Oh, Farfetch’d. You deserved so much better.

I’m guessing that most of you who followed my Top Ten list thought Farfetch’d was going to get a spot on there somewhere – so much so that I feel I need to do an entry on him just to talk about why he didn’t turn up! For the benefit of those of you out there who had no childhood, Farfetch’d is a vanishingly rare wild duck Pokémon from the original one hundred and fifty, so rare in fact that on Red and Blue he can’t be caught in the wild and must be obtained from a trainer in the game by trading away a Spearow. The reason he is vanishingly rare is because he tastes delicious and carries his own garnish: a stalk of green onion, a common ingredient in recipes for duck stew. His Japanese name, Kamonegi, literally “duck with leek,” is apparently an abbreviated form of an expression meaning either “something fortunate but far-fetched” or “a person naïvely walking into a con or dangerous situation” – like a duck carrying its own garnish (it’s also the name of a popular Japanese noodle dish). This is a frighteningly bad survival strategy but since it’s acknowledged as such in-universe I can live with that. Interestingly, although it’s one of the most well-known facts about Farfetch’d, only the anime mentions that people eat them – as far as I am aware, it never explicitly comes up in the games; his Japanese name and his design certainly seem to suggest it though. Farfetch’d’s leek isn’t just to make him taste good, of course; it’s his main defensive weapon, which he needs to survive. According to the Pokédex, he also uses it to build his nest but, annoyingly, it’s not made clear whether he uses it as a tool or a building material (I’m tempted to say it depends on the quality, since Farfetch’d are supposedly very discerning about their sticks and often fight over the best ones). Most of Farfetch’d’s strongest attacks are executed with his stalk, which he wields like a sword, striking attackers with lightning-fast cuts. He will defend his weapon with his life, since without it he might as well be dead. Farfetch’d is a weird, quirky Pokémon, that much is certain, but everything in this design makes sense in context, there’s nothing superfluous, and it’s actually really clever once you get the joke. Very few Pokémon manage to pull off cute and badass at the same time, but I think Farfetch’d manages it with his spunky attitude and his refusal to give up, whatever the odds against him. Honestly, I think he’s one of the best-designed Pokémon of the original generation (certainly the best of the four different Normal/Flying Pokémon available in Red and Blue) and that’s why he didn’t feature in my Top Ten, regardless of how weak he is in battle – and, as we’ll soon discover, he really is horrible.

Farfetch’d is better than Unown, Luvdisc, Dustox and, arguably, Pachirisu. I realise this is probably not very encouraging but I have to work with what I’ve got. Normal/Flying is a distressingly bad type with redundant offensive coverage, critical weaknesses, and few useful resistances outside of the helpful immunity to Ground attacks. Farfetch’d’s best stat score – physical attack – is at a level that would be considered a significant weak point on most Pokémon. Thankfully, his other scores are not significantly worse, but this is small comfort. As this stat distribution attests, Farfetch’d is primarily a physical attacker; Brave Bird and Return offer spectacularly powerful Flying and Normal attacks that fail just as spectacularly to make up for his lack of physical strength, while he can access several attacks of other types courtesy of his green onion sword, such as Poison Jab, Leaf Blade and Night Slash. Like most bird Pokémon, he can also learn U-Turn and Steel Wing. Except for Leaf Blade, which helps a great deal against Rock Pokémon, these techniques will rarely be more effective than his primary attacks anyway (U-Turn is still a good choice though, as always). Notably, Steel-types resist every single one of them. To hurt Steel-types, Farfetch’d has to rely on Revenge, which forces him to take his turn after his opponent even when he’s faster, or Heat Wave, which does special rather than physical damage and, worse, is only available to him on Platinum version and is thus incompatible with what is easily his best passive ability, Defiant (which he gets from the Pokémon Dream World). Farfetch’d can attempt to increase his meagre damage output with Swords Dance (or Work Up if you’ve decided to use Heat Wave and want to boost special damage as well), but that requires that he live long enough to use it. He can also use Agility to redeem his poor speed stat, but that will leave him without the necessary power to hurt anything. He can try using both, but finding time to do that is even more difficult than trying for just one, and also leaves him with only two attacks to work with. Finally, if you’re really masochistic you can get Farfetch’d to heal himself with Roost and prolong his suffering, or try to turn him into a sort of physical tank with Curse.

The one great blessing Farfetch’d enjoys is a custom item: the elaborately titled Stick. Holding a Stick dramatically increases his chance of scoring a critical hit (the base rate is 1/16, which the Stick increases to ¼; high critical-ratio moves like Leaf Blade and Night Slash jump from 1/8 to 1/3). With this in mind, and given his flavour, what mystifies me is that Farfetch’d doesn’t have the Super Luck ability, especially considering that the vast majority of Pokémon with this ability are birds. Super Luck would give Farfetch’d even more critical hits (1/3 for normal attacks, and ½ for attacks like Leaf Blade – the hard limit in the game’s programming), which on its own isn’t enough to make Farfetch’d effective but would certainly help. The first addition I would want to make to Farfetch’d, therefore, is Super Luck, replacing one of his current two absurdly situational abilities, Keen Eye and Inner Focus (while we’re at it, might as well replace the second one – Sniper doesn’t fit quite as well as Super Luck thematically, but triple-damage criticals make sense in the context of what I’m doing with Farfetch’d). The second thing he needs is a reasonable way of penetrating the manifold resistances of Steel Pokémon, which include about two thirds of the elements in the game (honestly I think this is a major game balance concern in itself but that’s not what we’re here for). Water, Fire, Electric and Ground attacks don’t really suit Farfetch’d, but you could probably make a solid argument for giving him a Fighting-type signature move (a lot of Farfetch’d cards have an attack called Leek Slap, but I’d also be tempted to give it a really ridiculous name like Onion Kata, just because it’s Farfetch’d); something with a high critical rate to keep up the theme, and probably more power than Night Slash but not a lot more. What I’m dancing around is the fact that none of this will be enough unless Farfetch’d evolves and earns some stronger stats to back it up. Much as he needs it, I just don’t know what to do with him. Unlike all the other Pokémon I’ve been talking about Farfetch’d has a very neat design, which I don’t want to tamper with. It’s not so much that the design is utterly brilliant, although it is very good; it’s more that Farfetch’d hits some very specific notes, culturally speaking, and it’s hard to think of a meaningful way to develop on that (especially given how little I actually know about Japanese culture). If pressed, I would try to work with the idea that a duck carrying a green onion is symbolic of naïveté; in his evolved form, which I think should have perhaps a small crest and slightly more varied colours but nothing bright or gaudy, Farfetch’d becomes wiser and worldlier. He still carries his green onion, since he still needs it to survive, but he is normally quite reclusive and is highly practiced at keeping himself hidden. While in the open, he often walks along the ground to conceal his own agility, only to spring into the air when attacked. Rather than foraging for food himself, he often prefers to trick other Pokémon into leaving their own food unguarded, or even con them out of it. His stats all increase, but their distribution doesn’t change much; his biggest strengths are still physical attack, special defence and speed, in that order.
I could actually sympathise, strange as this may seem, with a designer who consciously chose not to evolve Farfetch’d. He may be desperate for the extra power, but I am wary at seizing if for him at the expense of his significant appeal. Nonetheless, after more than ten years, I would have hoped someone could have come up with a design for a Farfetch’d evolution that wouldn’t ruin the adorable little guy. I’ve seen suggestions by a number of people that Farfetch’d is supposed to suck, in keeping with the idea of naïveté, but I hope that’s not true; he’s an awesome Pokémon and doesn’t belong at the bottom.



















We know she’s a hoarder; that normally implies a good memory and possibly intelligence (likewise my theory that those balls of charged fur are a trap for Pokémon trying to nick her stuff). Going with that idea, I think I want Pachirisu to evolve into a kleptomaniac squirrel, maybe an Electric/Dark dual-type: change her colour scheme, but maybe keep the general ‘cute’ aesthetic because I imagine her gazing up at you adorably when you catch her stealing things. These Pokémon have lived around humans for centuries, and although they are notorious as spies and pickpockets their presence is tolerated because they make useful errand-runners, and are highly proficient cleaners thanks to their bushy tails (historically they were best-known as chimneysweeps – I’m looking for an “1800’s English street urchin” feel, but trying to avoid being too blatant about it). They mainly steal food but have also developed a liking in modern times for portable electronics and batteries, which they hide in nests scattered all around their territory. It’s normally impossible to find all of one’s hiding places without capturing her and getting her to lead you to them. Super Fang already makes Pachirisu a nightmare for defensive Pokémon, so we may as well play to that and give her Taunt. How useful Torment, Snatch and Switcheroo would be for her is debateable, but let’s toss them in anyway (and, of course, she’ll need Thief for thematic reasons). Also, for some reason Pachirisu doesn’t get Wish; she’s heavily defence-oriented and needs to be able to heal herself, and there’s no reason she shouldn’t have it, so let’s add that. Lastly, her current abilities, Run Away and Pickup, actually have no in-battle effects at all. I can’t think of anything to do with Pickup at the moment, but it makes sense that Run Away should allow Pachirisu (and the other Pokémon that have it) to escape from trapping techniques like Mean Look or Fire Spin, instead of only allowing them to escape from wild Pokémon without fail.

Unlike Sunflora, there’s no reason Spinda shouldn’t evolve, so we have plenty of latitude to change his movepool, abilities, stats, and even type. Spinda has two abilities that are worryingly situational at best, so I think the most straightforward thing to do is change them for new ones that fix Spinda’s main problem (the fact that confusion, compared to the five primary status effects, is simply not very debilitating) by imposing additional penalties on confused Pokémon while Spinda is in play. Confusion represents a failure of a Pokémon’s strength of will, which is commonly connected with special attack or special defence, so I want one ability to automatically weaken both of those stats when a Pokémon becomes confused while Spinda is in play (the penalty stays in place after the confusion wears off, or if Spinda switches out, and can be triggered by self-induced confusion such as Petal Dance causes). This ability is geared at making it impossible for a confused Pokémon to do anything but switch out to shake off the penalties. For the other, let’s take the opposite route: confused Pokémon cannot switch out while Spinda is in play; they can only stay in and suffer. If Spinda uses Baton Pass to switch out to another Pokémon, the confused Pokémon stays trapped (the same way Mean Look used to work and inexplicably no longer does), but only as long as it stays confused. Spinda’s evolution should have strong defences so he can switch into some attacks without the benefit of resistances, and high speed to be able to fire off a Teeter Dance before being attacked, but his damage potential should remain low to encourage him to keep to his customary support role. Likewise, his offensive movepool should not be notably expanded (his enormous support movepool should be enough for anyone once he has the stats to back it up). As for flavour… Spinda’s evolution has spots that, impossibly, seem to move. In fact, when researchers look at a photograph, it has no spots at all… but when the photograph is held up next to the real Pokémon, the spots seem to mysteriously reappear. The light-twisting properties of its shimmering fur can cause people to see what they expect to see, rather than what is really there, and its form appears to distort subtly as it moves, causing headaches in anyone that tries to focus on it. Other Pokémon who lock eyes with it feel compelled to imitate its unsteady, lurching walk, dazing them and limiting their movements, but however erratically this Pokémon walks, it always seems to reach its destination as quickly as if it had gone in a straight line.




