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Pokemon Sword and Shield Falinks

Pokemon Sword and Shield Falinks is a Fighting Type, which makes it weak against Flying, Psychic, Fairy type moves. You can find and catch Falinks in Route 8 with a 2% chance to encounter during All Weather weather when walking through tall grass. The Max IV Stats of Falinks are 65 HP, 100 Attack, 70 SP Attack, 100 Defense, 60 SP Defense, and 75 Speed.

Pokemon Sword and Shield Falinks
Regular
Shiny
Falinks Galar Pokedex ID: 345

List of Falinks Max IV Stats in Pokemon SW SH.

StatAmountBar Graph
Total470
HP65
Attack100
Defense100
Special Attack70
Special Defense60
Speed75

Based on this pokemon's stats we consider the best nature for Falinks to have is Lax, this will increase it's Defense and decrease it's Sp. Def stats.

Falinks Abilities

Ability Type Effect
Battle ArmorNormal
DefiantHidden

Sword Pokedex Entry

Five of them are troopers, and one is the brass. The brass's orders are absolute.

Shield Pokedex Entry

The six of them work together as one Pokémon. Teamwork is also their battle strategy, and they constantly change their formation as they fight.

Pokemon Sword and Shield Falinks Evolutions

How do i evolve Falinks in Pokemon Sword and Shield?

Currently Pokemon Sword and Shield Falinks does not have an evolution form in Generation 8.

Falinks Locations in Pokemon Sword and Shield

Where do i find and how to get Falinks?

Spawn locations you can find Falinks are in the Route 8 area, with a 2% chance to spawn during All Weather weather.

Non Overworld Spawns (NOT Visible - Randomly found in tall grass)

Pokemon Location Weather Spawn Lvl
Route 8
2%38 - 40
Lake of Outrage
6%50 - 52
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Pokemon Sword and Shield Falinks Raids

Where do i find Falinks Raids?

You can find Falinks raids in the following locations: Dusty Bowl, North Lake Miloch, Rolling Fields, Stony Wilderness.

You can Click/Tap the links below to view where to find Falinks Raid Spawn Locations in Pokemon Sw and Sh.

Pokemon Sword and Shield Falinks Weakness

Falinks is a Fighting Type pokemon. This will cause it to take More Damage from Flying, Psychic, Fairy Type Moves and will take Less Damage from Rock, Bug, Dark type moves.

Damage Types
4.0x
Damage
2.0x
Damage
Flying
Psychic
Fairy
0.5x
Damage
Rock
Bug
Dark
0.25x
Damage
Immune to Damage

What pokemon is Falinks Weak Against?

Pokemon Type 1 Type 2 CP

What pokemon is Falinks Strong Against?

Pokemon Type 1 Type 2 CP
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Pokemon SW and SH Falinks Moves List

What moves can Falinks learn from TMs, TRs, and Leveling?

Falinks can learn the fighting type move Counter at level 60. This Physical move When hit by a Physical Attack, user strikes back with 2x power. Bolded Pow numbers are adjusted for this pokemon's Fighting type +50% STAB damage.

Falinks Level Up Moves

Lvl Move Type Class Pow Acc PP Effect
01TacklePhysical4010035
01ProtectStatus10Protects the user, but may fail if used consecutively.
05Rock SmashPhysical6010015May lower opponent's Defense.
10Focus EnergyStatus30Increases critical hit ratio.
15HeadbuttPhysical7010015May cause flinching.
20Bulk UpStatus20Raises user's Attack and Defense.
25EndureStatus10Always left with at least 1 HP, but may fail if used consecutively.
30ReversalPhysical10015The lower the user's HP, the higher the power.
35First ImpressionPhysical9010010Although this move has great power, it only works the first turn the user is in battle.
40No RetreatStatus5Raises all stats but user cannot switch out.
45Iron DefenseStatus15Sharply raises user's Defense.
50Close CombatPhysical1801005Lowers user's Defense and Special Defense.
55MegahornPhysical1208510
60CounterPhysical10020When hit by a Physical Attack, user strikes back with 2x power.

TM Moves Falinks can learn

TM Move Type Class Pow Acc PP Effect
TM08Hyper BeamSpecial150905User must recharge next turn.
TM09Giga ImpactPhysical150905User must recharge next turn.
TM16ScreechStatus8540Sharply lowers opponent's Defense.
TM21RestStatus10User sleeps for 2 turns, but user is fully healed.
TM22Rock SlidePhysical759010May cause flinching.
TM24SnoreSpecial5010015Can only be used if asleep. May cause flinching.
TM25ProtectStatus10Protects the user, but may fail if used consecutively.
TM37Beat UpPhysical10030Each Pokémon in your party attacks.
TM39FacadePhysical7010020Power doubles if user is burned, poisoned, or paralyzed.
TM41Helping HandStatus20In Double Battles, boosts the power of the partner's move.
TM42RevengePhysical9010010Power increases if user was hit first.
TM43Brick BreakPhysical112.510015Breaks through Reflect and Light Screen barriers.
TM48Rock TombPhysical609515Lowers opponent's Speed.
TM57PaybackPhysical5010010Power doubles if the user was attacked first.
TM58AssurancePhysical6010010Power doubles if opponent already took damage in the same turn.
TM76RoundSpecial6010015Power increases if teammates use it in the same turn.
TM79RetaliatePhysical701005Inflicts double damage if a teammate fainted on the last turn.
TM94False SwipePhysical4010040Always leaves opponent with at least 1 HP.
TM96Smart StrikePhysical7010The user stabs the target with a sharp horn. This attack never misses.

Falinks TR Moves

TR Move Type Class Pow Acc PP Effect
TR00Swords DanceStatus20Sharply raises user's Attack.
TR12AgilityStatus30Sharply raises user's Speed.
TR13Focus EnergyStatus30Increases critical hit ratio.
TR20SubstituteStatus10Uses HP to creates a decoy that takes hits.
TR21ReversalPhysical10015The lower the user's HP, the higher the power.
TR26EndureStatus10Always left with at least 1 HP, but may fail if used consecutively.
TR27Sleep TalkStatus10User performs one of its own moves while sleeping.
TR28MegahornPhysical1208510
TR39SuperpowerPhysical1801005Lowers user's Attack and Defense.
TR46Iron DefenseStatus15Sharply raises user's Defense.
TR48Bulk UpStatus20Raises user's Attack and Defense.
TR53Close CombatPhysical1801005Lowers user's Defense and Special Defense.
TR57Poison JabPhysical8010020May poison the opponent.
TR64Focus BlastSpecial180705May lower opponent's Special Defense.
TR69Zen HeadbuttPhysical809015May cause flinching.
TR74Iron HeadPhysical8010015May cause flinching.
TR95Throat ChopPhysical8010015Prevents use of sound moves for two turns.

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