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Best Place To Evolve Farfetch'd

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
Harm Taken
*one *1 *1 *2 *0.five *two *i *1 *0 *1 *i *0.5 *2 *0 *1 *1 *1
Wild Concord Particular Egg Groups
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
Level Set on Name Blazon Att. Acc. PP Result %
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
TM/HM # Attack Name Type Att. Acc. PP Outcome %
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)
Set on Name Type Att. Acc. PP Consequence %
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
Attack Name Type Att. Acc. PP Effect %
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)
Assail Name Blazon Att. Acc. PP Effect % Method
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

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