Sirfetch’d
Wild Duck Pokémon
- height
- 0.8 m
- weight
- 117 kg
After deflecting attacks with its hard leaf shield, it strikes back with its sharp leek stalk. The leek stalk is both weapon and food.
Base stats
Abilities
- Steadfast
If this Pokemon flinches, its Speed is raised by 1 stage.
- Scrappy
Fighting, Normal moves hit Ghost. Immune to Intimidate.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves49
This move does not check accuracy.
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
30% chance to paralyze the target.
Has 33% recoil.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
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.
If the user has no item, it steals the target's.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
-1 evasion; ends user and target hazards/terrain.
Prevents moves from affecting the user this turn.
Has 33% recoil.
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.
Raises the user's critical hit ratio by 2.
User on Grassy Terrain: +1 priority.
One adjacent ally's move power is 1.5x this turn.
Raises the user's Defense by 2.
1.5x damage if foe holds an item. Removes item.
High critical hit ratio.
User cannot move next turn.
High critical hit ratio.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
Usually goes first.
Protects allies from priority attacks this turn.
User sleeps 2 turns and restores HP and status.
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.
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.