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Pokedex

Falinks Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Falinks, a Fighting type creature first seen in Generation 8. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Falinks #0870
Formation Pokémon
Pokemon Profile
Pokédex Data
National No. #0870
Type fighting
Species Formation Pokémon
Height 3.0 m (9'96")
Weight 62.0 kg (136.7 lbs)
Abilities Battle armor,Defiant
Color Yellow
Introduced in Generation 8
Egg Group fairy, mineral
Shiny
Pokemon Profile

Base Stats

Hp 65 14%
Attack 100 22%
Defense 100 22%
Sp. Atk 70 15%
Sp. Def 60 13%
Speed 75 16%
Total 470
Evolution

Falinks does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Falinks learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
15 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
60 Counter A retaliation move that counters any physical attack, inflicting double the damage taken. Physical Fighting 0 100 20
10 Focus Energy The user takes a deep breath and focuses so that critical hits land more easily. Status Normal 0 0 30
30 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
1 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
25 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
55 Megahorn Using its tough and impressive horn, the user rams into the target with no letup. Physical Bug 120 85 10
5 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
45 Iron Defense The user hardens its body’s surface like iron, sharply raising its Defense stat. Status Steel 0 0 15
20 Bulk Up The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. Status Fighting 0 0 20
50 Close Combat The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats. Physical Fighting 120 100 5
35 First Impression Although this move has great power, it only works the first turn the user is in battle. Physical Bug 90 100 10
40 No Retreat This move raises all the user’s stats but prevents the user from switching out or fleeing. Status Fighting 0 0 5

Falinks Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Swords Dance A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. Status Normal 0 0 20
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
0 Screech An earsplitting screech harshly lowers the target’s Defense stat. Status Normal 0 85 40
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 False Swipe A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. Physical Normal 40 100 40
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Beat Up The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. Physical Dark 0 100 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Superpower The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats. Physical Fighting 120 100 5
0 Revenge An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. Physical Fighting 60 100 10
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
0 Poison Jab The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. Physical Poison 80 100 20
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
0 Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. Physical Steel 80 100 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. Physical Normal 70 100 5
0 Throat Chop The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. Physical Dark 80 100 15
0 Smart Strike The user stabs the target with a sharp horn. This attack never misses. Physical Steel 70 0 10
0 Body Press The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target. Physical Fighting 80 100 10
0 Tera Blast Special Normal 80 100 10
0 Trailblaze Physical Grass 50 100 20

Falinks User Comments


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