
In the vast, wondrous galaxy that Dr. Jumba Jookiba calls his laboratory, a truly mind-boggling array of genetically engineered creatures exists. More than just Stitch’s "cousins," these 626 unique creations, lovingly (and sometimes frantically) corralled by Lilo and Stitch, form a galactic 'ohana unlike any other. If you’ve ever wondered about the full scope of Jumba’s genius – or madness – you’ve come to the right place. This Complete Lilo & Stitch Experiment List dives deep into every known experiment, revealing their origins, their powers, and their ultimate "one true place."
Get ready to meet the most mischievous, the most dangerous, and occasionally, the most adorable creations in the Disney universe.
At a Glance: Your Guide to Jumba's Creations
- Origins & Purpose: Learn how and why these "experiments" were created, and who funded their development.
- Reactivation & Rehabilitation: Understand the unique lifecycle of an experiment pod and Lilo's mission to find each one a home.
- Series Breakdown: Discover the organizational system Jumba used, from household helpers to doomsday devices.
- Experiment Deep Dive: Get a detailed look at specific experiments, their powers, weaknesses, and eventual "one true place."
- Fail-Safes & Foils: Uncover the clever (and sometimes hilarious) ways Jumba built in methods to stop his creations.
More Than Just "Badness": Unpacking Jumba's Creations
Before Stitch crash-landed on Earth, Dr. Jumba Jookiba was a self-proclaimed "evil genius" working for Galaxy Defense Industries, with funding from the diminutive, devious Dr. Jacques von Hämsterviel. His goal: create a legion of "experiments" designed for chaos, destruction, and general galactic mischief. Each of the 626 original experiments was carefully dehydrated into a small, numbered pod, ready for transport.
But as fate would have it, those pods didn't reach their intended destination. Instead, they scattered across the lush, wet island of Kauaʻi, a perfect environment for them to reactivate upon contact with water. For Lilo Pelekai, this meant an unexpected, thrilling, and often chaotic mission: to help Stitch track down each experiment, discover its true function from Jumba's database, name it, and rehabilitate it by finding its "one true place" on Earth. While Gantu, Hämsterviel's formidable right-hand alien, often dismisses them as "trogs" or "abominations," Lilo sees them as Stitch's cousins, part of their ever-growing 'ohana.
Understanding Experiment Dynamics: What Makes Them Tick?
Jumba's experiments aren't just one-trick ponies; they're marvels of genetic engineering with complex behaviors and intriguing quirks:
- Reactivation & Deactivation: A core mechanic, experiments reactivate from their pod form when wet and revert to pods when dehydrated. The only known method for re-deactivation is a common home food dehydrator!
- Unique Powers & Shared Traits: While each experiment has a primary function, many share secondary abilities like wall-scaling or retractable limbs, thanks to Jumba's efficient (and sometimes lazy) DNA reuse.
- Aging & Immunity: They age differently from Earth creatures, and curiously, certain powers (like Mr. Stenchy's cuteness or Checkers' hypnosis) don't affect other experiments, likely to prevent internal disruption.
- Temporary Effects & Reversion: Some powers are temporary; Drowsy's sleep-inducing bleat, for example, wears off without water. However, a few, like Angel (624), Amnesio (303), and Retro (210), can revert other experiments to their original evil programming.
- Molecular Charge & Glitches: Upon creation, an experiment’s molecules need to be fully charged. Incomplete charging leads to glitches (seizures, temporary evil reversion) about a year later, eventually burning out their circuits.
- Built-in Fail-Safes: Jumba, ever the cautious (or overconfident) genius, included intentional weaknesses. 627's overreactive sense of humor or Leroy's (629) specific weakness to "Aloha ʻOe" are prime examples, providing a way to stop them if they went rogue.
The Galactic Roster: A Complete Lilo & Stitch Experiment List, Series by Series
Jumba categorized his experiments into series based on their initial digit, offering a glimpse into their intended purpose and the scale of their potential impact. Pod colors generally correspond to their series, though Jumba sometimes got sloppy.
0-Series: The "Test Batch" & Household Helpers
These early experiments often served as Jumba’s proof-of-concept or focused on more localized, domestic mischief.
- 000: Zero: A purple, Stitch-like experiment with cybernetic enhancements, transforming into an evil cyborg. Functions include laser guns, a forked harpoon, and welding tools.
- 001: Shrink: Zaps objects with a green ray to change their size; also capable of levitation.
- 002: Doubledip: Designed to double-dip food. Found its one true place assisting Mrs. Hasagawa's "cats."
- 007: Gigi (Yapper): A Shih Tzu-like experiment, initially designed to annoy with endless barking, later gains the ability to speak English. Becomes Mertle Edmonds' pet.
- 009: Pop: Creates and pops balloons to discombobulate victims and cause frizzy hair.
- 010: Felix (Oscar): An anteater/elephant hybrid, designed for extreme cleaning and sterilization. Reprogrammed into "Oscar" after becoming too zealous, now cleans up by making dirt. Often says "dirty."
- 014: Kernel: The ultimate popcorn popper. Finds its one true place at a movie theater.
- 020: Slick: A fast-talking salesperson, designed to sell anything to anyone. Excels at charity fundraisers.
- 021: Twang: Created to annoy with folk music. His DNA was later used in Bragg (145).
- 022: Hertz Donut: Projects energy donuts to restrain and immobilize targets.
- 024: Hamlette: Transforms objects into delicious ham.
- 025: Topper: A star-shaped beacon, designed to signal alien fleets or keep individuals awake with a blinding light.
- 029: Checkers: Centipede-like, hypnotizes those around the wearer into complete obedience (except higher experiments). Wears a crown and becomes a king; later, a decorative crown for festivals.
- 031: Gotchu: A lobster-like experiment with four pincers for pinching. Joins Mrs. Hasagawa's "cats."
- 032: Fibber: A lie detector, beeping loudly and lighting up its forehead pattern when bigger lies are told.
- 033: Hammerface: Drives nails with its hammer-shaped head, capable of pounding living things. Mislabeled 124 in Stitch! The Movie.
- 040: Backhoe: A mole-like experiment that scrapes vegetation and digs.
- 044: Forehead: Four-headed experiment, sings off-key barbershop music. Another addition to Mrs. Hasagawa's "cats."
- 047: Lorider: Designed to pull down individuals' pants for comedic effect.
- 051: Hocker: Spits acidic saliva that can burn through wood. Found its one true place with Mrs. Hasagawa's "cats."
- 052: Coco: Transforms objects into chocolate.
- 054: Fudgy: A chocolate blob that drowns victims in sticky sweetness. Originally mislabeled 119.
- 062: Frenchfry: A lightning-fast chef who originally prepared unhealthy food to fatten victims before eating them. Rehabilitated to cook healthy food at his own French fry hut.
- 074: Welko: A balloon dog-like experiment that blows indestructible, temporary bubbles and can float.
- 077: Zawp: Irritates with constant, loud snoring. Found its one true place with Mrs. Hasagawa's "cats."
- 086: Clink: Crab-like, captures and confines other experiments in his stomach by splitting in half.
- 089: Skip: An hourglass-shaped experiment designed to skip time by 10 minutes, but due to an error, skips by 10 years. Possesses a reset button to reverse time.
- 099: Spot: A "spotlight" experiment, though its appearance remains unseen.
1-Series: Public Menaces & Civic Disturbances
These experiments were engineered to create widespread annoyance and disruption on a community level.
- 102: Stopgo: Causes traffic jams. Its one true place is working as a traffic light. Mislabeled 239 initially.
- 103: Stamen: Prevents flower pollination by attracting alien "bees."
- 110: Squeak: Annoy planets with never-ending talking.
- 111: Mulch: Tears up the ground rapidly. Ends up with Mrs. Hasagawa's "cats."
- 112: Toons: Turns people into cartoons. Reprogrammed to scan 2D images and make them 3D; a spinning collar reverts the effect.
- 113: Shoe: Controls luck. Its horns up bring good luck, horns down bring bad. Finds its one true place at a miniature golf course.
- 120: Snafu: Designed to foil enemy plans; only catchable by accident.
- 122: Dorkifier: Makes individuals look ridiculous; only he can reverse the effect.
- 123: Carmen: Makes victims dance until they drop from exhaustion.
- 128: Bugby: Turns civilizations into insects. Reprogrammed to turn inanimate objects into insects, helping farmers by turning rocks into ladybugs.
- 133: PJ: A master of practical jokes, using his blow-horn tail and Groucho Marx-like disguise. Becomes the opening act for Moses's Hula gig.
- 134: Shredder: Shreds important documents efficiently. Ends up with Mrs. Hasagawa's "cats."
- 145: Bragg: Originally told tall tales, gaining musical ability from Twang's (021) DNA. Hämsterviel altered him to gain power from sympathy through sad stories, making him a manipulative liar with enhanced intelligence and physical abilities.
- 149: Bonnie & 150: Clyde: A notorious duo designed to steal things without the victim's knowledge. Bonnie uses a pistol/plasma gun, while Clyde has a Swiss army knife-like gun arm. Later paroled from prison. Bonnie was once called 349, Clyde 350.
- 151: Babyfier: Turns adults into babies with pink powder from his rattle-like tail. The antidote is a specific food/drink mix. Finds its one true place rejuvenating dogs at an animal shelter.
- 158: Finder: Locates anything and honks when found, spinning its ears to pinpoint items. Works in a "Lost and Found" service. Called 458 in one episode.
- 164: Lesdyxia: Its name is a dyslexic joke, embodying its intended confusing function.
- 177: Clip: Designed to eat Uburnium, but due to Jumba's error, it eats hair and grows exponentially. Tamed by shampoo, it works at a beauty salon.
- 199: Nosy: Snoops enemy secrets, often unearthing useless gossip. An expert escape artist.
2-Series: Tech Troubles & Scientific Snafus
These experiments were crafted to disrupt technology, create scientific anomalies, or possess unique energy-based abilities.
- 202: Jam: Jams radars with a high-pitched screech. Its pod was mislabeled 455.
- 204: Nosox: A washing machine-like experiment that makes socks disappear.
- 210: Retro: Turns weapons, technology, or even individuals into their most primitive state with its tongue. Reversed by spanking him three times. Finds its one true place at a prehistoric zoo.
- 214: Pix: A camera-like experiment that only takes bad pictures. Ends up with Mrs. Hasagawa's "cats."
- 220: Millie: A millipede-like experiment designed to plug holes in H-drive air filters with its multiple legs.
- 221: Sparky: A gecko/dragon-like experiment capable of creating electric surges and turning into an electrical current to fly or travel through power lines. The first experiment rehabilitated, powering an old lighthouse.
- 222: Poxy: A single-celled experiment that transmits diseases (purple pimples, smelly feet, swollen eye, burping). Can also cure ailments when reprogrammed.
- 223: Glitch: Possesses technopathy, acting as a computer virus that makes machines malfunction. Rehabilitated to Lilo's video game.
- 225: Mashy: A dinosaur-like experiment that crushes Uburnium orbs.
- 227: Butter: A mammoth-like experiment designed to batter through thick doors.
- 228: Melty: A dragon-like experiment that melts fortresses, weapons, and transportation with blue blasts from its mouth. Works at a recycling plant.
- 234: Shush: Eavesdrops on private enemy conversations with its speaker-tail. Patting its head stops it. Becomes a CIA operative with Cobra Bubbles.
- 248: Belle: Scares with a loud, high-pitched shriek. Becomes Nani's alarm clock.
- 249: Sproing: Launches boulders with impressive force. Used to help people reach high places.
- 251: Link: Binds incompatible individuals with a sticky substance that dissolves in mud. Finds its one true place helping arguing couples bungee jump together.
- 254: Mr. Stenchy: Infiltrates areas with irresistible cuteness, then emits a noxious odor for 42 hours. Other experiments are immune to his charms. His fumes, when mixed with 255's, cause a cataclysmic explosion.
- 255: Mrs. Sickly: Resembles Mr. Stenchy but makes individuals sick with nauseatingly sweet fumes. Her fumes, mixed with 254's, trigger a cataclysmic explosion.
- 258: Sample: Annoy enemies by looping random sounds. Provides backbeats for a musical group.
- 262: Ace: Uniquely, Ace is purely good, with no evil function, acting as a general do-gooder. His number is the inverse of Stitch's 626.
- 267: Wishy-Washy: Grants wishes literally, often with unexpected or ironic outcomes. Has a wish limit.
- 272: Wormhole (Mamf): Generates portals to parallel universes, with no control over the destination. Skittish but loyal. Was called Mamf in Leroy & Stitch.
- 274: Alexander: Makes many long-distance phone calls, running up phone bills.
- 275: Tickle-Tummy: Tickles anyone into submission with its long fingers, causing continuous laughter.
- 276: Remmy: Enters sleeping minds to turn dreams into nightmares. If the person wakes while he's inside, he stays permanently. Rehabilitated to make virtual reality games.
- 277: Snooty: Finds and enriches "Snootonium," a dangerous rare element. Becomes a pet for Lilo's friend Victoria, clearing sinuses.
- 285: Lax: Fires a green ray to make anything stop working or relax. Finds its one true place at an airport, helping businesspeople enjoy their vacation.
- 288: Boomer: A living boomerang, returning when thrown. Joins Mrs. Hasagawa's "cats."
- 297: Shortstuff: Destroys machinery by cutting mechanisms and wiring. Its size was greatly increased by Jumba's growth ray. Now an amusement park ride.
3-Series: Mind Games & Psychological Warfare
These experiments delve into manipulating emotions, memories, and perceptions, often causing mental distress or altering behavior.
- 300: Spooky: Shapeshifts into individuals' worst fears. Finds its one true place as a Halloween greeter and a haunted house attraction.
- 303: Amnesio: Erases memories with a red laser vision. The password "ʻohana" reverses the effect. Known to revert other experiments to evil.
- 316: Morpholomew: Morphs organisms into any other after seeing them. Morphed individuals keep their original voice and require 316 to change back. Works at a costume store.
- 319: Spike: Pricks individuals with spines, making 99% of the population silly and useless. Finds its one true place hugging truant experiments (while wearing protective armor) at Pleakley's E.A.R.W.A.X. group.
- 320: Cloudy: Depresses others with constant, localized rain. Now rains on Mrs. Hasagawa's fruit to keep it fresh.
- 322: Heckler: Verbally insults individuals. Finds its one true place provoking dunks at a dunk tank.
- 323: Hunkahunka: Pecks individuals, making them fall in love with the first person they see. Reversed by water.
- 340: Nodesserto (Whatsisname): Steals sweets, causing mass depression in victims. Often simply called "Whatsisname."
- 344: Dupe: Generates clones using an appendage. Cloned traits are divided, making clones less powerful. Works with Slushy (523) making low-fat ice cream.
- 345: Elastico: Distracts enemies with impressive tricks using its elastic body. Becomes a circus performer.
- 355: Swapper: Switches individuals' minds, and can undo the switch.
- 358: Manners: Makes individuals too polite to fight bullies with a special dust. Joins Mrs. Hasagawa's "cats." Speaks English.
- 360: Drowsy: Puts individuals to sleep by bleating. Reversed by water. Finds its one true place putting insomniacs to sleep.
- 375: Phantasmo: Possesses inanimate objects, bringing them to life. Can travel through nets and bottles. Works at Macky Macaw's restaurant.
- 383: Swirly: Hypnotizes anyone to obey the next command. Undone by snapping fingers. Entertains guests at children's parties.
- 390: Slimy: Leaves a slippery snail-like trail to trip enemies.
- 397: Spats: Zaps individuals with its tail beam, making them fight. The cure is to stop and count to ten. Used in professional wrestling to make wrestlers fight convincingly.
4-Series: Top Secret & Mostly Failed Ops
This series was shrouded in secrecy, often involving militaristic applications that frequently went awry, leading to many failed or incomplete designs.
- 412: Char: Designed to burn bagels (and likely other targets).
- 413: Botulator: Spoils food rapidly.
- 414: Crusty: Spreads mold on bread.
- 415: Patter: Eats a single sock in each pair, creating chaos in laundries.
- 455: Mary: Acts as a bouncer for Jumba's lab, using powerful hip-checks to deter unwanted guests.
- 489: Huggo: Designed to squeeze the life out of a person.
5-Series: Elemental Chaos & Environmental Wreakers
These experiments were engineered to manipulate natural elements and cause large-scale environmental destruction or transformation.
- 501: Yin: Condenses air moisture into water and sprays it. When working with Yang, it can create new islands.
- 502: Yang: Shoots lava from pits on its back. When working with Yin, it can create new islands.
- 505: Ploot: Floods cities with thick black sludge made from trash and pollution. Air freshener can dissolve the sludge. Rehabilitated to clean the beach. Referred to as 515 in its episode.
- 507: Woody: Eats wood rapidly. Found its one true place with Mrs. Hasagawa's "cats."
- 509: Sprout: Sprouts into an uncontrollable forest of destruction, a parody of Audrey II.
- 513: Richter: Causes Earth-shattering earthquakes with one thump of its tail, named after the Richter scale. Now makes milkshakes.
- 515: Deforestator: Cuts down entire forests with frightening efficiency.
- 519: Splat: Levels entire cities with its small roller. Rehabilitated as a road roller.
- 520: Cannonball: Creates massive waves (tsunamis). Now makes waves for surfers.
- 521: Wrapper: Wraps things like a mummy using its paper-like appendages.
6-Series: Battlefield & Doomsday Scenarios (The Big Guns)
The 6-Series represents Jumba's most dangerous and powerful creations, designed for galactic-level conflict and widespread devastation. These are the "battlefield and doomsday experiments."
- 626: Stitch: The most famous of Jumba's creations, the prototype for a new generation of super-soldiers. Strong, agile, intelligent, and designed for maximum destruction. His story, of course, is the heart of the franchise.
- 624: Angel: Possesses a beautiful singing voice that can turn other experiments evil (except 626 and 627), and later, good again. Stitch's girlfriend and part of the 'ohana.
- 625: Reuben: While technically powerful, Reuben is extremely lazy, preferring to make sandwiches over causing chaos. He shares many of Stitch's abilities but lacks his drive.
- 627: Designed to be superior to Stitch in every way, with more power and less "fluff." However, Jumba's "fail-safe" for 627 was an overreactive sense of humor, often making him burst into uncontrollable laughter at inappropriate times.
- 629: Leroy: Hämsterviel's answer to Stitch, a near-identical clone with red fur. Leroy commands an army of his own clones and is incredibly dangerous. His specific weakness, however, is the song "Aloha ʻOe," which causes him to malfunction.
For more on the incredible journey of these creatures, dive deeper into their individual stories and transformations in the wider Explore Lilo and Stitchs experiments universe.
Beyond the Pods: How to Find an Experiment's "One True Place"
Lilo's radical approach to experiment rehabilitation is truly at the core of their story. Instead of destruction, she advocates for redirection. The process involves:
- Understanding Their Purpose: Each experiment was built for a specific function. Lilo and Stitch would consult Jumba's database to learn what mischief it was designed for.
- Redirecting Their Power: The key isn't to suppress their abilities, but to channel them for good. For example, Richter (513), designed to cause earthquakes, finds his "one true place" making milkshakes.
- Embracing 'Ohana: The emotional connection and sense of belonging Lilo offers are what truly transform these destructive machines into contributing members of society. They're not just tools; they're family.
This method isn't always easy. Many experiments are inherently dangerous, and finding their positive application often requires creative thinking and a healthy dose of courage. But time and again, Lilo proves that even the most destructive creations can find their place and contribute to the world.
Keeping Them in Check: Fail-Safes and Weaknesses
Jumba, despite his genius, understood the risks of his creations. He often built "fail-safes" directly into their programming:
- Behavioral Quirks: As with 627's uncontrollable laughter, some weaknesses are psychological.
- Specific Triggers: Leroy's weakness to "Aloha ʻOe" is a musical trigger designed to incapacitate him.
- Elemental Counters: The acid-spitting Hocker (051) can be doused; Ploot's (505) sludge dissolves with air freshener. These natural counterpoints are crucial for managing their destructive capabilities.
- Memory Reset: For Amnesio (303), the password "ʻohana" provides a specific, heartfelt solution to his memory-wiping abilities.
These vulnerabilities are not just plot devices; they are integral to the experiments' design, reflecting Jumba's complex personality and the unpredictable nature of his work.
Your Guide to the Galactic Ohana
From the household mischief of the 0-Series to the doomsday potential of the 6-Series, Jumba Jookiba’s experiments represent a fascinating blend of scientific brilliance and chaotic charm. Each one, a unique blend of power and personality, finds its ultimate purpose not in destruction, but in discovery—discovery of their "one true place" and, most importantly, discovery of 'ohana.
Whether they're making milkshakes, powering lighthouses, or simply annoying Mertle, these galactic cousins remind us that everyone, no matter how mischievous or misunderstood, deserves a place to belong. So next time you watch Lilo and Stitch, keep an eye out for these incredible creatures, and celebrate the wonderfully weird family that makes Kauaʻi the most interesting spot in the galaxy.