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Official artwork of Girafarig

#0203

Girafarig

Gen II

Long Neck Pokémon

NormalPsychic

Pokédex entry · Gold

Its tail has a small brain of its own. Beware! If you get close, it may react to your scent and bite.

Height
1.5 m
Weight
41.5 kg
Base EXP
159
Growth
Medium
Catch rate

60/255Medium

Friendship

70/255

Base stats

HP70Attack80Defense65Speed85Sp. Def65Sp. Atk90
HP
70
Attack
80
Defense
65
Speed
85
Sp. Def
65
Sp. Atk★
90

Total 455

High

EV yield +2 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP130177
Attack76145
Defense63128
Speed81150
Sp. Def63128
Sp. Atk85156
Total498884

About Girafarig

It looks like a docile ruminant and bites from behind. The head at the end of Girafarig's tail has a brain of its own — tiny, incapable of thinking much — but that's enough to react to a smell or a noise and snap at anyone who approaches from behind. Pokédex entries keep coming back to the same detail: while the body sleeps, that second head stands guard around the clock because it doesn't need to sleep.

The rest is savanna. One and a half metres tall, 41.5 kilograms, four legs, a long neck and a pair of little horns on its forehead. The official category, Long Neck Pokémon, focuses on the visible part of the animal and overlooks the interesting one.

From Generation II through Generation VIII, it was a species with no relatives: no pre-evolution, no evolution and nobody that looked like it. That ended in Scarlet and Violet, where it learns Twin Beam at level 32 and, with that move in its moveset, levels up to become Farigiraf. The evolution doesn't add a third head: it swallows the tail's head into its skull and turns the two brains into a single one. Seen that way, Girafarig is half of an idea that took seven generations to finish.

Combat analysis

×2

Weakness

BugDark
×½

Resistance

Psychic
×0

Immunity

Ghost

Girafarig in depth

A name that reads the same backwards

Girafarig is a palindrome. The Japanese name, キリンリキ (Kirinriki), is one too, and neither is accidental: the name folds back on itself just like the animal, with a head at each end. In Japanese, キリン (kirin) means “giraffe” and 力 (riki) means “strength”, the same element that appears in 念力 (nenriki), the word for psychokinesis. The English and Spanish names shorten “giraffe” and reflect it.

The joke breaks with the evolution. Farigiraf reverses the name's syllables instead of reflecting them — it stops being a palindrome just when it stops having two heads.

The tail that decides on its own

All four Pokédex entries describe the same mechanism in different words: the rear head doesn't think, it reacts. It responds to smells and sounds, not sight, and its default response is to bite. The texts explicitly warn the Trainer that approaching from behind is a bad idea.

The interesting detail is that it doesn't sleep. The main body does, and during that time the tail stays on sentry duty — an animal that is never completely unconscious. The Pokédex presents it as an advantage, but it also explains just as well why its regular ability is Inner Focus, which prevents flinching, and its other ability is Early Bird, which halves the time it spends asleep.

The Johto quadruped nobody used

The second generation spread several large herbivores across Johto's routes, and Girafarig fell behind almost all of them. Stantler, the region's deer, shares its Egg Group and a similar size, but has much better Attack. Among the region's Psychic types, Xatu has 95 Special Attack and a Flying typing that actually does something.

The TM list in Scarlet and Violet is the best thing that has happened to it. That's where Expanding Force and Psychic Terrain come in, and they combine directly: with the terrain active, Expanding Force rises from 80 to 120 power and hits both opponents in doubles. Psychic Noise, with 75 power, also prevents the target from healing. Neither of those moves existed when the Pokémon was released.

Power Swap, Guard Swap and other oddities

At level 1 it learns two moves that almost nobody looks at: Power Swap exchanges its Attack stats with the opponent's, while Guard Swap does the same with their defensive stats. On a body with 65 and 65 defenses, the second is a twisted way to steal the armour from a slow, bulky opponent. It almost never works, but when it does, the game changes hands in one turn.

There's also Baton Pass, at level 41, which used to be the entire argument for using it: stack Nasty Plot, Agility or Amnesia and pass everything to another team member. The whole chain depends on surviving those turns, and that's where 70 HP with 65 in each defense says no.

TCG cards

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