Name:
Girafarig
National Nr:
#0203 (Gen 2)
Type:
Normal
Psychic
Growth Rate:
Medium
Height:
1.5 Meter
Weight:
41.5 kg
Capture rate:
60
Base Happiness:
50
Gender Ratio:
50% M / 50% F
EV yield:
Sp. Attack: 2
Egg Groups
Field
Egg cycles:
20

Stats:

HP:
70
Speed:
85
Attack:
80
Defense:
65
SpAttack:
90
SpDefense:
65
Total:
455

Abilities:

This Pokémon is protected from flinching and intimidate.
Makes sleep pass twice as quickly.
Sap Sipper (hidden)
Absorbs grass moves, raising Attack one stage.
A Pokémon's type(s) determine how much damage it takes from attacks. If an attack's type is strong against the Pokémon's type, it deals more damage (super effective). If it's weak, it deals less (not very effective). Some type combinations result in no damage at all. Type matchups are crucial for battle strategy.

Damage Taken:

2X Damage:
Bug
Dark
½X Damage:
Psychic
0X Damage:
Ghost
Your own type(s) have STAB (Same-Type Attack Bonus) which boosts a move's power by 1.5x when the Pokémon's type matches the attack's type. This makes your moves with STAB extra important. This overview shows how your STAB type(s) damages other types (STAB bonus not applied).

Own Types Damage:

Normal
Type Damage:
½X Damage:
Rock
Steel
0X Damage:
Ghost
Psychic
Type Damage:
2X Damage:
Fighting
Poison
½X Damage:
Psychic
Steel
0X Damage:
Dark

Moves:

Scarlet Violet

Learned On Level Up:

Lv. ▲Name Info Pow. Acc. PP Cat. Type
1Astonish
Deals damage. Has a 30% chance to make the target flinch.
3010015
Ghost
1Growl
Lowers the target's Attack by one stage.
10040
Normal
1Guard Swap
User swaps its Defense and Special Defense modifiers with the target.
10
Psychic
1Power Swap
User swaps its Attack and Special Attack stat modifiers modifiers with the target.
10
Psychic
1Tackle
Deals damage.
4010035
Normal
5Confusion
Deals damage. Has a 10% chance to confuse the target.
5010025
Psychic
10Assurance
Deals damage. If the target takes damage this turn for any reason before this move is used, this move has double power.
6010010
Dark
14Stomp
Deals damage. Has a 30% chance to make the target flinch. Power is doubled against Pokémon that have used minimize since entering the field.
6510020
Normal
19Psybeam
Deals damage. Has a 10% chance to confuse the target.
6510020
Psychic
23Agility
Raises the user's Speed by two stages.
30
Psychic
28Double Hit
Deals damage. Hits twice in one turn.
359010
Normal
32Twin Beam
Deals damage. Hits twice.
4010010
Psychic
37Crunch
Deals damage. Has a 20% chance to lower the target's Defense by one stage.
8010015
Dark
41Baton Pass
User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon. The following move effects are passed: * aqua ring * both the user's and target's effect of block, mean look, and spider web * the curse effect of curse * embargo * focus energy or an activated lansat berry * gastro acid * ingrain * being sapped by leech seed * being targeted by lock on or mind reader * magnet rise * perish song's counter * power trick * substitute; the doll's HP is unchanged The replacement Pokémon does not trigger effects that respond to Pokémon switching in.
40
Normal
46Nasty Plot
Raises the user's Special Attack by two stages.
20
Dark
50Psychic
Deals damage. Has a 10% chance to lower the target's Special Defense by one stage.
9010010
Psychic

Learned By TM:

Nr. ▲Name Info Pow. Acc. PP Cat. Type
TM01Take Down
Deals damage. User takes 1/4 the damage it inflicts in recoil.
908520
Normal
TM04Agility
Raises the user's Speed by two stages.
30
Psychic
TM07Protect
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse's curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move's protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
10
Normal
TM12Low Kick
Deals damage. Power increases with the target's weight in kilograms, to a maximum of 120. Target's weight | Power: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120
10020
Fighting
TM16Psybeam
Deals damage. Has a 10% chance to confuse the target.
6510020
Psychic
TM17Confuse Ray
Confuses the target.
10010
Ghost
TM18Thief
Deals damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.
6010025
Dark
TM20Trailblaze
Deals damage. Raises the user's Speed by one stage.
5010020
Grass
TM23Charge Beam
Deals damage. Has a 70% chance to raise the user's Special Attack by one stage.
509010
Electric
TM25Facade
Deals damage. If the user is burned, paralyzed, or poisoned, this move has double power.
7010020
Normal
TM28Bulldoze
Deals damage. Has a 100% chance to lower the target's Speed by one stage.
6010020
Ground
TM32Swift
Deals damage. Ignores accuracy and evasion modifiers.
6020
Normal
TM41Stored Power
Deals damage. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.
2010010
Psychic
TM47Endure
The user's HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
10
Normal
TM49Sunny Day
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user's max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
5
Fire
TM50Rain Dance
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user's max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
5
Water
TM54Psyshock
Deals damage. Damage calculation always uses the target's Defense, regardless of this move's damage class.
8010010
Psychic
TM59Zen Headbutt
Deals damage. Has a 20% chance to make the target flinch.
809015
Psychic
TM62Foul Play
Deals damage. Damage is calculated using the target's attacking stat rather than the user's.
9510015
Dark
TM63Psychic Fangs
Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
8510010
Psychic

Learned As Egg Move:

Name ▲Info Pow. Acc. PP Cat. Type
Ally Switch
User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.
15
Psychic
Beat Up
Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. dark Pokémon still get STAB. This effect breaks through wonder guard.
10010
Dark
Double Kick
Deals damage. Hits twice in one turn.
3010030
Fighting
Future Sight
Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn. This effect breaks through wonder guard. If the target is protected by protect or detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection. The damage is applied at the end of the turn, so it ignores endure and focus sash. This move cannot be copied by mirror move.
12010010
Psychic
Mean Look
The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.
5
Normal
Mirror Coat
Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.
10020
Psychic
Take Down
Deals damage. User takes 1/4 the damage it inflicts in recoil.
908520
Normal
Uproar
Deals damage. User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends. Pokémon cannot use rest during this effect. This move cannot be selected by sleep talk.
9010010
Normal
Wish
At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user's max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate.
10
Normal

Cookies Notice

We use cookies to offer a better browsing experience