Falinks
Formation Pokémon
- height
- 3 m
- weight
- 62 kg
The six of them work together as one Pokémon. Teamwork is also their battle strategy, and they constantly change their formation as they fight.
Base stats
Abilities
- Battle Armor
This Pokemon cannot be struck by a critical hit.
- Defiant
This Pokemon's Attack is raised by 2 for each of its stats that is lowered by a foe.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves51
Raises the user's Speed by 2.
Power doubles if target was damaged this turn.
All healthy allies aid in damaging the target.
Uses user's Def stat as Atk in damage calculation.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
Lowers the user's Defense and Sp. Def by 1.
Raises an ally's Attack and Defense by 1.
If hit by physical attack, returns double damage.
Hits 2 times in one turn.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Nearly always goes first. First turn out only.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
User cannot move next turn.
One adjacent ally's move power is 1.5x this turn.
No additional effect.
User cannot move next turn.
Raises the user's Defense by 2.
20% chance to make the target flinch.
1.5x damage if foe holds an item. Removes item.
100% chance to lower the target's Attack by 1.
No additional effect.
Raises all stats by 1 (not acc/eva). Traps user.
Power doubles if the user moves after the target.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
30% chance to make the foe(s) flinch.
100% chance to lower the target's Speed by 1.
Power doubles if others used Round this turn.
Lowers the target's Defense by 2.
No additional effect.
User must be asleep. Uses another known move.
This move does not check accuracy.
User must be asleep. 30% chance to flinch target.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Raises the user's Attack by 2.
For 2 turns, the target cannot use sound moves.
100% chance to raise the user's Speed by 1.
100% flinch. Fails unless target using priority.
Lasts 3 turns. Active Pokemon cannot fall asleep.
20% chance to make the target flinch.