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Farigiraf Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Farigiraf, a Normal/Psychic type creature first seen in Generation 9. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Farigiraf #0981
Long Neck Pokémon
Pokemon Profile
Pokédex Data
National No. #0981
Type normal psychic
Species Long Neck Pokémon
Height 3.2 m (10'60")
Weight 160.0 kg (352.8 lbs)
Abilities Cud chew,Armor tail,Sap sipper
Color Brown
Introduced in Generation 9
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 120 24%
Attack 90 18%
Defense 70 14%
Sp. Atk 110 22%
Sp. Def 70 14%
Speed 60 12%
Total 520
Evolution
Pokemon 1
#0203
Girafarig
Pokemon 1
#0981
Farigiraf

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Farigiraf learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
14 Stomp The target is stomped with a big foot. This may also make the target flinch. Physical Normal 65 100 20
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
1 Growl The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. Status Normal 0 100 40
19 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
5 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
50 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
23 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
41 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
37 Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. Physical Dark 80 100 15
1 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
10 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
1 Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. Status Psychic 0 0 10
1 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
46 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
28 Double Hit The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row. Physical Normal 35 90 10
32 Twin Beam Special Psychic 40 100 10

Farigiraf Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. Physical Fighting 0 100 20
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Earthquake The user sets off an earthquake that strikes every Pokémon around it. Physical Ground 100 100 10
0 Night Shade The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. Special Ghost 0 100 15
0 Confuse Ray The target is exposed to a sinister ray that triggers confusion. Status Ghost 0 100 10
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Amnesia The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat. Status Psychic 0 0 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Hyper Voice The user lets loose a horribly echoing shout with the power to inflict damage. Special Normal 90 100 10
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. Physical Steel 80 100 15
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. Physical Dark 95 100 15
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10
0 Psychic Fangs The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. Physical Psychic 85 100 10
0 Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles. Physical Ground 75 100 10
0 Tera Blast Special Normal 80 100 10
0 Trailblaze Physical Grass 50 100 20

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