Stats, type matchups, abilities, learnset, current usage, and build context for Farfetch’d in Pokemon Champions.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Flying - special / 60 BP / 95%
High critical hit ratio. Hits adjacent foes.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
User switches, passing stat changes and more.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Flying - physical / 120 BP / 100%
Has 33% recoil.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Normal - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
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.
Flying - status / 100%
Lowers the target's Attack by 2.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Fighting - special / 100%
Does damage equal to the user's HP. User faints.
Bug - physical / 100 BP / 100% / Priority +2
Nearly always goes first. First turn out only.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Flying - physical / 90 BP / 95%
Flies up on first turn, then strikes the next turn.
Normal - status
Raises the user's critical hit ratio by 2.
Fire - special / 95 BP / 90%
10% chance to burn the foe(s).
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Grass - physical / 90 BP / 100%
High critical hit ratio.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - status
User sleeps 2 turns and restores HP and status.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
The target's Ability becomes Simple.
Flying - physical / 140 BP / 90%
Charges, then hits turn 2. 30% flinch. High crit.
Normal - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - physical / 62-125 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
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.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.