Last updated: 2026-07-20

Related Pokemon
When the Pokémon has any of its stats lowered by an opponent, its Attack stat is boosted by 2 stages.
Season: M-4 (2026-07-20)
Moves
Item
Ability
Nature
AP Spreads
No Retreat Setup Attacker
a setup ace build that raises its stats with the powerful setup move No Retreat and aims to sweep the team with wide-coverage moves
Mega Falinks
| HP | 141 | 1 | |
|---|---|---|---|
| Atk | 187 | 32 | |
| Def | 156 | 1 | |
| SpA↓ | 81 | - | |
| SpD | 85 | - | |
| Spe↑ | 167 | 32 |
Max Atk/Spe EVs, No Retreat to set up and sweep — a physical attacker Mega Falinks. Its ability Defiant deters the opponent's stat-lowering effects, and raises all of its own stats to pressure with high-power physical moves.
Subweapon Swap Options
Mega Falinks learns moves of various types. To hit the weakness of Fairy types, Iron Head or Poison Jab, to hit the weakness of Flying types, Rock Slide, and the well-complementing coverage with Fighting type High Horsepower and others are adoption candidates. Adjust the moveset to fit the role.
No Retreat raises all of its stats, and with those boosted stats it takes on the role of an ace that finishes off opponents. Even against Fairy and Ghost types that resist Fighting moves, applies pressure to a wide range of opponents by using multiple subweapons situationally — its specialty.
Weak to physically defensive Pokémon
Mega Falinks's No Retreat can only raise stats once and switching out becomes impossible. If a physically defensive Pokémon with a recovery move is sent in, it may fail to push through and get broken through as a result.Watch out for the drawback when using No Retreat.
Example Threats
No Retreat Setup Ace
a setup ace that raises all stats with No Retreat to aim for a sweep
Falinks
| HP | 142 | 2 | |
|---|---|---|---|
| Atk↑ | 167 | 32 | |
| Def | 120 | - | |
| SpA↓ | 81 | - | |
| SpD | 80 | - | |
| Spe | 127 | 32 |
Focus Sash with No Retreat is a setup ace build of Falinks that secures an opening to use it. The ability Defiant deters interference from the opponent's stat drops, while pushing through with high-power physical moves and broad coverage from its boosted all-around stats — its composition.
Iron Head is also recommended as a way to hit Fairy types
serves as a way to hit Fairy types that resist Fighting movesPoison Jab can be Iron Head is the alternative.whether you can hit the weakness changes depending on the Fairy-type Pokémon's secondary typing, so adjust it to suit the opponent you want to beat.
Focus Sash uses its guaranteed action as a shield to set up with its signature move No Retreat to boost all of its stats and aim for a sweep as its main role. It has the drawback of being unable to switch out after setting up, but leveraging its raised bulk and broad coverage to maintain a favorable board and take control — its role.
Physical walls whose weaknesses can't be hit
No Retreat is a powerful setup move, but it can only be used once. Even after setting up No Retreat once, it gets walled by bulky physical wall Pokémon, and being unable to switch out, it gets taken down.If you spot one on the opponent's team, you may need to hold it back from your selection.
Example Threats
Type
Category
Target
Properties
51 / 51
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Double Hit | Normal | Phys | 35 | 90 | 12 | Contact | 1 Foe | The user attacks twice in a row. |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Megahorn | Bug | Phys | 120 | 85 | 12 | Contact | 1 Foe | An ordinary attacking move. |
| First Impression | Bug | Phys | 100 | 100 | 12 | Contact | 1 Foe | This move fails unless it is the first move used by the user after it enters a battle. |
| Lunge | Bug | Phys | 80 | 100 | 16 | Contact | 1 Foe | Lowers the target’s Attack stat by 1 stage. |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| High Horsepower | Ground | Phys | 95 | 95 | 12 | Contact | 1 Foe | An ordinary attacking move with no additional effect. |
| Close Combat | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Defense and Sp. Def stats by 1 stage. |
| Superpower | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Attack and Defense stats by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Coaching | Fighting | Stat | - | - | 12 | Ally | Boosts allies’ Attack and Defense stats by 1 stage. | |
| No Retreat | Fighting | Stat | - | - | 8 | Self | Boosts the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. The user gains the Can’t Escape status. This move can only be used once per time the user enters battle— otherwise it will fail. | |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Boosts the user’s Attack and Defense stats by 1 stage. | |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Throat Chop | Dark | Phys | 80 | 100 | 16 | Contact | 1 Foe | Gives the target the Throat Chopped status. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Assurance | Dark | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already taken damage during the turn this move is used. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Beat Up | Dark | Phys | - | 100 | 12 | 1 Foe | The target is attacked as many times as the number of Pokémon in the user’s party. Pokémon that have fainted or have a status condition are not counted. This move’s power is calculated based on the Attack stats of the party Pokémon. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Smart Strike | Steel | Phys | 70 | - | 12 | Contact | 1 Foe | This move never misses. |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |