Sirfetch’d
Rank #67![]()
HP
137
Atk
155
Def
115
SpA
88
SpD
102
Spe
85
Total682
Usage Format
Sirfetch’d Abilities
Sirfetch’d Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Sirfetch’d Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 86.6% | Meteor Assault | Single | 170 | 100 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| 58.1% | Detect | Self | — | ∞ | 8 | +4 | The 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. | ||
| 51% | Close Combat | Single | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| 45.6% | Leaf Blade | Single | 90 | 100 | 16 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 26.4% | Night Slash | Single | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 24.1% | First Impression | Single | 100 | 100 | 12 | +2 | This move fails unless it is the first move used by the user after it enters a battle. | ||
| 22% | Feint | Single | 30 | 100 | 12 | +2 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | ||
| 17.9% | Protect | Self | — | ∞ | 8 | +4 | The 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. | ||
| 12.4% | Brave Bird | Single | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| 8.3% | Poison Jab | Single | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Swords Dance | Self | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | Has 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-Edge | Single | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Counter | Varies | — | 100 | 20 | -5 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | ||
| — | Quick Attack | Single | 40 | 100 | 20 | +1 | — | ||
| — | Focus Energy | Self | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Sky Attack | Single | 140 | 90 | 8 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Rest | Self | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Slash | Single | 80 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Substitute | Self | — | ∞ | 12 | 0 | The 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. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | Varies | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Flail | Single | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Endure | Self | — | ∞ | 12 | +4 | During 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. | ||
| — | Steel Wing | Single | 70 | 90 | 20 | 0 | Has a 10% chance of boosting the user’s Defense stat by 1 stage. | ||
| — | Attract | Single | — | 100 | 16 | 0 | Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown. | ||
| — | Sleep Talk | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Sunny Day | Field | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Facade | Single | 70 | 100 | 20 | 0 | This 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 Hand | Ally | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | Single | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Brick Break | Single | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Knock Off | Single | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| — | Feather Dance | Single | — | 100 | 16 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Aerial Ace | Single | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Iron Defense | Self | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Covet | Single | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Assurance | Single | 60 | 100 | 12 | 0 | This move’s power is doubled if the target has already taken damage during the turn this move is used. | ||
| — | Defog | Single | — | ∞ | 16 | 0 | Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain. | ||
| — | Simple Beam | Single | — | 100 | 16 | 0 | Changes the target’s Ability to Simple. | ||
| — | Round | Single | 60 | 100 | 16 | 0 | If 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. | ||
| — | Quick Guard | Own Side | — | ∞ | 16 | +3 | The user protects itself and its allies from priority moves for the turn. | ||
| — | Final Gambit | Single | — | 100 | 8 | 0 | The user faints. This move deals damage to the target equal to the user’s remaining HP at the time this move was used. | ||
| — | Solar Blade | Single | 125 | 100 | 12 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | ||
| — | Throat Chop | Single | 80 | 100 | 16 | 0 | Gives the target the Throat Chopped status. | ||
| — | Brutal Swing | All | 60 | 100 | 20 | 0 | — | ||
| — | Grassy Glide | Single | 55 | 100 | 20 | 0 | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. | ||
| — | Coaching | Ally | — | ∞ | 12 | 0 | Boosts allies’ Attack and Defense stats by 1 stage. | ||
| — | Dual Wingbeat | Single | 40 | 90 | 12 | 0 | The user attacks twice in a row. |