Mega Drampa

Mega Drampa

NormalDragon

HP
153
Atk
105
Def
130
SpA
180
SpD
136
Spe
56
Total760

Usage Format

Mega Drampa Abilities

All Drampa Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
DrampaDrampaNormalDragon1538010515511156660185
Mega DrampaMega Drampa
NormalDragon15310513018013656760240.5

Mega Drampa Type Effectiveness

Weak to

FightingIceDragonFairy

Resistant to

Fire½×Water½×Grass½×Electric½×

Immune to

Ghost

Damaged normally by

NormalFlyingPoisonGroundRockBugSteelPsychicDark

Mega Drampa Moves

Usage Move Type Category Power Acc PP Prio Description
81.2%Hyper VoiceNormalSpecial90100120
76.4%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
58.2%Earth PowerGroundSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
46.3%Dragon PulseDragonSpecial85100120
25.5%ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
22.9%Draco MeteorDragonSpecial1309080Lowers the user’s Sp. Atk stat by 2 stages.
14.2%Heat WaveFireSpecial9590120Has a 10% chance of burning targets.
11.5%FlamethrowerFireSpecial90100160Has a 10% chance of burning the target.
11.4%Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
11.1%Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
WhirlwindNormalStatus20-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
FlyFlyingPhysical9095160The user gains the Sky-High status on the turn this move is used, then attacks on the following turn.
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Hydro PumpWaterSpecial1108080
SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
Ice BeamIceSpecial90100120Has a 10% chance of freezing the target.
BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Solar BeamGrassSpecial120100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Thunder WaveElectricStatus90200Paralyzes the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
EarthquakeGroundPhysical100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
Fire BlastFireSpecial1108580Has a 10% chance of burning the target.
SwiftNormalSpecial60200
AmnesiaPsychicStatus200Boosts the user’s Sp. Def stat by 2 stages.
GlareNormalStatus100200Paralyzes the target.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
Tri AttackNormalSpecial80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
OutrageDragonPhysical120100120The user gains the Rampaging status.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Steel WingSteelPhysical7090200Has a 10% chance of boosting the user’s Defense stat by 1 stage.
AttractNormalStatus100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
UproarNormalSpecial90100120The user gains the Uproar status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
SuperpowerFightingPhysical12010080Lowers the user’s Attack and Defense stats by 1 stage.
TickleNormalStatus100200Lowers the target’s Attack and Defense stats by 1 stage.
ExtrasensoryPsychicSpecial80100200Has a 10% chance of making the target flinch.
Dragon ClawDragonPhysical80100160
Dragon DanceDragonStatus200Boosts the user’s Attack and Speed stats by 1 stage.
RoostFlyingStatus80Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Dragon RushDragonPhysical10075120Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Shadow ClawGhostPhysical70100160This move has a 1-stage Critical-Hit Ratio Boost.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
BulldozeGroundPhysical60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
HurricaneFlyingSpecial11070120Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
SnarlDarkSpecial5595160Lowers targets’ Sp. Atk stats by 1 stage.
Play RoughFairyPhysical9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Breaking SwipeDragonPhysical60100160Lowers targets’ Attack stats by 1 stage.
Scale ShotDragonPhysical2590200The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Lash OutDarkPhysical7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
Dragon CheerDragonStatus160Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.