Skip to content

Pokédex

Sign in

Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Dracozolt sprite

#0880

Dracozolt

electricdragon1.8 m · 190.0 kg

Base stats 505 total

HP
90
Atk
100
Def
90
SpA
80
SpD
70
Spe
75

Abilities

  • Volt Absorb
  • Hustle
  • Sand Rush hidden

Learnset

Showing Sword / ShieldDracozolt doesn't appear in Scarlet / Violet.

Level13

  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 7ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 14Aerial AceflyingPhysical60 BP20 PPNever misses.
  • 21Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.
  • 28PluckflyingPhysical60 BP100% acc20 PPIf target has a berry, inflicts double damage and uses the berry.
  • 35Dragon TaildragonPhysical60 BP90% acc10 PPEnds wild battles. Forces trainers to switch Pokémon.
  • 42StompnormalPhysical65 BP100% acc20 PPHas a chance to make the target flinch.
  • 49SlamnormalPhysical80 BP75% acc20 PPInflicts regular damage with no additional effect.
  • 56DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 63Bolt BeakelectricPhysical85 BP100% acc10 PPPower doubles if the user moves before the target.
  • 70Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • 77Dragon RushdragonPhysical100 BP75% acc10 PPHas a chance to make the target flinch.

TM/HM43

  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Breaking SwipedragonPhysical60 BP100% acc15 PPLowers the target’s Attack by one stage after inflicting damage.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Dragon ClawdragonPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
  • Fire FangfirePhysical65 BP95% acc15 PPHas a chance to burn the target and a chance to make the target flinch.
  • Fire SpinfireSpecial35 BP85% acc15 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock BlastrockPhysical25 BP90% acc10 PPHits 2-5 times in one turn.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor3

  • Draco MeteordragonSpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.
  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.

Appears in 1 games

  • Sword / Shield