Stats, type matchups, abilities, learnset, current usage, and build context for Dragapult in Pokemon Champions.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 100%
All healthy allies aid in damaging the target.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Dragon - physical / 60 BP / 100%
100% chance to lower the foe(s) Attack by 1.
Ghost - status / 100%
Confuses the target.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - status
Raises the user's evasiveness by 1.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Dragon - status
Ally: Crit ratio +1, or +2 if ally is Dragon type.
Dragon - physical / 80 BP / 100%
No additional effect.
Dragon - status
Raises the user's Attack and Speed by 1.
Dragon - physical / 50 BP / 100%
Hits twice. Doubles: Tries to hit each foe once.
Dragon - special / 85 BP / 100%
No additional effect.
Dragon - physical / 100 BP / 75%
20% chance to make the target flinch.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - special / 110 BP / 85%
10% chance to burn the target.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Flying - physical / 90 BP / 95%
Flies up on first turn, then strikes the next turn.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Bug - special / 20 BP / 100%
Traps and damages the target for 4-5 turns.
Normal - physical / 140 BP / 100%
Fails unless each known move has been used.
Psychic - status
For 5 turns, special damage to allies is halved.
Normal - status
User's next move will not miss the target.
Ghost - special / 100%
Does damage equal to the user's level.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Ghost - physical / 90 BP / 100%
Disappears turn 1. Hits turn 2. Breaks protection.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Normal - special / 80 BP / 100%
20% chance to paralyze or burn or freeze target.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Fire - status / 85%
Burns the target.