the user, the stronger the attack. |
36 | Hyper Voice | Power: 135 Acc: 100 PP: 10 ![]() |
40 | Play Rough | Power: 135 Acc: 90 PP: 10 ![]() May lower opponent's Attack. |
44 | Double-Edge | Power: 180 Acc: 100 PP: 15 ![]() User receives recoil damage. |
Jigglypuff TM Moves
List of Moves Jigglypuff can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
TM01 | Focus Punch | Power: 150 Acc: 100 PP: 20 ![]() If the user is hit before attacking, it flinches instead. |
TM03 | Water Pulse | Power: 60 Acc: 100 PP: 20 ![]() May confuse opponent. |
TM10 | Work Up | Power: — Acc: — PP: 30 ![]() Raises user's Attack and Special Attack. |
TM11 | Sunny Day | Power: — Acc: — PP: 5 ![]() Makes it sunny for 5 turns. |
TM13 | Ice Beam | Power: 90 Acc: 100 PP: 10 ![]() May freeze opponent. |
TM14 | Blizzard | Power: 110 Acc: 70 PP: 5 ![]() May freeze opponent. |
TM16 | Light Screen | Power: — Acc: — PP: 30 ![]() Halves damage from Special attacks for 5 turns. |
TM17 | Protect | Power: — Acc: — PP: 10 ![]() Protects the user, but may fail if used consecutively. |
TM18 | Rain Dance | Power: — Acc: — PP: 5 ![]() Makes it rain for 5 turns. |
TM20 | Safeguard | Power: — Acc: — PP: 25 ![]() The user's party is protected from status conditions. |
TM21 | Dazzling Gleam | Power: 120 Acc: 100 PP: 10 ![]() Hits all adjacent opponents. |
TM22 | Solar Beam | Power: 120 Acc: 100 PP: 10 ![]() Charges on first turn, attacks on second. |
TM24 | Thunderbolt | Power: 90 Acc: 100 PP: 15 ![]() May paralyze opponent. |
TM25 | Thunder | Power: 110 Acc: 70 PP: 10 ![]() May paralyze opponent. |
TM28 | Dig | Power: 80 Acc: 100 PP: 10 ![]() Digs underground on first turn, attacks on second. Can also escape from caves. |
TM29 | Psychic | Power: 90 Acc: 100 PP: 10 ![]() May lower opponent's Special Defense. |
TM30 | Shadow Ball | Power: 80 Acc: 100 PP: 15 ![]() May lower opponent's Special Defense. |
TM31 | Brick Break | Power: 75 Acc: 100 PP: 15 ![]() Breaks through Reflect and Light Screen barriers. |
TM32 | Double Team | Power: — Acc: — PP: 15 ![]() Raises user's Evasiveness. |
TM33 | Reflect | Power: — Acc: — PP: 20 ![]() Halves damage from Physical attacks for 5 turns. |
TM34 | Shock Wave | Power: 60 Acc: — PP: 20 ![]() Ignores Accuracy and Evasiveness. |
TM35 | Flamethrower | Power: 90 Acc: 100 PP: 15 ![]() May burn opponent. |
TM38 | Fire Blast | Power: 110 Acc: 85 PP: 5 ![]() May burn opponent. |
TM42 | Facade | Power: 105 Acc: 100 PP: 20 ![]() Power doubles if user is burned, poisoned, or paralyzed. |
TM44 | Rest | Power: — Acc: — PP: 10 ![]() User sleeps for 2 turns, but user is fully healed. |
TM45 | Attract | Power: — Acc: 100 PP: 15 ![]() If opponent is the opposite gender, it's less likely to attack. |
TM56 | Fling | Power: — Acc: 100 PP: 10 ![]() Power depends on held item. |
TM57 | Charge Beam | Power: 50 Acc: 90 PP: 10 ![]() May raise user's Special Attack. |
TM58 | Endure | Power: — Acc: — PP: 10 ![]() Always left with at least 1 HP, but may fail if used consecutively. |
TM60 | Drain Punch | Power: 75 Acc: 100 PP: 10 ![]() User recovers half the HP inflicted on opponent. |
TM67 | Recycle | Power: — Acc: — PP: 10 ![]() User's used hold item is restored. |
TM70 | Flash | Power: — Acc: 100 PP: 20 ![]() Lowers opponent's Accuracy. |
TM73 | Thunder Wave | Power: — Acc: 90 PP: 20 ![]() Paralyzes opponent. |
TM74 | Gyro Ball | Power: — Acc: 100 PP: 5 ![]() The slower the user, the stronger the attack. |
TM76 | Stealth Rock | Power: — Acc: — PP: 20 ![]() Damages opponent switching into battle. |
TM77 | Psych Up | Power: — Acc: — PP: 10 ![]() Copies the opponent's stat changes. |
TM82 | Sleep Talk | Power: — Acc: — PP: 10 ![]() User performs one of its own moves while sleeping. |
TM85 | Dream Eater | Power: 100 Acc: 100 PP: 15 ![]() User recovers half the HP inflicted on a sleeping opponent. |
TM86 | Grass Knot | Power: — Acc: 100 PP: 20 ![]() The heavier the opponent, the stronger the attack. |
TM87 | Swagger | Power: — Acc: 85 PP: 15 ![]() Opponent becomes confused, but its Attack is sharply raised. |
TM90 | Substitute | Power: — Acc: — PP: 10 ![]() Uses HP to creates a decoy that takes hits. |
TM96 | Strength | Power: 120 Acc: 100 PP: 15 ![]() |
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