Last updated: 2026-07-27

Related Pokemon
If the Pokémon eats a Berry, it will eat that same Berry once more at the end of the next turn.
Opponents are unable to use priority moves against the Pokémon or its allies.
Grass-type moves do not work on the Pokémon. Instead, they boost its Attack stat by 1 stage.
In singles, it is closer to a niche pick and is used as a Trick Room setter that enables slow attackers through Trick Room. Its main ability is Armor Tail, which blocks priority moves, with Modest/Quiet as common natures and Sitrus Berry as a common item; it is a special set that attacks with Twin Beam, Thunderbolt, and Psychic.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Doubles Trick Room
Sets Trick Room; ability negates priority.
Farigiraf
| HP | 226 | 31 | |
|---|---|---|---|
| Atk | 110 | - | |
| Def | 103 | 13 | |
| SpA | 130 | - | |
| SpD↑ | 123 | 22 | |
| Spe↓ | 72 | - |
With HP/Def/Sp.Def EVs, Armor Tail blocks priority for safe setup is a setup-lead-type Farigiraf. With a Speed-lowering nature and
Sitrus Berry for recovery, it sets up Trick Room, then pressures the opponents with spread attacks.
EV Allocation Intent
Allocating EVs to HP/Def/Sp.Def, Trick Room before it can be used. In addition, by raising it with low Speed, it becomes easier to move first after Trick Room is active.
Twin Beam and Thunderbolt are also recommended
Twin Beam or Thunderbolt are also recommended. Twin Beam attacks twice in one turn, so
Focus Sashthat holds itオオニューラ can be knocked out in a single turn. In addition, Thunderbolt can target the weaknesses of Pelipper and Basculegion.
Helping Hand or Ally Switch also recommended
Helping Hand or Ally Switch are also recommended. Helping Hand boosts an ally's move power by 1.5x, so use it together with high-damage Pokémon. In addition, Ally Switch can take a move aimed at an ally instead, making it a good fit for the bulky Farigiraf.
Salac Berry and Mental Herb are also recommended
Colbur Berry or
Mental Herb are also recommended. Holding a Salac Berry lets it endure Kingambit's
Black Glasses boosts its Kowtow Cleave can be endured. In addition, holding a Mental Herb lets it, even when Taunt, still Trick Room can be used.
Protect ally from priority while deploying turn-reversing Trick Room to build a board where allies can move freely — a support role. After setting up the board, with STAB moves unleashed from its high Sp.Atk, Psychic supports the allies' chip damage and dominates the board — a viable playstyle.
Weak to Dark types and Taunt
Psychic-type moves have no effect on Dark types, which also exploit its weakness, making them troublesome. In addition, Taunt, once hit, Trick Room and other status moves can no longer be used.
Colbur Berry or
Mental Herb or, with an ally's Fake Out from an ally to flinch the opponent, counter it.
Example Threats
Type
Category
Target
Properties
70 / 70
| 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. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| 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. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| Wish | Normal | Stat | - | - | 12 | Self | Gives the user’s spot the Wish status. | |
| 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. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| 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. | |
| Mean Look | Normal | Stat | - | - | 8 | 1 Foe | Gives the target the Can’t Escape status. | |
| 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. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| 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. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| High Horsepower | Ground | Phys | 95 | 95 | 12 | Contact | 1 Foe | An ordinary attacking move with no additional effect. |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Psychic Fangs | Psychic | Phys | 85 | 100 | 12 | ContactBite | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Gives the target’s spot the Future Attack status. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Twin Beam | Psychic | Spec | 40 | 100 | 12 | 1 Foe | The user attacks twice in a row. | |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Mirror Coat | Psychic | Spec | - | 100 | 20 | Special | The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Ally Switch | Psychic | Stat | - | - | 16 | Self | The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Gravity status for 5 turns. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Imprison | Psychic | Stat | - | - | 12 | 1 Foe | The user gains the Sealing Off status. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Guard Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats. | |
| Power Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| 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. | |
| Amnesia | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 2 stages. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| 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. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| 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. | |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. |