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Dracovish Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Dracovish, a Water/Dragon type creature first seen in Generation 8. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Dracovish #0882
Fossil Pokémon
Pokemon Profile
Pokédex Data
National No. #0882
Type water dragon
Species Fossil Pokémon
Height 2.3 m (7'60")
Weight 215.0 kg (474.1 lbs)
Abilities Water absorb,Strong jaw,Sand rush
Color Green
Introduced in Generation 8
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 90 18%
Attack 90 18%
Defense 100 20%
Sp. Atk 70 14%
Sp. Def 80 16%
Speed 75 15%
Total 505
Evolution

Dracovish does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Dracovish learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
42 Stomp The target is stomped with a big foot. This may also make the target flinch. Physical Normal 65 100 20
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
28 Bite The target is bitten with viciously sharp fangs. This may also make the target flinch. Physical Dark 60 100 25
1 Water Gun The target is blasted with a forceful shot of water. Special Water 40 100 25
49 Super Fang The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half. Physical Normal 0 90 10
7 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
35 Dragon Breath The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis. Special Dragon 60 100 20
56 Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. Physical Dark 80 100 15
21 Ancient Power The user attacks with a prehistoric power. This may also raise all the user’s stats at once. Special Rock 60 100 5
70 Dragon Pulse The target is attacked with a shock wave generated by the user’s gaping mouth. Special Dragon 85 100 10
77 Dragon Rush The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. Physical Dragon 100 75 10
14 Brutal Swing The user swings its body around violently to inflict damage on everything in its vicinity. Physical Dark 60 100 20
63 Fishious Rend The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled. Physical Water 85 100 10

Dracovish Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. Physical Fighting 0 100 20
0 Earthquake The user sets off an earthquake that strikes every Pokémon around it. Physical Ground 100 100 10
0 Waterfall The user charges at the target and may make it flinch. This can also be used to climb a waterfall. Physical Water 80 100 15
0 Leech Life The user drains the target’s blood. The user’s HP is restored by half the damage taken by the target. Physical Bug 80 100 10
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Outrage The user rampages and attacks for two to three turns. The user then becomes confused. Physical Dragon 120 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Whirlpool The user traps the target in a violent swirling whirlpool for four to five turns. Special Water 35 85 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Dive Diving on the first turn, the user floats up and attacks on the next turn. Physical Water 80 100 10
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Rock Blast The user hurls hard rocks at the target. Two to five rocks are launched in a row. Physical Rock 25 90 10
0 Brine If the target’s HP is half or less, this attack will hit with double the power. Special Water 65 100 10
0 Earth Power The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def. Special Ground 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Ice Fang The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. Physical Ice 65 95 15
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
0 Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. Physical Steel 80 100 15
0 Stone Edge The user stabs the target with sharpened stones from below. Critical hits land more easily. Physical Rock 100 80 5
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Scald The user shoots boiling hot water at its target. This may also leave the target with a burn. Special Water 80 100 15
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Psychic Fangs The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. Physical Psychic 85 100 10
0 Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles. Physical Ground 75 100 10
0 Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. Physical Water 85 100 10

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