Stats, type matchups, abilities, learnset, current usage, and build context for Farfetch’d in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
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.