Dragonair
National: #148· Kanto: #148· Johto: #247· Kalos (Mountain): #146· Alola: #380· Paldea: #348· Poni: #127· Crown Tundra: #195· Letsgo Kanto: #148· Lumiose City: #146· Conquest Gallery: #77
Evolution chain
Evolution method (Scarlet & Violet). Methods may differ in earlier games.
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 61 | 84 | 65 | 70 | 70 | 70 | 420 |
Abilities
Moves
User takes 1/4 the damage it inflicts in recoil.
Has a 30% chance to paralyze the target.
Erects a barrier around the user’s side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.
The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Protects Pokémon on the user’s side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field. If yawn is used while this move is in effect, it will immediately fail. defog used by an opponent will end this effect. This effect does not prevent the confusion caused by outrage, petal dance, or thrash.
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
If the user is burned, paralyzed, or poisoned, this move has double power.
Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.
If a weather move is active, this move has double power, and its type becomes the type of the weather move. shadow sky is typeless for the purposes of this move.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Lowers the target’s Defense by one stage.
Has a 10% chance to burn the target.
For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.
Ignores accuracy and evasion modifiers.
Raises the user’s Attack and Speed by one stage each.
Inflicts regular damage, then switches the target out for another of its trainer’s Pokémon, selected at random. If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
Lowers the target’s Attack by one stage.
The user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.
Has a 20% chance to make the target flinch.
Inflicts regular damage two to five times in a row, raising the user’s Speed and lowering the user’s Defense by one stage each upon last hit.
If the target is in the first turn of dive, this move will hit with double power.
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. This does not count as a stat reduction for the purposes of clear body or white smoke.
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
Has a 10% chance to freeze the target.
Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect.
Has a 20% chance to make the target flinch.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 20% chance to confuse the target.
The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
Raises the user’s Speed by two stages.
Paralyzes the target.
For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.
Has a 30% chance to make the target flinch.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
Has a 10% chance to burn the target.
Has a 20% chance to make each target flinch. If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
Has a 10% chance to paralyze the target.
Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.
