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Excadrill

In-battle formes

HP:110
Attack:135
Defense:60
Sp. Atk:50
Sp. Def:65
Speed:88
Min (-ve nature, 0 IVs)162
Default212
Max Neutral275
Max Positive302
Max Neutral (+1)412
Max Positive (+1)453
Max Neutral (+2)550
Max Positive (+2)604
National Dex UU
Sand Rush302
Utility (Adamant)241
Utility (Jolly)265
Suicide Lead302

Evolutions

Strategies

Written by Iride and Runo

Sand Rush

Move 1
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%

Excadrill cements itself as a staple on sand teams thanks to its great offensive capabilities with Swords Dance and Sand Rush. After a Swords Dance boost, it can effectively outspeed and break through a large portion of the metagame with its strong STAB moves. Steelium Z allows Excadrill to eliminate chipped switch-ins such as Buzzwole and Tangrowth after a Swords Dance boost. Rapid Spin supports the team while also making sure that Excadrill can beat other Sand Rush Excadrill and Unburden Hawlucha. If a teammate can remove entry hazards, Rock Slide is an alternative that stops Celesteela and Skarmory from stonewalling Excadrill, as well as handling threats such as Thundurus. Leftovers is an alternative option that provides Excadrill with passive recovery, allowing it to keep hazards off more reliably. As a Sand Rush sweeper, Excadrill needs to partner with Tyranitar or Hippowdon to outpace the entire metagame. Strong wallbreakers like Choice Band Tyranitar and Dracozolt form a strong offensive core with Excadrill to help overwhelm its checks such as Slowbro or Skarmory. In return, Excadrill can pressure threats such as opposing Excadrill for them. Additionally, Choice Scarf users such as Hydreigon, Latias, and Tapu Fini can help pressure some of Excadrill's checks, such as Buzzwole and Tangrowth, while also acting as secondary speed control options outside of sand. Tapu Fini in particular is a great partner to protect Excadrill from burns while setting up, thanks to its Misty Terrain, while also handling Buzzwole for it. Slowbro and Slowking handle Fighting- and Fire-types for it such as Buzzwole and Victini, as well as providing Future Sight support and safely getting Excadrill on the field with Teleport.

Utility

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 3
Move 4
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%

With its plethora of utility options and excellent defensive typing that makes it difficult to wear down via residual damage, Excadrill can function as an effective support Pokemon on a wide variety of team compositions, from providing a sturdy entry hazard removal option to checking attackers such as SubToxic Aegislash, Magnezone, and Mega Latias. Iron Head provides Excadrill crucial coverage against Ground-immune Pokemon such as Mega Aerodactyl and Enamorus and 2HKOes Clefable, allowing Excadrill to better deal with it. Toxic allows Excadrill to cripple a multitude of bulky Pokemon that would otherwise check it, from Slowbro and Hydrapple to Ting-Lu and Hippowdon, notably allowing Excadrill to keep Stealth Rock off the field against the last two more reliably. Additionally, Excadrill can also use Stealth Rock to further support its teammates, most notably being a hazard setter that can consistently threaten Rotom-W, one of the most common hazard removal options in the tier. It's worth noting on teams that necessitate the ability to set Stealth Rock, Toxic can be used over Iron Head to ensure Excadrill retains its ability to threaten several of the aforementioned defensive Pokemon. Lastly, Swords Dance is an option that helps Excadrill break past defensive Pokemon such as Amoonguss and Slowking, enabling it to sweep teams late-game in conjunction with Rapid Spin's Speed boost. The first EV spread allows Excadrill to survive a Close Combat from Jolly Zeraora, outspeed Aegislash and Magnezone that run a Speed-boosting nature, and OHKO Choice Scarf Rotom-W and 2HKO most variants of defensive Scizor after Stealth Rock with Earthquake, with the rest put into Special Defense to maximize its ability to take hits from special attackers such as Mega Venusaur. On sets using Swords Dance, Excadrill should instead run maximum Attack and Speed investment with a Jolly nature to be as offensively threatening as possible. Pokemon that benefit the most from Excadrill's utility options include offensive threats such as Mega Aerodactyl, Mega Gardevoir, and Iron Boulder, which appreciate not being worn down by entry hazards as well as Excadrill's ability to cripple or take advantage of certain defensive Pokemon such as Clefable, Slowking, and Scizor for them. In return, these teammates can assist Excadrill in overwhelming Celesteela and Skarmory that otherwise completely blank it and help manage faster attackers such as Alakazam and Iron Moth. Similarly, other defensive Pokemon such as Buzzwole, Hydrapple, and Mega Latias benefit from Excadrill's hazard removal and ability to assist against threats such as Aegislash; lessening the first two’s reliance on Heavy-Duty Boots to manage hazards is also a major boon. In return, these Pokemon can help deal with Fighting- and Ground-types such as Mienshao, Ting-Lu, and Gastrodon and absorb Knock Off from Mega Venusaur and Zeraora that would otherwise cut into Excadrill's survivability. Lastly, certain Pokemon such as Ting-Lu, Clefable, and Celesteela deserve a special mention; their role compression can help free Excadrill from the need to run Stealth Rock or check Pokemon such as Clefable with Iron Head, allowing it to be much more flexible in its moveslots and role compression.

Suicide Lead

Move 1
Move 2
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%
Move 3
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Steel Beam
    User loses 50% max HP.
    TypeSteel
    CategorySpecial
    Power140 BP
    Accuracy95%
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%

Excadrill can function as a great suicide lead on hyper offense teams, having the unique ability to set up entry hazards against stall teams thanks to Mold Breaker bypassing Mega Sableye's Magic Bounce. Rapid Spin prevents opposing entry hazards from being set. Steel Beam allows Excadrill to go out while generating momentum for its teammates, as well as preventing common Defoggers such as Tapu Fini from clearing its Stealth Rock. Toxic is another option to cripple opposing hazard setters and Mega Sableye long-term. Focus Sash is an important item to ensure that Excadrill can reliably set Stealth Rock. Excadrill can struggle against threats such as Skarmory and Celesteela due to their Ground immunities; strong setup sweepers such as Nasty Plot Thundurus, Meteor Beam Celesteela, and Swords Dance Iron Boulder can pressure them for it. Excadrill's Rapid Spin is especially beneficial for setup sweepers otherwise vulnerable to Stealth Rock, such as Booster Energy Iron Moth and Galarian Moltres.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
80
Accuracy
95%
PP
10
High critical hit ratio.
 
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
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
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
50
Accuracy
100%
PP
40
Free user from hazards/bind/Leech Seed; +1 Spe.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
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
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
70
Accuracy
PP
10
This move does not check accuracy.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
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
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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