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Dracozolt

In-battle formes

HP:90
Attack:100
Defense:90
Sp. Atk:80
Sp. Def:70
Speed:75
Min (-ve nature, 0 IVs)139
Default186
Max Neutral249
Max Positive273
Max Neutral (+1)373
Max Positive (+1)409
Max Neutral (+2)498
Max Positive (+2)546
National Dex
Substitute Attacker232

Strategies

Substitute Attacker

Move 1
Move 2
  • Bolt Beak
    Power doubles if user moves before the target.
    TypeElectric
    CategoryPhysical
    Power85 BP
    Accuracy100%
Move 3
  • Draco Meteor
    Lowers the user's Sp. Atk by 2.
    TypeDragon
    CategorySpecial
    Power130 BP
    Accuracy90%
Move 4
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%

Dracozolt finds itself a niche on sand teams due to Sand Rush, which allows it to outspeed the entire unboosted metagame while sand is active, and its ability to threaten the many Pokemon that sand teams tend to struggle with, such as Corviknight, Tangrowth, and Skarmory. However, Dracozolt is very vulnerable to being worn down quickly through entry hazards, Substitute damage, and Life Orb recoil. Substitute allows Dracozolt to take advantage of the many switches it forces on Pokemon like Corviknight, Toxapex, and Tapu Fini. Most neutral targets do not want to take a highly powerful Bolt Beak, allowing Dracozolt to set up a Substitute on Blissey, Heatran, and Zapdos. Fire Blast hits the Grass-types that resist Bolt Beak, which includes Tangrowth, Ferrothorn, and Kartana. Draco Meteor hits Garchomp, Mega Latias, and Hydreigon, all of which can take Bolt Beak. The given EV spread coupled with a Naughty nature allow Dracozolt to outspeed Choice Scarf Landorus-T while sand is active and OHKO Tangrowth with Fire Blast after Stealth Rock damage.

Due to Dracozolt's reliance on sand to pose a major threat, it requires sand support from Hippowdon or Tyranitar. Additonally, Dracozolt's ability to threaten Corviknight, Tangrowth, and Skarmory enables fellow Sand Rush sweeper Excadrill to wreak havoc. Dracozolt's susceptibilty to Ground-types such as Gliscor and Gastrodon mean that sturdy Ground-immune or -resistant partners are essential, which includes Corviknight, Mega Latias, and Tangrowth. Dracozolt is very susceptible to being chipped down by entry hazards on top of Substitute and Life Orb recoil. As such, entry hazard removal from teammates like Corviknight, Tapu Fini, and Excadrill are needed.

Other Options

Earthquake may seem appealing over Substitute to immediately threaten Heatran and Mega Tyranitar; however, Bolt Beak hits both of these targets harder than Earthquake, notably scoring an OHKO on Heatran after Stealth Rock damage.

Checks and Counters

Ground-types: Gliscor, Gastrodon, and Hippowdon are immune to Bolt Beak and take minimal damage from all of Dracozolt's coverage moves. Garchomp and Landorus-T can also switch into Bolt Beak but lack recovery and are susceptible to being worn down. Garchomp especially has to fear Draco Meteor, and Landorus-T can be worn down by repeated Draco Meteors.

Strong Priority: Fake Out from Mega Lopunny and Mega Medicham can wear down Dracozolt rather quickly due to its middling bulk. Sucker Punch from Mega Mawile and Bisharp can be played around with Substitute. Resisted priority attacks such as Rillaboom's Grassy Glide and Ash-Greninja's Water Shuriken can wear down Dracozolt in conjunction with Substitite and Life Orb, and they can revenge kill a weakened Dracozolt due to its low bulk.

Opposing Weather: Dracozolt outside of sand has a very average Speed tier and can be played around rather easily. Mega Charizard Y and Pelipper cannot switch into Dracozolt, but they are able to reset the weather and make it easier to play around Dracozolt.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
100%
PP
10
Power doubles if user moves before the target.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
+1 SpD, user's Electric move next turn 2x power.
 
Power
80
Accuracy
100%
PP
15
30% chance to paralyze adjacent Pokemon.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
10
More power the faster the user is than the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
120
Accuracy
90%
PP
10
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
20
2x power if target is grounded in Electric Terrain.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
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