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Mega Falinks

Mega Falinks
Fighting

Height 1.6 m·Weight 99.0 kg

Base stats

HP
65
Atk
135
Def
135
SpA
70
SpD
65
Spe
100
Total515

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Defiant

    Attack +2 whenever a foe lowers its stats

Learnable moves

51 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • attacks 3 turns · no one can sleep meanwhile

    Power90Acc.100PP12
    Sound
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • hits 2 times

    Power35Acc.90PP12
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • Power80Acc.100PP16
    Ball & bomb
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • [Priority -5] returns 2× physical damage taken · fails if not hit physically

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • user's Attack/Defense −1

    Power120Acc.100PP8
    Contact
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • user's Attack/Defense/Sp. Atk/Sp. Def/Speed +1

    PowerAcc.PP8
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • Power95Acc.95PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • Power120Acc.85PP12
    Contact
  • !

    [Priority +2] usable only on the user's first turn out

    Power100Acc.100PP12
    Contact
  • target's Attack −1

    Power80Acc.100PP16
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • hits 6 times

    PowerAcc.100PP12
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • user's Defense +2

    PowerAcc.PP16
  • !

    30%→20%↓ chance: flinch

    Power80Acc.100PP16
    Contact
  • Power70Acc.Sure-hitPP12
    Contact