Experience Growth | Base Happiness | Endeavour Values Earned |
ane,000,000 Points Medium Fast | lxx | 52 Hit Points 65 Attack 55 Defense 58 Special Attack 62 Special Defense lx Speed |
Evolutionary Chain |
|
Locations - In-Depth Details |
Gold | Route 38, Route 39 | Details |
Silver | Route 38, Route 39 | Details |
Crystal | Route 43 | Details |
Generation Two Level Up |
— | Peck | | 35 | 100 | 35 | -- |
A standard FLYING-type assault. It is favored by Pokémon with beaks or horns. |
7 | Sand-Attack | | -- | 100 | fifteen | -- |
An assail in which sand is used to blind the target and reduce its attack accuracy. |
13 | Leer | | -- | 100 | 30 | -- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
xix | Fury Attack | | 15 | 85 | 20 | -- |
A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. |
25 | Swords Trip the light fantastic toe | | -- | 100 | 30 | -- |
A special move that boosts the user'due south ATTACK power. Normally used up to three times. |
31 | Agility | | -- | 100 | 30 | -- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
37 | Slash | | 70 | 100 | 20 | -- |
A NORMAL-type set on. Information technology has a loftier probability of a critical hitting for inflicting double damage. |
44 | False Swipe | | twoscore | 100 | forty | -- |
A motility that adjusts ATTACK and so that the foe has one HP left. Can't cause the foe to faint. |
TM & HM Attacks |
TM02 | Headbutt | | 70 | 100 | fifteen | 30 |
A NORMAL-type assault. Has a ane-in-three adventure of making the target flinch if it hits. |
TM03 | Curse | | -- | -- | 10 | -- |
Raises ATTACK and DEFENSE at the expense of SPEED. Information technology works differently for the GHOST type. |
TM06 | Toxic | | -- | 85 | 10 | -- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM09 | Psych Up | | -- | 100 | 10 | -- |
Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
TM10 | Hidden Ability | | ?? | 100 | xv | -- |
A peculiar move that changes type and ability depending on the Pokémon using it. |
TM11 | Sunny Day | | -- | 90 | 5 | -- |
Makes the conditions sunny for five turns. When sunny, Burn-type moves are more powerful. |
TM13 | Snore | | 40 | 100 | 15 | thirty |
Has a one-in-three risk of making the target flinch. Can be used just by a sleeping Pokémon. |
TM17 | Protect | | -- | 100 | 10 | -- |
Completely foils an opponent'due south assault. If used consecutively, its success rate decreases. |
TM20 | Suffer | | -- | 100 | 10 | -- |
E'er leaves the user with at least one HP. Success charge per unit decreases if used repeatedly. |
TM21 | Frustration | | ?? | 100 | xx | -- |
A NORMAL-type attack. The more the user dislikes its trainer, the more than powerful the move. |
TM23 | Fe Tail | | 100 | 75 | xv | 30 |
Strikes the target with a stiff tail. Has a i-in-3 shot at lowering the target'southward Defence force. |
TM27 | Return | | ?? | 100 | 20 | -- |
A NORMAL-type set on. The tamer the user, the more powerful the move. |
TM31 | Mud-Slap | | twenty | 100 | 10 | 100 |
An set on that fires dirt, inflicting damage and reducing the target's accuracy. |
TM32 | Double Squad | | -- | 100 | 15 | -- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM34 | Swagger | | -- | 90 | 15 | 100 |
A move that infuriates and confuses the opponent, but information technology increases the target'due south Set on. |
TM35 | Slumber Talk | | -- | 100 | 10 | -- |
Randomly chooses 1 of the user'south moves. Can be used only by a sleeping Pokémon. |
TM39 | Swift | | 60 | 100 | xx | -- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM43 | Find | | -- | 100 | 5 | -- |
Allows user to completely evade attack. If used consecutively, its success rate decreases. |
TM44 | Balance | | -- | 100 | x | -- |
The user takes a nap to fully restore its HP and recover from whatsoever condition abnormalities. |
TM45 | Attract | | -- | 100 | 15 | -- |
Infatuates targets, making it hard for them to attack foes of the opposite gender. |
TM46 | Thief | | 40 | 100 | 10 | 100 |
A DARK-type attack. The attacking Pokémon may steal an item held by the target. |
TM47 | Steel Wing | | 70 | 90 | 25 | 10 |
Strikes the target with potent wings. Has a one-in-ten hazard of raising the user'south DEFENSE. |
HM01 | Cut | | 50 | 95 | 30 | -- |
A NORMAL-type assault. As well used for cutting small-scale bushes to open new paths. |
HM02 | Fly | | 70 | 95 | 15 | -- |
The Pokémon flies high, then strikes in the next plough. Used to wing to places already visited. |
Egg Moves (Details) |
Flail | | ?? | 100 | 15 | -- | Details |
An attack that increases in power if the user's HP is low. It could plough the tide in battle. |
Foresight | | -- | 100 | 40 | -- | Details |
Neutralizes the foe'due south evasiveness. Also makes the GHOST blazon vulnerable to concrete attacks. |
Gust | | 40 | 100 | 35 | -- | Details |
A FLYING-type set on. The bird Pokémon flaps its wings to create a powerful current of air. |
Mirror Move | | -- | 100 | twenty | -- | Details |
A move that strikes back with the opponent's last move. It comes after the enemy's move. |
Quick Attack | | 40 | 100 | 30 | -- | Details |
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks start. |
Steel Wing Crystal Only | | seventy | 90 | 25 | x | Details |
Strikes the target with stiff wings. Has a 1-in-10 risk of raising the user's Defence. |
Special Moves |
Baton Pass | | -- | 100 | xl | -- |
A movement that transfers the user's status changes to the next Pokémon when switching. | Pokémon Stadium two Distribution |
Gen I Only Moves (Details) |
Razor Wind | | 80 | 75 | ten | -- | Gen I TM02 |
A 2-turn assault with the wind attack in the 2d turn. Learned by many Flight types. |
Whirlwind | | -- | 100 | xx | -- | Gen I TM04 |
A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. |
Torso Slam | | 85 | 100 | xv | 30 | Gen I TM08 |
A NORMAL-type attack. Has a i-in-three chance of paralyzing the target if it hits. |
Take Down | | ninety | 85 | 20 | -- | Gen I TM09 |
A charging set on. One quarter of the damage information technology inflicts comes dorsum to injure the assaulter. |
Double-Edge | | 120 | 100 | fifteen | -- | Gen I TM10 |
A charging tackle attack. One quarter of the impairment comes back to hurt the assailant. |
Rage | | twenty | 100 | 20 | -- | Gen I TM20 |
A non-end assail move. The user's Assault power increases every time it sustains impairment. |
Mimic | | -- | 100 | 10 | -- | Gen I TM31 |
A motion for learning ane of the opponent's moves, for use during that battle only. |
Reflect | | -- | 100 | 20 | -- | Gen I TM33 |
Reduces impairment from physical attacks past about half. A special PSYCHIC-type move. |
Abide | | -- | 100 | x | -- | Gen I TM34 |
The user waits for several turns. At the end, information technology returns double the harm it received. |
Skull Bash | | 100 | 100 | 15 | -- | Gen I TM40 |
In the beginning turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
Substitute | | -- | 100 | 10 | -- | Gen I TM50 |
Uses i/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
Stats |
| HP | Attack | Defense | Sp. Attack | Sp. Defense force | Speed |
Base of operations Stats - Total: 352 | 52 | 65 | 55 | 58 | 62 | sixty |
Max Stats | Lv. 50 | 112 - 158 | seventy - 116 | 60 - 106 | 63 - 109 | 67 - 113 | 65 - 111 |
Lv. 100 | 214 - 307 | 135 - 228 | 115 - 208 | 121 - 214 | 129 - 222 | 125 - 218 |

Best Place To Evolve Farfetch'd,
Source: https://www.serebii.net/pokedex-gs/083.shtml
Posted by: dierksdombant.blogspot.com
0 Response to "Best Place To Evolve Farfetch'd"
Post a Comment