Falinks

Falinks

Rank #174Fighting

HP
140
Atk
120
Def
120
SpA
90
SpD
80
Spe
95
Total645

Usage Format

Falinks Abilities

All Falinks Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
FalinksFalinks
Fighting14012012090809564562
Mega FalinksMega FalinksFighting140155155908512074599

Falinks Type Effectiveness

Weak to

FlyingPsychicFairy

Resistant to

Rock½×Bug½×Dark½×

Immune to

Damaged normally by

NormalFightingPoisonGroundGhostSteelFireWaterGrassElectricIceDragon

Falinks Moves

Usage Move Type Category Power Acc PP Prio Description
86.8%No RetreatFightingStatus80Boosts the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. The user gains the Can’t Escape status. This move can only be used once per time the user enters battle - otherwise it will fail.
86.4%Close CombatFightingPhysical12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
79.7%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
43.4%Knock OffDarkPhysical65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
37.6%Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
16.5%Throat ChopDarkPhysical80100160Gives the target the Throat Chopped status.
11.2%Iron HeadSteelPhysical80100160Has a 20% chance of making the target flinch.
7.6%Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
4.9%Body PressFightingPhysical80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
4%First ImpressionBugPhysical10010012+2This move fails unless it is the first move used by the user after it enters a battle.
Swords DanceNormalStatus200Boosts the user’s Attack stat by 2 stages.
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
ScreechNormalStatus85200Lowers the target’s Defense stat by 2 stages.
Focus EnergyNormalStatus200The user gains a 2-stage Critical-Hit Ratio Boost.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
MegahornBugPhysical12085120
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Beat UpDarkPhysical100120The target is attacked as many times as the number of Pokemon in the user’s party. Pokemon that have fainted or have a status condition are not counted. This move’s power is calculated based on the Attack stats of the party Pokemon.
UproarNormalSpecial90100120The user gains the Uproar status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
SuperpowerFightingPhysical12010080Lowers the user’s Attack and Defense stats by 1 stage.
EndeavorNormalPhysical10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
Bulk UpFightingStatus200Boosts the user’s Attack and Defense stats by 1 stage.
PaybackDarkPhysical50100120This move’s power is doubled if the user attacks after the target.
AssuranceDarkPhysical60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
Poison JabPoisonPhysical80100200Has a 30% chance of poisoning the target.
Seed BombGrassPhysical80100160
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Double HitNormalPhysical3590120The user attacks twice in a row.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
High HorsepowerGroundPhysical9595120
LungeBugPhysical80100160Lowers the target’s Attack stat by 1 stage.
Smart StrikeSteelPhysical70120This move never misses.
CoachingFightingStatus120Boosts allies’ Attack and Defense stats by 1 stage.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.