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The best guide on how to play Falinks in Pokemon UNITE for Nintendo Switch and Mobile. Check here for Falinks best build, how to get Falinks, its price, cost, role, Held and Battle items, moveset and skills, as well as the latest nerfs, buffs, counters, matchups, and more!
Falinks Pages | |
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Release Date | Builds & Guide |
How to Get Falinks: Falinks Event Pass (This event has expired) |
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Use this code for 1-Day Limited License: Falinks: FALINKS |
List of Contents
Falinks Changes (July 16) | |
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Iron Head |
• Damage decreased by 25%. • Damage of basic attacks during No Retreat decreased by 20%. |
No Retreat |
• Attack buff reduced from 40% to 25%. |
No Retreat + |
• Attack buff reduced from 60% to 40% |
Falinks | ||
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Role: All-Rounder Attack Type: Melee Damage Type: Physical Difficulty: Expert Cost: |
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"March towards victory with this band of bipedal Pokemon!" |
Top | Jungle | Bottom |
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Tips & Strategies for Every Lane
UNITE License: Falinks |
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As of May 9, 2024, Falinks is now purchasable for 14,000 Aeos Coins or 575 Aeos Gems! This comes about three weeks after Falinks was first released and was only obtainable through the Falinks Event Pass.
Strengths | Weaknesses |
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✔︎ Great scaling and leveling ✔︎ Versatile gameplay ✔︎ Can carry more Aeos Energy/Points ✔︎ Has cooldown reduction/reset, damage reduction, and buff mechanics |
✖︎ Very High skill ceiling |
Miraidon Builds | |
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- |
No Retreat Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 HP: +660 HP Recovery: +18 |
Top Lane
Bot Lane
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Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on dealing high burst damage using Megahorn or providing constant crowd control using Iron Head while Falinks is in No Retreat formation and utilizing its effects.
Items (Level 30) |
No Retreat (@ Lvl 15) |
Megahorn (@ Lvl 15) Megahorn (No Retreat Formation) (@ Lvl 15) |
Iron Head (@ Lvl 15) Iron Head (No Retreat Formation) (@ Lvl 15) |
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Razor Claw (Incldues effect) + Attack Weight (6 stacks) + Weakness Policy (4 stacks) |
1672 | 2774 5354 |
1972 2632 |
Since the build is centered on No Retreat and Megahorn or Iron Head, equipping items that will maximize their damage is the ideal item combination.
As the results show, Muscle Band or Razor Claw, Attack Weight, and Weakness Policy will be the best for the build. However, Razor Claw will be more beneficial for the build in the long run due to the frequency Falinks can trigger its effects when using Megahorn or Iron Head while in No Retreat formation, and the fact that the Pokemon automatically gains a Boosted Attack whenever it uses Megahorn or Iron Head.
For a more defensive build, Resonant Guard, Aeos Cookie, or Focus Band would to be the best item for the build due to their synergy with No Retreat.
These damage tests are conducted using the Training Dummy in Practice Mode. The results are taken from the Total Damage data.
Note: The numbers in bold are the highest result for a specific test. |
Items (Level 30) | No Retreat (@ Lvl 15) | Megahorn (@ Lvl 15) Megahorn (No Retreat Formation) (@ Lvl 15) | Iron Head (@ Lvl 15) Iron Head (No Retreat Formation) (@ Lvl 15) |
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Muscle Band + Razor Claw (Incldues effect) + Attack Weight (6 stacks) | 1540 | 2550 5176 | 1840 2500 |
Muscle Band + Razor Claw (Incldues effect) + Weakness Policy (4 stacks) | 1504 | 2488 5005 | 1804 2374 |
Muscle Band + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 1672 | 2774 5354 | 1972 2632 |
Razor Claw (Incldues effect) + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 1672 | 2774 5354 | 1972 2632 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Beat Up (Iron Head) Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +45 Attack Speed: +9% HP: +210 |
Top Lane
Bot Lane
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Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
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Positive Stats: • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on maximizing the troopers' attack damage when using Beat Up through items. Iron Head will be Falinks' complimentary move to give it more mobility and damage during Dispatch formation.
Items (Level 30) |
Beat Up (Trooper Damage) |
Iron Head (@ Lvl 15) Iron Head (Dispatch Formation) (@ Lvl 15) |
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Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Rapid-Fire Scarf |
734 | 1964 6276 |
Since the build is centered on the troopers' attack damage and Iron Head during Dispatch formation, equipping items that will maximize their damage is the ideal item combination.
Out of all the item combinations, Rapid-Fire Scarf, Attack Weight, and Weakness Policy will be the best for the build. The item combination's results are only slightly lower than the best outcome. However, Rapid-Fire Scarf's attack speed buff is more beneficial in the long run since troopers can trigger and gain the buff when they're attacking.
These damage tests are conducted using the Training Dummy in Practice Mode. The results are taken from the Total Damage data.
Note: The numbers in bold are the highest result for a specific test. |
Items (Level 30) | Beat Up (Trooper Damage) | Iron Head (@ Lvl 15) Iron Head (Dispatch Formation) (@ Lvl 15) |
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Muscle Band + Razor Claw + Attack Weight (6 stacks) | 660 | 1840 5932 |
Muscle Band + Razor Claw + Weakness Policy (4 stacks) | 638 | 1804 5828 |
Muscle Band + Razor Claw + Scope Lens | 552 | 1660 5428 |
Muscle Band + Razor Claw + Rapid-Fire Scarf | 566 | 1684 5492 |
Muscle Band + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 738 | 1972 6300 |
Muscle Band + Attack Weight (6 stacks) + Scope Lens | 642 | 1810 5846 |
Muscle Band + Attack Weight (6 stacks) + Rapid-Fire Scarf | 656 | 1834 5914 |
Muscle Band + Weakness Policy (4 stacks) + Scope Lens | 618 | 1770 5734 |
Muscle Band + Weakness Policy (4 stacks) + Rapid-Fire Scarf | 632 | 1796 5808 |
Muscle Band + Scope Lens + Rapid-Fire Scarf | 548 | 1654 5410 |
Razor Claw + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 738 | 1972 6300 |
Razor Claw (Incldues effect) + Attack Weight (6 stacks) + Scope Lens | 642 | 1810 5846 |
Razor Claw + Attack Weight (6 stacks) + Rapid-Fire Scarf | 656 | 1834 5914 |
Razor Claw + Weakness Policy (4 stacks) + Scope Lens | 618 | 1770 5734 |
Razor Claw + Weakness Policy (4 stacks) + Rapid-Fire Scarf | 632 | 1796 5808 |
Razor Claw + Scope Lens + Rapid-Fire Scarf | 548 | 1654 5410 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Scope Lens | 718 | 1938 6206 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Rapid-Fire Scarf | 734 | 1964 6276 |
Weakness Policy (4 stacks) + Scope Lens + Rapid-Fire Scarf | 612 | 1762 5710 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Item | Explanation |
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Attack Weight | Attack Weight supplies Falinks with a large Attack stat boost, increasing its overall damage. |
Aeos Cookie | Aeos Cookie provides Falinks with a massive HP boost, making it more durable in fights. |
Focus Band | Focus Band makes Falinks more durable through increased defenses and healing. |
Muscle Band | Muscle Band gives Falinks increased damage and attack speed, which works incredibly well with its Boosted attack's effects. |
Weakness Policy | Weakness Policy boosts Falinks' Attack and HP stats, which suits its All-Rounder role. |
Rapid-Fire Scarf | Rapid-Fire Scarf allows Falinks to quickly build up Boosted attacks and trigger its effects. It also works for Troopers during Dispatch Formation. |
Resonant Guard | Resonant Guard allows Falinks to generate shields for itself and its team whenever it deals damage, which works particularly well with No Retreat. |
Item | Explanation |
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Eject Button | Eject Button gives Falinks a repositioning tool that's works particularly well during No Retreat. |
X Speed | X Speed works particularly well during No Retreat formation since it cancels out the movement speed penalty, allowing Falinks to move much faster than it would. |
X Attack | X Attack increases Falinks' damage output and attack speed which are also inherited by the troopers during Dispatch formation. |
Move | Explanation |
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Iron Head | Iron Head gives Falinks another crowd control move and some mobility. It also allows Falinks to easily change its facing direction and will deal a ton of damage during No Retreat formation. |
No Retreat | No Retreat is a great defensive and crowd control move. It also has better synergy with Megahorn due to the damage the move can deal while in No Retreat formation. |
This moveset gives Falinks a more balanced kit with an exceptionally high damage output. No Retreat gives Falinks a great crowd control tool that also increases its Attack stat and reduces the damage it takes from the front. Although the move trades mobility for those effects, the penalty can be cancelled by simply equipping and using X Speed. Iron Head gives Falinks more mobility if it's in Column Formation, but it becomes another powerful crowd control tool when used during No Retreat Formation.
Although choosing between No Retreat and Beat Up is entirely up to player preference, No Retreat is easier to pull off and makes knocking out opponents faster, at least based on our experience.
Let us know why in the comments!
Jump to Section | |
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Remember that even if enemies only attack Troopers instead of the Brass, Falinks will still take damage.
Note: During Beat Up, Troopers will have their own HP bar which won't affect Falinks' actual HP. Moreover, when Troopers take damage during Dispatch Formation, Weakness Policy won't trigger; it will only trigger when the Brass takes damage. |
Furthermore, when hiding in grass, the Brass is the only one that needs to be inside to be hidden. Even if there are Troopers outside grass, as long as the Brass is inside, opponents won't see Falinks. However, troopers outside the grass can still take damage.
Grass Guide: How Does Grass Work?
Falinks' Boosted Attacks apply a slow to the target and reduces Tackle, Megahorn, or Iron Head's cooldown. Heavily incorporating Boosted Attacks into Falinks' gameplay and taking advantage of these effects, especially the cooldown reduction, makes the Pokemon more efficient in fights.
Using Tackle, Megahorn, or Iron Head instantly turns Falinks' attack into a Boosted Attack. Make sure to always follow up with a Boosted Attack after using Tackle, Megahorn, or Iron Head to quickly trigger its effects, particularly the cooldown reduction.
This is especially true when using No Retreat and Megahorn. Refer to the Spartan Hold Combo for an example.
▼ Go to Spartan Hold Combo ▼ |
Battle Armor reduces the damage taken by Falinks from critical-hits, making the Pokemon effective against brawlers and opponents that rely on critical-hits, which are usually frontliners.
Battle Armor: Falinks Passive Effect and Cooldown
Moreover, the ability also allows Falinks to carry ten (10) more aeos energy than normal, for a total of 60 aeos energy. This enables Falinks to score more points in one attempt compared to others, which becomes more effective during the last few minutes of the game where points are doubled.
When using No Retreat, it's best to put Falinks in the frontlines. No Retreat's shoving effect is great for discouraging opponents from breaching the frontlines, which indirectly protects allies that are in the backlines. Moreover, since Falinks switches to No Retreat formation after using the move, its Attack stat increases, and it takes reduced damage from its front, making the Pokemon stronger offensively and defensively.
No Retreat: Falinks Move Effect and Cooldown
While on No Retreat formation, Falinks can't change the direction it's facing, allowing opponents to simply attack from another side to bypass the reduced damage effect from the front. Use Megahorn or Iron Head to quickly change the direction Falinks is facing and ensure that opponents will always be attacking the Pokemon from the front.
Related Pages | |
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Megahorn | Iron Head |
Whenever Falinks uses No Retreat, whether that's switching from Column formation to No Retreat formation or vice versa, Tackle, Megahorn or Iron Head's cooldown is reset. Utilize this mechanic to deal more damage.
Falinks' movement speed is significantly reduced while it's on No Retreat formation, limiting its maneuverability. However, the movement speed penalty can be cancelled temporarily by using X Speed. This puts Falinks' movement speed close to or slightly faster than normal.
In scenarios where Falinks is chasing targets or escaping from opponents while on No Retreat formation, it's better to just revert to the Column formation to turn the Pokemon's movement speed and Megahorn or Iron Head's effects back to normal.
Note: Simply use No Retreat again to return to Column formation. |
When using Beat Up, Falinks' gameplay will be sending out troopers to attack targets. Since Falinks switches to Dispatch formation when it uses Beat Up, the troopers have some momentary autonomy, and the brass can perform actions without involving the troopers. In this case, the troopers will do most of the fighting while the brass assists them.
Note: While in Dispatch formation, troopers who are separated from the brass will also gain the bonuses and trigger any effects of Held Items equipped. |
Beat Up: Falinks Move Effect and Cooldown
Since Beat Up has two charges, Falinks can send out troopers to multiple targets at once. One way to take advantage of this mechanic is by using it to farm multiple wild Pokemon or attack two opponents simultaneously.
When X Attack is used, the troopers that are dispatched will also gain the effects of the battle item. Although not a must, it is definitely beneficial for Falinks to equip and use X Attack when using Beat Up.
X Attack Effect and How to Get
Using Megahorn while Falinks is in Dispatch formation has the brass dash towards the designated direction, which is how the move normally works, while all troopers who are separated from the brass attack with their horns towards the direction their facing.
In this case, Falinks can hit multiple opponents with Megahorn simultaneously with the help of the troopers. Using Megahorn while in Dispatch formation is a great way for the troopers to deal more damage before returning to the Column formation.
Note: The troopers will only attack with their horns if the brass hits a target with Megahorn. |
Megahorn: Falinks Move Effect and Cooldown
When Falinks uses Iron Head while in Dispatch formation, the brass and all troopers who are separated from it will leap to the designated location and Falinks will automatically return to the Column formation. In this case, using Iron Head is essentially a way for Falinks to regroup and reset things.
However, the damage dealt by Iron Head and its shoving effect while in Dispatch formation also makes it a great offensive tool in general.
Note: Iron Head is objectively the better choice when using Beat Up to allow troopers to quickly regroup with the brass. |
Iron Head: Falinks Move Effect and Cooldown
Falinks is great at quickly taking objectives like Regieleki by itself, whether it's using No Retreat or Beat Up.
Dust Devil Formation deals a ton of damage in total and slows targets that are hit. However, it only hits targets that are about melee range to Falinks and maximizing the move's damage requires targets to get hit for the full duration. With that, it's best to first get close to a target or wait for them to get near Falinks before using Dust Devil Formation, then make sure to stay close to them for the duration.
Dust Devil Formation: Falinks Move Effect and Cooldown
The move can deal more damage if Falinks moves in the same direction as the Troopers instead of away from them or just standing still.
These are combos that Falinks can do during No Retreat or Dispatch formation.
Stronghold Combo | |
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Start the combo by charging at the target with Megahorn, then immediately following up No Retreat to shove the target in front of Falinks and reset Megahorn's cooldown. End the combo with another Megahorn. At this point, Falinks will be in No Retreat formation and can alternate between using Megahorn and performing a Boosted Attack endlessly. |
Trooper Stampede Combo | |
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While on Column Formation, begin the combo by using Iron Head. Upon landing, use No Retreat immediately to knock back opponents and reset Iron Head's cooldown, then end the combo with another Iron Head. |
Troopers Assemble! Combo | |
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Beat Up
(x2) ►
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Initiate the combo by using Beat Up twice, making sure to hit a target for each use to dispatch troopers. After using all charges of Beat Up, choose a location and use Iron Head. |
Matchup Notes | ||
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Hard Counter | Even Matchup | Easy Matchup |
1. The chart is based on our own experience playing Falinks. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Falinks heavily depends on its moves to deal damage and needs some time to set them up. Pokemon that have a lot of strong disabling moves can disrupt Falinks and even prevent it from even setting up its moves.
Pokemon | Explanation |
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Blastoise | Rating: ★★★★★ • Can prevent Falinks from setting up its moves and also displace the Pokemon using Surf, Hydro Pump, and Hydro Typhoon. |
Buzzwole | Rating: ★★★★ • Can toss Falinks around and disrupt its moves with Superpower or Life Leech, and Smack Down. |
Alolan Ninetales | Rating: ★★★★ • Can freeze Falinks and deal considerable damage using Blizzard and Avalanche. |
Depending on its formation, Falinks needs to utilize all its move mechanics to get the upper hand against these Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Falinks. However, they are fragile and can get knocked out by Falinks fast. • Quickly close the gap with Megahorn or Iron Head, then follow up with No Retreat or Beat Up. • In No Retreat formation, either use Megahorn to burst them down quickly or stun them constantly with Iron Head. • In Dispatch formation, it's best to use Iron Head on their location to stun them and deal massive damage. • Alternatively, after dashing in with Megahorn or Iron Head, just use Dust Devil Formation and stay close to them until they get knocked out. |
Brawlers |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks to deal damage. They are also durable enough to tank Falinks damage. However, they do need to go toe to toe with Falinks to defeat it, making them perfect targets for Dust Devil Formation. • Wait for them to get close or use Megahorn or Iron Head to initiate a fight, then activate Dust Devil Formation. Make sure to stay on top of them for the duration of the move to maximize its damage. • Use Beat Up to gang up on them with troopers. • In No Retreat formation, keep them in front of Falinks using Megahorn or Iron Head to change the Pokemon's facing direction. • In Dispatch formation, it's best to use Iron Head on their location to stun them and deal massive damage. |
Combo-heavy Pokemon |
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How to Beat |
• These Pokemon rely primarily on doing their combos to deal damage. However, they need some set up to execute them properly and effectively. • Use Megahorn or Iron Head to disrupt their combos. • In No Retreat formation, make sure to keep them in front of Falinks using Megahorn or Iron Head to change the Pokemon's facing direction. • In Dispatch formation, it's best to use Iron Head to stun them and deal massive damage. • Alternatively, when they get close to Falinks, just use Dust Devil Formation and stay on top of them for the duration to maximize its damage. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• These Pokemon are incredibly agile and deal high burst damage. However, they become vulnerable when they miss their burst damage attempt. • Use Megahorn or Iron Head to dodge their attempt or stun them before they can initiate. • In No Retreat formation, make sure to keep them in front of Falinks to reduce the damage the Pokemon takes when they initiate. • In Dispatch formation, it's best to use Iron Head to stun them and deal massive damage. • Alternatively, when they get close to Falinks, just use Dust Devil Formation and stay on top of them until they get knocked out. |
Pokemon with Disabling Moves |
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How to Beat |
• These Pokemon have strong disabling moves that can be a nuisance for Falinks during fights. However, their damage isn't enough to force Falinks to be on the defensive. • Use Megahorn or Iron Head to avoid their disabling moves, then fight them head on. • In No Retreat formation, make sure to keep them in front of Falinks using Megahorn or Iron Head to change the Pokemon's facing direction. • In Dispatch formation, it's best to use Iron Head to stun them and deal massive damage. • Alternatively, when they get close to Falinks, just use Dust Devil Formation and stay on top of them for the duration to maximize its damage. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it difficult for Falinks to take them down alone. With that, it's best to group up with allies to bring them down with the help of Falinks. • Use No Retreat, Megahorn or Iron Head to stun them. • In No Retreat formation, make sure to keep them in front of Falinks using Megahorn or Iron Head to change the Pokemon's facing direction. • In Dispatch formation, it's best to use Iron Head to stun them and deal massive damage. |
Pokemon that have low durability and little to no means of disabling Falinks are easy targets for the Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Falinks. However, they are fragile and can get knocked out by Falinks fast. • Quickly close the gap with Megahorn or Iron Head, then follow up with No Retreat or Beat Up. • In No Retreat formation, either use Megahorn to burst them down quickly or stun them constantly with Iron Head. • In Dispatch formation, it's best to use Iron Head on their location to stun them and deal massive damage. • Alternatively, after dashing in with Megahorn or Iron Head, just use Dust Devil Formation and stay close to them until they get knocked out. |
Brawlers |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks to deal damage. They are also durable enough to tank Falinks damage. However, they do need to go toe to toe with Falinks to defeat it, making them perfect targets for Dust Devil Formation. • Wait for them to get close or use Megahorn or Iron Head to initiate a fight, then activate Dust Devil Formation. Make sure to stay on top of them for the duration of the move to maximize its damage. • Use Beat Up to gang up on them with troopers. • In No Retreat formation, keep them in front of Falinks using Megahorn or Iron Head to change the Pokemon's facing direction. • In Dispatch formation, it's best to use Iron Head on their location to stun them and deal massive damage. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Falinks, their support capabilities makes them valuable during fights. • Take advantage of them being in close proximity to each other by using No Retreat to shove them, then following up with Megahorn or Iron Head. • Use Beat Up to dispatch troopers to multiple targets. • In No Retreat formation, either use Megahorn to burst them down quickly or stun them constantly with Iron Head. • In Dispatch formation, it's best to use Iron Head on their location to stun them and deal massive damage. |
Pokemon | Explanation |
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Alolan Ninetales Slowbro Wigglytuff | Pokemon with Strong Disables |
Strong disabling moves like Sing and Slowbeam makes it easier for Falinks to set up its moves. | |
Comfey Blissey Clefable | Healers |
Healing moves like Soft-Boiled and Moonlight can prolong Falinks' life in the frontlines. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
Tackle
(Lv. 1 or 3) |
Move Type: Dash Damage Type: Physical Cooldown: 7.5s Starting Damage: 600 Final Damage: 672 |
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Has the user charge in the designation direction, dealing damage to opposing Pokemon and shoving them. The user's next basic attack becomes a boosted attack. | |
Megahorn
(Lv. 4) Upgrade Lv. 10 |
Move Type: Dash Damage Type: Physical Cooldown: 8s Starting Damage: 1082 Initial damage: 541, Follow-Up Damage: 541 Final Damage: 2142 Initial damage: 1071, Follow-Up Damage: 1071 |
Has the user charge with its horns, dealing damage to opposing Pokemon it hits and shoving them. Immediately afterward, the user charges with its horn again and gains a shield. When the user is in No Retreat formation, it charges power before charging forward with its horns, dealing additional damage to opposing Pokemon it hits based on their max HP. When the user is in Dispatch formation, the troopers who are away from the column will also charge with their horns, along with the brass.
Upgrade: Strengthens the effect of the shield granted by this move. |
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Iron Head
(Lv. 4) Upgrade Lv. 10 |
Move Type: Dash Damage Type: Physical Cooldown: 7.5s Starting Damage: 448 Final Damage: 1307 |
Has the user attack the designated area with its steel-hard heads, dealing damage and applying a slowing effect to opposing Pokemon it hits, as well as granting itself a shield. When the user is in No Retreat formation, the move's range is shortened, but its area of attack is widened. The user's next 4 basic attacks can be used while it's moving. When the user is in Dispatch formation, dispatched troopers returnn to the column when the user attacks with this move. The returning troopers shove and deal damage to opposing Pokemon they hit on their way back to the column.
Upgrade: Troopers' attacks also deal additional damage to opposing Pokemon based on the opposing Pokemon's max HP. |
Bulk Up
(Lv. 1 or 3) |
Move Type: Buff Damage Type: Physical Cooldown: 8s Starting Damage: N/A Final Damage: N/A |
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Increases the user's Attack, Defense, and basic attack speed for a short time. | |
No Retreat
(Lv. 6) Upgrade Lv. 12 |
Move Type: Buff Damage Type: Physical Cooldown: 5s Starting Damage: 772 Final Damage: 1300 |
Has the user switch to No Retreat formation while shoving opposing Pokemon in front of it. While in No Retreat formation, the user cannot change the direction it's facing and its movement speed when moving backwards is decreased, but its Attack is increased and damage it takes from the front is reduced. If this move is used while the user is in No Retreat formation, the user will switch to Column formation.
Upgrade: Further increases the user's Attack and further reduces the damage it takes from the front. |
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Beat Up
(Lv. 6) Upgrade Lv. 12 |
Move Type: Dash Damage Type: Physical Cooldown: 0.5s Starting Damage: 262 Charge damage: 262, Trooper Standard Attack: 252, Trooper Boosted Attack: 378 Final Damage: 886 Charge damage: 886, Trooper Standard Attack: 516, Trooper Boosted Attack: 774 |
Has the user charge in the designated direction, dealing damage to opposing Pokemon it hits. The user switches to Dispatch formation, sending out two troopers toward opposing Pokemon it hit. The dispatched troopers will continue to attack the opposing Pokemon for a while, but they will return to the brass after they take a set amount of damage or become separated from the brass by a set distance or greater. A maximum of 2 uses can be kept in reserve for this move.
Upgrade: Also restores some of the user's HP when this move hits. |
Dust Devil Formation
(Lv. 9) |
Move Type: Damage Type: Physical Cooldown: 112s Starting Damage: 8,967 Damage per hit: 427, Total hits: 21 Final Damage: 13,377 Damage per hit: 637, Total hits: 21 |
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Has the five troopers run continuously around the brass at great speed, dealing damage and applying a slowing effect to opposing Pokemon they hit. When this move is being used, damage taken by the troopers is reduced. |
Standard Attack | Becomes a boosted attack with every third attack, or after the user uses Tackle, Megahorn, or Iron Head. Boosted attacks also apply a slowing effect to opposing Pokemon they hit. When a boosted attack hits, the cooldown of Tackle, Megahorn, or Iron Head is reduced. |
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Battle Armor |
Falinks
When the Pokemon takes critical-hit damage, a set percentage of the damage is reduced. Falinks is a group comprised of the brass and five troopers, and they utilize three formations: Column formation, No Retreat formation, and Dispatch formation. When a move is used in No Retreat or Dispatch formation, the effect of the move changes. This Pokemon can hold a little more Aeos Energy than other Pokemon. |
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Falinks This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3200 | 90 | 70 | 150 |
2 | 3371 | 103 | 80 | 160 |
3 | 3559 | 118 | 91 | 171 |
4 | 3766 | 134 | 103 | 183 |
5 | 3993 | 152 | 117 | 196 |
6 | 4243 | 171 | 132 | 211 |
7 | 4518 | 192 | 149 | 227 |
8 | 4821 | 215 | 167 | 245 |
9 | 5155 | 241 | 187 | 264 |
10 | 5523 | 269 | 209 | 285 |
11 | 5928 | 300 | 234 | 309 |
12 | 6374 | 334 | 261 | 335 |
13 | 6865 | 372 | 291 | 364 |
14 | 7405 | 414 | 324 | 395 |
15 | 8000 | 460 | 360 | 430 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Armor Style
Zirco Trading:
1050 |
No Retreat | |
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Pokemon | Move |
Falinks | No Retreat |
Mission: Knock out Pokemon from the opposing team after switching to No Retreat formation with No Retreat or No Retreat + (10/20/40 times total) |
|
Medals & Points | Rewards |
Beginner 5 |
Aeos Ticket x100 |
Expert 5 |
Aeos Coin x300 |
Master 10 |
Holowear Ticket x3 |
List of All-Rounder Pokemon Achievements
Upcoming Pokemon | |
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There are currently no upcoming Pokemon. |
All Pokemon Roles | |||||
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Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
Attack Type | |
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Melee Pokemon | Ranged Pokemon |
Physical Pokemon | Special Pokemon |
Stat Rankings | |
HP Ranking | Defense Ranking |
Sp. Def. Ranking | Basic Attack Ranking |
Falinks Guide: Best Builds and Moveset
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Megahorn is 1000x better than iron head