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Official artwork of Hatenna

#0856

Hatenna

Gen VIII

Calm Pokémon

Psychic

Pokédex entry · Sword

Via the protrusion on its head, it senses other creatures’ emotions. If you don’t have a calm disposition, it will never warm up to you.

Height
0.4 m
Weight
3.4 kg
Base EXP
53
Growth
Slow
Catch rate

235/255Very easy

Friendship

50/255

Base stats

HP42Attack30Defense45Speed39Sp. Def53Sp. Atk56
HP
42
Attack
30
Defense
45
Speed
39
Sp. Def
53
Sp. Atk★
56

Total 265

Low

EV yield +1 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP102149
Attack3190
Defense45106
Speed39100
Sp. Def52115
Sp. Atk54118
Total323678

About Hatenna

Hatenna is the first stage of its evolutionary line: at level 32 it evolves into Hattrem, which reaches its final form, Hatterene, at level 42. It is a young witch, with a pink body, a sort of blue wig and a protrusion that resembles a hat with an antenna. This extension on its head picks up the emotions of the living beings around it.

Emotional sensitivity shapes all of its behaviour. It prefers unpopulated places, flees at top speed when it senses an intense emotion and ends up exhausted if it remains exposed to one for too long. It only opens its heart to people with calm dispositions. Its childish appearance contrasts with its ability to read the atmosphere, which also explains its classification as the Calm Pokémon. The design combines features of a small witch with those of a sensory antenna; the English name joins “hat” and “antenna”, while the Japanese Mibrim connects “miburi”, gesture or movement, with “brim”, the edge of a hat.

Combat analysis

×2

Weakness

BugGhostDark
×½

Resistance

FightingPsychic

Hatenna in depth

A witch that avoids emotional noise

The design starts with a tiny witch. Its pink body is covered by a blue shape resembling a wig, while the extension on its head recalls both a pointed hat and an antenna. The idea fits its behaviour: it does not seek to impose its emotions, but to detect those of others and move away when they become too intense. The Japanese entry Mibrim is formed from “miburi”, gesture or movement, and “brim”, the edge of a hat. Hatenna combines “hat” with “antenna”.

Impidimp as a counterpart

The line shares several conceptual traits with Impidimp. Hatenna represents the witch side and prefers calm; Impidimp is associated with goblins and more mischievous behaviour. They also work as a gender counterpart: Hatenna and its evolutions are always female, while the Impidimp line is always male. Both families debuted in Generation VIII and evolve at level 32 and then at level 42.

The comparison also helps explain their stat distribution. Impidimp starts with better physical resources and a more aggressive line, while Hatenna concentrates its value in Special Attack, support and control abilities. Evolution changes the result significantly: Hatterene gains the Fairy typing, increases its power and retains very low Speed, making Trick Room a natural tool for the final stage of the line.

From Galar to Paldea

Hatenna debuted in Pokémon Sword and Pokémon Shield and became available in Pokémon Scarlet and Pokémon Violet. It did not appear in the games from the previous generation, and its line had no playable presence in Pokémon Brilliant Diamond, Pokémon Shining Pearl or Pokémon Legends: Arceus. Across generations it has remained a species focused on support, with recovery moves, control and special attacks. In the current games it learns Aromatic Mist at level 15, Psybeam at level 20 and Heal Pulse at level 25, before gaining Dazzling Gleam, Calm Mind and Psychic.

Its movepool expands through Technical Machines: Giga Drain provides indirect recovery, Dark Pulse covers Ghost-type opponents and Trick Room allows slow teams to be built. It does not learn any tutor moves, but it does have four Egg Moves covering speed control, paralysis and special Fire-type damage.

How to make the most of it during the adventure

Before evolving, Hatenna works best behind a sturdy partner. It can switch in against Fighting- or Psychic-type attacks, use Calm Mind if the opponent does not threaten it immediately and use Psychic or Dazzling Gleam to finish opponents off. Magic Bounce punishes opponents that rely on status moves, although it does not stop direct attacks or protect it from its Bug, Dark and Ghost weaknesses.

In doubles, Heal Pulse and Light Screen make more sense than in a singles battle. Healer also gains value when supporting an ally, but Magic Bounce remains the preferred hidden ability when the aim is to protect the team from status moves. The species appeared as the conceptual companion to a rival line from Galar, and its final evolution became associated with the Trainer Bede, while the Impidimp line filled that role alongside Marnie.

TCG cards

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