Farfetch’d
Wild Duck Pokémon
- height
- 0.8 m
- weight
- 15 kg
They use a plant stalk as a weapon, but not all of them use it in the same way. Several distinct styles of stalk fighting have been observed.
Base stats
Abilities
- Keen Eye
This Pokemon's accuracy can't be lowered by others; ignores their evasiveness stat.
- Inner Focus
This Pokemon cannot be made to flinch. Immune to Intimidate.
- 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×)
Moves50
Power doubles if the user has no held item.
This move does not check accuracy.
Raises the user's Speed by 2.
High critical hit ratio. Hits adjacent foes.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
30% chance to paralyze the target.
Has 33% recoil.
No additional effect. Hits adjacent Pokemon.
Lowers the user's Defense and Sp. Def by 1.
If the user has no item, it steals the target's.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Hits 2 times in one turn.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Attack by 2.
Nullifies Detect, Protect, and Quick/Wide Guard.
Does damage equal to the user's HP. User faints.
Nearly always goes first. First turn out only.
More power the less HP the user has left.
Flies up on first turn, then strikes the next turn.
Raises the user's critical hit ratio by 2.
10% chance to burn the foe(s).
One adjacent ally's move power is 1.5x this turn.
30% chance to lower the target's Defense by 1.
1.5x damage if foe holds an item. Removes item.
High critical hit ratio.
High critical hit ratio.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
Usually goes first.
User sleeps 2 turns and restores HP and status.
Heals 50% HP. Flying-type removed 'til turn ends.
Power doubles if others used Round this turn.
The target's Ability becomes Simple.
Charges, then hits turn 2. 30% flinch. High crit.
High critical hit ratio.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
10% chance to raise the user's Defense by 1.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Raises the user's Attack by 2.
If the user has no item, it steals the target's.
For 2 turns, the target cannot use sound moves.
100% chance to raise the user's Speed by 1.
User switches out after damaging the target.
Lasts 3 turns. Active Pokemon cannot fall asleep.