Stats, type matchups, abilities, learnset, current usage, and build context for Sirfetch’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 / 60 BP
This move does not check accuracy.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Flying - physical / 120 BP / 100%
Has 33% recoil.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
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.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
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 - status
-1 evasion; ends user and target hazards/terrain.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 120 BP / 100%
Has 33% recoil.
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.
Normal - status
Raises the user's critical hit ratio by 2.
Grass - physical / 55 BP / 100%
User on Grassy Terrain: +1 priority.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Steel - status
Raises the user's Defense by 2.
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.
Fighting - physical / 150 BP / 100%
User cannot move next turn.
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.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Psychic - status
User sleeps 2 turns and restores HP and status.
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.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.