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Mega Dragalge animated sprite
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Mega Dragalge

Mega Ability

Regenerator

This Pokemon restores 1/3 of its maximum HP, rounded down, when it switches out.

Before Mega: Poison Point / Poison Touch / Adaptability

BST 594
SeasonM-6
Format
Battle data is recorded for DragalgeMega Dragalge has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 594
HP
65
Atk
85
Def
105
SpA
132
SpD
163
Spe
44

Type defenses

Type defenses

Mega Dragalge takes damage from each attacking type below.

Weak to
Ice2xGround2xPsychic2xDragon2x
Resists
Fire1/2xWater1/2xElectric1/2xFighting1/2xPoison1/2xBug1/2xGrass1/4x
Immune to
None
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1x1/2x1/2x1/2x1/4x2x1/2x1/2x2x1x2x1/2x1x1x2x1x1x1x
Normal1x
Fire1/2x
Water1/2x
Electric1/2x
Grass1/4x
Ice2x
Fighting1/2x
Poison1/2x
Ground2x
Flying1x
Psychic2x
Bug1/2x
Rock1x
Ghost1x
Dragon2x
Dark1x
Steel1x
Fairy1x

Forms / Mega

Available forms

Base vs Mega

Mega DragalgeType unchangedAbility: Poison Point / Poison Touch -> RegeneratorHP +0 / Atk +10 / Def +15 / SpA +35 / SpD +40 / Spe +0

Battle Data

Common choices

Moves

Move usage
10
  1. 1PoisonSludge Bomb79.1%
  2. 2NormalProtect75.3%
  3. 3DragonDraco Meteor54.3%
  4. 4DragonDragon Pulse45.6%

Held Items

Item usage
10
  1. 1Dragalgite66.1%
  2. 2Life Orb12.5%
  3. 3Leftovers3.8%
  4. 4Quick Claw2.7%

Nature

Set usage
10
  1. 1QuietSp. Atk↑Speed↓47%
  2. 2ModestSp. Atk↑Attack↓29.9%
  3. 3SassySp. Def↑Speed↓7.1%

Abilities

Set usage
3
  1. 1Adaptability85.4%
  2. 2Poison Point11.7%
  3. 3Poison Touch2.9%

Stat Points

Set usage
30
  1. 1HP32Atk0Def2SpA32SpD0Spe030.6%
  2. 2HP32Atk0Def0SpA32SpD2Spe010%
  3. 3HP2Atk0Def0SpA32SpD32Spe03.4%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Acid Armor--20Raises the user's Defense by 2 stages.
Acid Spray4010020Has a 100% chance to lower the target's Special Defense by 2 stages.
Aqua Tail909010No additional effect.
Chilling Water5010020Has a 100% chance to lower the target's Attack by 1 stage.
Dive8010010This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Surf and Whirlpool but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Double Team--15Raises the user's evasiveness by 1 stage.
Draco Meteor130905Lowers the user's Special Attack by 2 stages.
Dragon Pulse8510010No additional effect.
Dragon Tail609010If both the user and the target have not fainted, the target is forced to switch out and be replaced with a random unfainted ally. This effect fails if the target used Ingrain previously, has the Suction Cups Ability, or this move hit a substitute.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Flip Turn6010020If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members, or if the target switched out using an Eject Button or through the effect of the Emergency Exit or Wimp Out Abilities.
Focus Blast120705Has a 10% chance to lower the target's Special Defense by 1 stage.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Gunk Shot120805Has a 30% chance to poison the target.
Haze--20Resets the stat stages of all active Pokemon to 0.
Hydro Pump110805No additional effect.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Icy Wind559515Has a 100% chance to lower the target's Speed by 1 stage.
Iron Tail1007515Has a 30% chance to lower the target's Defense by 1 stage.
Liquidation8510010Has a 20% chance to lower the target's Defense by 1 stage.
Mud Shot559515Has a 100% chance to lower the target's Speed by 1 stage.
Mud-Slap2010010Has a 100% chance to lower the target's accuracy by 1 stage.
Muddy Water908510Has a 30% chance to lower the target's accuracy by 1 stage.
Outrage12010010The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user.
Play Rough909010Has a 10% chance to lower the target's Attack by 1 stage.
Poison Jab8010020Has a 30% chance to poison the target.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Scald8010015Has a 30% chance to burn the target. The target thaws out if it is frozen.
Scale Shot259020Hits two to five times. Lowers the user's Defense by 1 stage and raises the user's Speed by 1 stage after the last hit. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times.
Scary Face-10010Lowers the target's Speed by 2 stages.
Shadow Ball8010015Has a 20% chance to lower the target's Special Defense by 1 stage.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Sludge Bomb9010010Has a 30% chance to poison the target.
Sludge Wave9510010Has a 10% chance to poison the target.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Snowscape--5For 5 turns, the weather becomes Snow. During the effect, the Defense of Ice-type Pokemon is multiplied by 1.5 when taking damage from a physical attack. Lasts for 8 turns if the user is holding Icy Rock. Fails if the current weather is Snow.
Spite-10010Causes the target's last move used to lose 4 PP. Fails if the target has not made a move, if the move has 0 PP, or if it no longer knows the move.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Surf9010015Damage doubles if the target is using Dive.
Thief6010020If this attack was successful and the user has not fainted, it steals the target's held item if the user is not holding one. A target with the Sticky Hold Ability does not lose its held item if it has not fainted. The target's item is not stolen if it is a Blue Orb, Red Orb, Adamant Crystal, Lustrous Globe, Griseous Core, Plate, Drive, Memory, Rusted Sword, Rusted Shield, Booster Energy, or Mask held by a Kyogre, Groudon, Dialga, Palkia, Giratina, Arceus, Genesect, Silvally, Zacian, Zamazenta, Paradox Pokemon, or Ogerpon, respectively, or if the user is one of those species and the target is holding the respective item. In this case, Paradox Pokemon include every species with the Protosynthesis and Quark Drive Abilities, except Gouging Fire, Raging Bolt, Iron Boulder, and Iron Crown. Items lost to this move cannot be regained with Recycle or the Harvest Ability.
Thunder1107010Has a 30% chance to paralyze the target. This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If the weather is Heavy Rain or Rain, this move does not check accuracy. If the weather is Intense Sun or Sun, this move's accuracy is 50%. If this move is used against a Pokemon holding Utility Umbrella, this move's accuracy remains at 70%.
Thunderbolt9010015Has a 10% chance to paralyze the target.
Toxic-9010Badly poisons the target. If a Poison-type Pokemon uses this move, the target cannot avoid the attack, even if the target is in the middle of a two-turn move.
Toxic Spikes--20Sets up a hazard on the opposing side of the field, poisoning each opposing Pokemon that switches in, unless it is a Flying-type Pokemon or has the Levitate Ability. Can be used up to two times before failing. Opposing Pokemon become poisoned with one layer and badly poisoned with two layers. Can be removed from the opposing side if any Pokemon uses Tidy Up, or if any opposing Pokemon uses Mortal Spin, Rapid Spin, or Defog successfully, is hit by Defog, or a grounded Poison-type Pokemon switches in. Safeguard prevents the opposing party from being poisoned on switch-in, but a substitute does not.
Venoshock6510010Power doubles if the target is poisoned.
Water Pulse6010020Has a 20% chance to confuse the target.
Waterfall8010015Has a 20% chance to make the target flinch.
Whirlpool358515Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move.
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