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Falinks

In-battle formes

HP:65
Attack:100
Defense:100
Sp. Atk:70
Sp. Def:60
Speed:75
Min (-ve nature, 0 IVs)139
Default186
Max Neutral249
Max Positive273
Max Neutral (+1)373
Max Positive (+1)409
Max Neutral (+2)498
Max Positive (+2)546

Strategies

  • en
Formats:
  • Draft
Written by a fairy

Overview

Draft Order: Round 8

Price Range: 1-2 points

Overview: Falinks's strategy is notably one-note, being the sole Pokemon with access to the powerful omniboosting move No Retreat. However, its mediocre stats and lack of reliable recovery struggle to support what could've been a powerful niche, leaving it in the position as a late pick for a draft that doesn't need much more than an additional Pokemon threatening a sweep. Even after boosting, Falinks can still struggle to sweep, making it hard for it to pull its weight. There isn't much it can do other than commit to a sweep, so it will bring no major utility to a draft.

Common Roles

Omniboost Sweeper: While only possible once a game, No Retreat can give Falinks decent stats, and, with investment, it can outspeed and threaten many unboosted foes. However, weak defenses before a boost can make it more difficult for Falinks to boost without losing a large percentage of its health.

Wallbreaker: With a Choice Band, Falinks can do serious damage to foes expecting a setup sweeper. First Impression with a Choice Band boost can eliminate faster threats, with other powerful moves dealing significant damage without locking into never switching out.

Common Moves

Primary STAB Moves: Close Combat, Body Press

Setup Moves: No Retreat, Iron Defense, Trailblaze

Utility Moves: Rest, Knock Off, Sleep Talk, Substitute

Coverage: High Horsepower, Iron Head, Poison Jab, Rock Slide, Zen Headbutt, Body Slam, Megahorn, Lunge, First Impression

Niche Moves

Facade: While Falinks should not be statusing itself, if the opposing team is expected to respond to the threat of Falinks with a burn, Facade provides it a powerful attack that can allow a sweep to continue on despite the status.

Endeavor: A boosted Falinks is able to take a few hits before being knocked out, so Endeavor can be an option to quickly bring down a Pokemon's health in cases where the default STAB move options are less effective.

Throat Chop: Throat Chop prevents a number of dangerous moves, such as Roar and Parting Shot, from ruining Falinks's strategy. It also prevents Pokemon like Hatterene and Sylveon from using sound-based attacks like Psychic Noise and Hyper Voice.

Bulk Up and Swords Dance: Should Falinks want the flexibility of switching out, it has access to other Attack-boosting moves that don't involve the commitment of No Retreat, such as Swords Dance and Bulk Up.

Upper Hand: Falinks can avoid an interrupted sweep with Upper Hand, preventing priority moves from KOing it at low health.

Common Items

Sitrus Berry: Sitrus Berry greatly increases how long Falinks can function as a sweeper by increasing its functional HP pool by 25% in most circumstances. However, sufficient Defense drops from Close Combat can result in Sitrus Berry not getting a chance to activate, as Falinks gets KOed from beyond its range.

Lum Berry: With how essential it is for Falinks to remain free of status, Lum Berry can allow it to ignore Toxic Spikes or push through a single turn of a status-inducing move like Will-O-Wisp or Thunder Wave.

Heavy-Duty Boots: Falinks needs to wait for an opportunity to set up, increasing the chance that entry hazards will chip it when it comes in. With only so much damage it can take and no reliable recovery, Heavy-Duty Boots protect Falinks from being chipped simply by entering the field.

Choice Band: Falinks can be a decent wallbreaker with Choice Band, hitting hard while circumventing the standard responses to it. Choice Band also allows it to leave and return to the battle multiple times during a game, having impact throughout. Pairing Choice Band with First Impression also allows Falinks to act as a surprise revenge killer.

Niche Items

Resistance Berries: Without needing to commit Terastallization to Falinks, a held Payapa, Coba, or Roseli Berry can enable Falinks to survive certain super effective hits in order to set up and begin to sweep.

Mental Herb: Without boosted Speed before No Retreat, Falinks can suffer from Taunt preventing it from setting up at all. Mental Herb can give Falinks the turn it needs to set up, after which it has little worry of being Taunted.

Choice Scarf: In a similar approach to the Choice Band, Falinks can patch up a low Speed stat by using a Choice Scarf.

Tera

Falinks's cheap cost can allow for pairing with an expensive Tera Captain while also maintaining a niche use as one itself. While Falinks will struggle to make as much use out of Tera as most Pokemon, Tera is not completely wasted on it either. Defensive types like Steel and Poison can allow Falinks to avoid the types that hit it for super effective damage, enabling it to take a resisted hit and set up No Retreat. Tera Fighting can also work as another damage boost for its main damaging moves once No Retreat is set up, though it offers no benefit to enabling setup opportunities. Tera Bug can increase the damage of First Impression to secure needed KOs.

Draft Strategy

Falinks is a garnish on top of a nearly completed draft, adding little in the way of defense or utility but providing a cheap source of minor teambuilder pressure. Falinks should only be considered as a gimmicky option for a draft with one or two points left to spend and little need when it comes to standard roles.

Entry Hazard Setters: Falinks greatly appreciates the chip damage that comes from entry hazards, such as Garchomp's Stealth Rock and Greninja's Spikes. Toxic Spikes is less impactful when Falinks is hoping to KO Pokemon outright, but Sticky Web can help Falinks outspeed certain threats before setting up.

Entry Hazard Removal: The ability to run an item other than Heavy-Duty Boots without risking Falinks's HP is something that Corviknight, Iron Treads, or Brambleghast can provide by removing entry hazards with Defog or Rapid Spin.

Slow Pivots: Slow pivots like Galarian Slowking and Rotom-W allow Falinks to switch in safely, ensuring that Falinks gets in unscathed. If running a Berry like Sitrus Berry, this allows Falinks to keep its item intact. It also prevents double switches, ensuring that Falinks only enters the field against something it can comfortably use No Retreat against.

Checks and Counters

Phazing: If a Pokemon can stomach a hit from a boosted Falinks, holding a Red Card or using a move like Whirlwind will force Falinks out. With Falinks pressed to find good setup opportunities in general, forcing it out can provide a near complete stop to its ability to sweep. Haze can blank any No Retreat boosts without giving Falinks another opportunity to set up later in the game.

Status: Falinks struggles to accomplish a sweep when statused, with each status providing its own flavor of limitation. Sleep and burn are the two most detrimental, each potentially ending Falinks's run outright.

Revenge Killers: Even when boosted, there are a number of threats that Falinks can't outrun if they have their own way of increasing their Speed, like Choice Scarf and Booster Energy users. Pokemon like Choice Scarf Annihilape, Speed Booster Iron Valiant. and Unburden-activated Sneasler can outrun and OHKO a damaged Falinks.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
Nearly always goes first. First turn out only.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
80
Accuracy
100%
PP
15
100% chance to lower the target's Attack by 1.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
Accuracy
PP
5
Raises all stats by 1 (not acc/eva). Traps user.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
70
Accuracy
PP
10
This move does not check accuracy.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
65
Accuracy
100%
PP
15
100% flinch. Fails unless target using priority.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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