#083 Farfetch'd
General Location Attacks Egg Moves Stats
Gen VIII Dex Gen VII Dex
Let's Go Dex
Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture
Name Other Names No. Gender Ratio Type
Farfetch'd
Japan: Kamonegi
カモネギ
French: Canarticho
German: Porenta
Korean: 파오리
National: #083
Johto: #158
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Wild Duck Pokémon 2'07"
0.8m
33.1lbs
15kg
455,120
Experience Growth Base Happiness Effort Values Earned
1,000,000 Points
Medium Fast
70 52 Hit Points
65 Attack
55 Defense
58 Special Attack
62 Special Defense
60 Speed
Damage Taken
*1 *1 *1 *2 *0.5 *2 *1 *1 *0 *1 *1 *0.5 *2 *0 *1 *1 *1
Wild Hold Item Egg Groups
Wild
Leek - 5%
Gen I Trade
Bitter Berry - RBY
Flying
Field
Evolutionary Chain
Locations - In-Depth Details
Gold Route 38, Route 39Details
Silver Route 38, Route 39Details
Crystal Route 43Details

Generation II Level Up
LevelAttack NameTypeAtt.Acc.PPEffect %
Peck 35 100 35 --
A standard FLYING-type attack. It is favored by Pokémon with beaks or horns.
7 Sand-Attack -- 100 15 --
An attack in which sand is used to blind the target and reduce its attack accuracy.
13 Leer -- 100 30 --
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon.
19 Fury Attack 15 85 20 --
A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times.
25 Swords Dance -- 100 30 --
A special move that boosts the user's ATTACK power. Normally used up to three times.
31 Agility -- 100 30 --
A special move that greatly boosts the user's SPEED. Normally used up to three times.
37 Slash 70 100 20 --
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage.
44 False Swipe 40 100 40 --
A move that adjusts ATTACK so that the foe has one HP left. Can't cause the foe to faint.
TM & HM Attacks
TM/HM #Attack NameTypeAtt.Acc.PPEffect %
TM02 Headbutt 70 100 15 30
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits.
TM03 Curse -- -- 10 --
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type.
TM06 Toxic -- 85 10 --
A move that badly poisons the target. The amount of poison damage increases every turn.
TM09 Psych Up -- 100 10 --
Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
TM10 Hidden Power ?? 100 15 --
A peculiar move that changes type and power depending on the Pokémon using it.
TM11 Sunny Day -- 90 5 --
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful.
TM13 Snore 40 100 15 30
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon.
TM17 Protect -- 100 10 --
Completely foils an opponent's attack. If used consecutively, its success rate decreases.
TM20 Endure -- 100 10 --
Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
TM21 Frustration ?? 100 20 --
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move.
TM23 Iron Tail 100 75 15 30
Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE.
TM27 Return ?? 100 20 --
A NORMAL-type attack. The tamer the user, the more powerful the move.
TM31 Mud-Slap 20 100 10 100
An attack that fires dirt, inflicting damage and reducing the target's accuracy.
TM32 Double Team -- 100 15 --
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
TM34 Swagger -- 90 15 100
A move that infuriates and confuses the opponent, but it increases the target's ATTACK.
TM35 Sleep Talk -- 100 10 --
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon.
TM39 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
TM43 Detect -- 100 5 --
Allows user to completely evade attack. If used consecutively, its success rate decreases.
TM44 Rest -- 100 10 --
The user takes a nap to fully restore its HP and recover from any status abnormalities.
TM45 Attract -- 100 15 --
Infatuates targets, making it hard for them to attack foes of the opposite gender.
TM46 Thief 40 100 10 100
A DARK-type attack. The attacking Pokémon may steal an item held by the target.
TM47 Steel Wing 70 90 25 10
Strikes the target with stiff wings. Has a one-in-ten chance of raising the user's DEFENSE.
HM01 Cut 50 95 30 --
A NORMAL-type attack. Also used for cutting small bushes to open new paths.
HM02 Fly 70 95 15 --
The Pokémon flies high, then strikes in the next turn. Used to fly to places already visited.
Egg Moves (Details)
Attack NameTypeAtt.Acc.PPEffect %  
Flail ?? 100 15 -- Details
An attack that increases in power if the user's HP is low. It could turn the tide in battle.
Foresight -- 100 40 -- Details
Neutralizes the foe's evasiveness. Also makes the GHOST type vulnerable to physical attacks.
Gust 40 100 35 -- Details
A FLYING-type attack. The bird Pokémon flaps its wings to create a powerful wind.
Mirror Move -- 100 20 -- Details
A move that strikes back with the opponent's last move. It comes after the enemy's move.
Quick Attack 40 100 30 -- Details
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first.
Steel Wing
Crystal Only
70 90 25 10 Details
Strikes the target with stiff wings. Has a one-in-ten chance of raising the user's DEFENSE.
Special Moves
Attack NameTypeAtt.Acc.PPEffect %
Baton Pass -- 100 40 --
A move that transfers the user's status changes to the next Pokémon when switching. Pokémon Stadium 2 Distribution

Gen I Only Moves (Details)
Attack NameTypeAtt.Acc.PPEffect %Method
Razor Wind 80 75 10 -- Gen I TM02
A two-turn attack with the wind attack in the second turn. Learned by many FLYING types.
Whirlwind -- 100 20 -- Gen I TM04
A powerful wind that blows the target away. The opposing trainer must use a new Pokémon.
Body Slam 85 100 15 30 Gen I TM08
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits.
Take Down 90 85 20 -- Gen I TM09
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Double-Edge 120 100 15 -- Gen I TM10
A charging tackle attack. One quarter of the damage comes back to hurt the attacker.
Rage 20 100 20 -- Gen I TM20
A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
Mimic -- 100 10 -- Gen I TM31
A move for learning one of the opponent's moves, for use during that battle only.
Reflect -- 100 20 -- Gen I TM33
Reduces damage from physical attacks by about half. A special PSYCHIC-type move.
Bide -- 100 10 -- Gen I TM34
The user waits for several turns. At the end, it returns double the damage it received.
Skull Bash 100 100 15 -- Gen I TM40
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam.
Substitute -- 100 10 -- Gen I TM50
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 352 52 65 55 58 62 60
Max Stats Lv. 50 112 - 158 70 - 116 60 - 106 63 - 109 67 - 113 65 - 111
Lv. 100 214 - 307 135 - 228 115 - 208 121 - 214 129 - 222 125 - 218

<--- #082
Magneton
#084
Doduo
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