Stats, type matchups, abilities, learnset, current usage, and build context for Drampa in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status
Raises the user's Sp. Def by 2.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
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.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
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 - special / 85 BP / 100%
No additional effect.
Dragon - physical / 100 BP / 75%
20% chance to make the target flinch.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 80 BP / 100%
10% chance to make the target flinch.
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.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Flying - physical / 90 BP / 95%
Flies up on first turn, then strikes the next turn.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / 100%
Paralyzes the target.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Fire - special / 95 BP / 90%
10% chance to burn the foe(s).
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Flying - special / 110 BP / 70%
30% chance to confuse target. Can't miss in rain.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Psychic - status
For 5 turns, special damage to allies is halved.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
Dark - special / 55 BP / 95%
100% chance to lower the foe(s) Sp. Atk by 1.
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.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
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 - status / 100%
Lowers the target's Attack and Defense by 1.
Normal - special / 80 BP / 100%
20% chance to paralyze or burn or freeze target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Normal - status / Priority -6
Forces the target to switch to a random ally.