Farigiraf

Farigiraf

Rank #16NormalPsychic

HP
195
Atk
110
Def
90
SpA
130
SpD
90
Spe
80
Total695

Usage Format

Farigiraf Abilities

Farigiraf Type Effectiveness

Weak to

Bug2×Dark2×

Resistant to

Psychic½×

Immune to

Ghost0×

Damaged normally by

Normal1×Fighting1×Flying1×Poison1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×Fairy1×

Farigiraf Moves

Usage Move Type Category Target Power Acc PP Prio Description
94.5%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
53%Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
51.1%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
46.6%ProtectNormalStatusSelf—∞8+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.
39.5%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
19.4%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
17.8%Twin BeamPsychicSpecialSingle40100120The user attacks twice in a row.
15.7%Hyper VoiceNormalSpecialAll Foes90100120—
12.7%ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
7.8%Ally SwitchPsychicStatusSelf—∞16+2The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Body SlamNormalPhysicalSingle85100160Has 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.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—RoarNormalStatusSingle—∞20-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—SwiftNormalSpecialAll Foes60∞200—
—AmnesiaPsychicStatusSelf—∞200Boosts the user’s Sp. Def stat by 2 stages.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—EndureNormalStatusSelf—∞12+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.
—Mean LookNormalStatusSingle—∞80Gives the target the Can’t Escape status.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Baton PassNormalStatusSelf—∞200The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—Mirror CoatPsychicSpecialVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—Future SightPsychicSpecialSingle120100120Gives the target’s spot the Future Attack status.
—Beat UpDarkPhysicalSingle—100120The 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.
—UproarNormalSpecialRandom90100120The user gains the Uproar status.
—FacadeNormalPhysicalSingle70100200This 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.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—WishNormalStatusSelf—∞80Gives the user’s spot the Wish status.
—EndeavorNormalPhysicalSingle—10080Deals 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.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—AssuranceDarkPhysicalSingle60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
—Power SwapPsychicStatusSingle—∞120The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
—Guard SwapPsychicStatusSingle—∞120The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
—Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Double HitNormalPhysicalSingle3590120The user attacks twice in a row.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Dazzling GleamFairySpecialAll Foes80100120—
—High HorsepowerGroundPhysicalSingle9595120—
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—Psychic FangsPsychicPhysicalSingle85100120Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.