Stats, type matchups, abilities, learnset, current usage, and build context for Falinks in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Dark - physical / 100%
All healthy allies aid in damaging the target.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - physical / 100%
Lowers the target's HP to the user's HP.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Bug - physical / 100 BP / 100% / Priority +2
Nearly always goes first. First turn out only.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Normal - status
Raises the user's critical hit ratio by 2.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Bug - physical / 120 BP / 85%
No additional effect.
Fighting - status
Raises all stats by 1 (not acc/eva). Traps user.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 85%
Lowers the target's Defense by 2.
Grass - physical / 80 BP / 100%
No additional effect.
Normal - status
User must be asleep. Uses another known move.
Steel - physical / 70 BP
This move does not check accuracy.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.