From Bulbapedia, the community-driven Pokémon encyclopedia.
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.
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.
|| 0 to 99
|| 100 to 199
|| 200 to MAX
| Gaining a level
| Using an item
| Challenging a Gym Leader
| Depositing in the PC
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.
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
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.
Pokémon FireRed and LeafGreen
In Pokémon FireRed and LeafGreen, 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.
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 separate 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.
* 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.
Happiness is very much the same in Generation V as it was in Generation IV. As far as it has been tested, happiness conditions and related items are much the same, with the main differences being in what NPCs will rate and measure happiness. 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. A third lady in Castelia City will massage one of your Pokémon per day, raising its happiness. She is located in the first building on the left side of Castelia Street.
The happiness statistics appear to have not changed much since Generation IV. Note that holding a Soothe Bell will still 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.
* The number of steps and the probability needs further study, as is the case with the Generation IV statistics.
Several Pokémon evolve after being leveled up when their happiness level is at or above 220:
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.
| "It is super friendly to you! I'm a bit jealous!"
| "It is quite friendly to you! You must be a kind person!"
| "It's friendly toward you. It looks sort of happy."
| "It's quite cute."
| "You should treat it better. It's not used to you."
| "It doesn't seem to like you at all. It looks mean."
- Goldenrod City: A woman in the house northeast of the Bike Shop will rate a Pokémon's happiness.
- Goldenrod Department Store: On Sundays only, a woman at the TM Corner, on the fifth floor, gives away either TM27 (Return) (happiness above 150) or TM21 (Frustration) (happiness below 100).
- Verdanturf Town: A woman in the house in the south-western part of town will rate a Pokémon's happiness. *
- Pacifidlog Town: Once every week, a man gives away either TM27 (Return) (happiness above 150) or TM21 (Frustration) (happiness below 100).
- Pallet Town: At Blue's house, Daisy will rate a Pokémon's happiness.FRLG
- Hearthome City: An NPC rates happiness in the Pokémon Fan Club.
- Route 213: At the Footstep House, Dr. Footstep will rate a Pokémon's happiness, albeit in a roundabout way which differs among Pokémon species.
- Eterna City: A woman who gives the player the Pokétch App, Friendship Checker, will rate the happiness of the player's Pokémon.
- Icirrus City: At the Pokémon Fan Club, a member there will rate a Pokémon's happiness.
- Nacrene City: A woman in the building to the right of the Pokémon Center with a CottoneeB/PetililW will rate a Pokémon's happiness. *
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.