Quoted By:
I'm really tired but
FALINKS MOVESET RUNDOWN
>Passive: Battle Armor
Damage done to Falinks through crits is reduced by a certain amount (unknown). Falinks has three formations; Column, No Retreat and Dispatch. In NR and Dispatch formations, Falinks' move effects change. Passively, Falinks can also hold slightly more Aeos Energy than most other mons.
>Boosted auto
Every third attack applies a light slow effect and lowers the cooldown of Megahorn / Iron Head.
>Lvl1/3 Tackle
Charge in a direction, shoving enemies. Next auto is boosted
>Lvl 1/3 Bulk Up
Buffs your Atk, Def and Atk Speed for a short time
>Lvl4 Megahorn
Charge forward, shoving enemies. A second horn thrust is then performed, giving Falinks a shield.
>NR Form
Falinks charges power before the lunge, and the lunge deals damage based on Max HP%.
>Dispatch Form
Falinks' two little guys ALSO charge forward, as well as the main unit.
Upgrade: larger shield
>Lvl 4 Iron Head
Leap and deal damage in an area, giving Falinks a shield + applying slow.
>NR Form
Move's range is decreased, AoE is larger. Falinks can use its next 4 autoattacks while moving afterwards.
>Dispatch Form
The dispatched guys will run to regroup with the leader, damaging and shoving anyone in their return path.
Upgrade: lil guys' attacks deal % damage
>Lvl 6 No Retreat
Switch to NR Form, locking Falinks' facing direction and lowering speed while moving backwards. Falinks' Atk is increased considerably, and it takes reduced dmg from the front. Can be cast again to swap back to Column form.
Upgrade: Atk boost is larger, reduces more damage from the front
>Lvl 6 Beat Up
Charge forward to deal dmg and swap to Dispatch Form. Dispatch Form has the two rear troops seperate from the column, attacking whatever was hit with the initial charge. They will continue to attack the target after taking a certain amount of damage, or until the leader walks too far away. This move has 2 charges.
Upgrade: Restores a small bit of HP if the charge hits