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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Sirfetch'd sprite

#0865

Sirfetch'd

fighting0.8 m · 117.0 kg

Base stats 507 total

HP
62
Atk
135
Def
95
SpA
68
SpD
82
Spe
65

Abilities

  • Steadfast
  • Scrappy hidden

Learnset

What Sirfetch'd learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level19

  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 1First ImpressionbugPhysical90 BP100% acc10 PPCan only be used as the first move after the user enters battle.
  • 1Fury CutterbugPhysical40 BP95% acc20 PPPower doubles every turn this move is used in succession after the first, maxing out after five turns.
  • 1Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • 1LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 1PeckflyingPhysical35 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • 15Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 20Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • 25DetectfightingStatus5 PPPrevents any moves from hitting the user this turn.
  • 30Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • 35DefogflyingStatus15 PPLowers the target’s evasion by one stage. Removes field effects from the enemy field.
  • 40Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • 45Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • 50SlamnormalPhysical80 BP75% acc20 PPInflicts regular damage with no additional effect.
  • 55Leaf BladegrassPhysical90 BP100% acc15 PPHas an increased chance for a critical hit.
  • 60Final GambitfightingSpecial100% acc5 PPInflicts damage equal to the user’s remaining HP. User faints.
  • 65Brave BirdflyingPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 70Meteor AssaultfightingPhysical150 BP100% acc5 PPUser foregoes its next turn to recharge.

TM/HM29

  • AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brave BirdflyingPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Leaf BladegrassPhysical90 BP100% acc15 PPHas an increased chance for a critical hit.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RetaliatenormalPhysical70 BP100% acc5 PPHas double power if a friendly Pokémon fainted last turn.
  • RevengefightingPhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BladegrassPhysical125 BP100% acc10 PPRequires a turn to charge before attacking.
  • Steel WingsteelPhysical70 BP90% acc25 PPHas a chance to raise the user’s Defense by one stage.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • Throat ChopdarkPhysical80 BP100% acc15 PPPrevents the target from using sound-based moves for two turns.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.

Tutor3

  • CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
  • Dual WingbeatflyingPhysical40 BP90% acc10 PPHits twice in one turn.
  • Grassy GlidegrassPhysical55 BP100% acc20 PPIf Grassy Terrain is active and the user is grounded, this move has has its priority increased by 1.

Appears in 1 games

  • Sword / Shield