Pokemon Brilliant Diamond and Shining Pearl Drapion is a Poison and Dark Type Ogre Scorp Pokémon, with a 5.9% Chance To Catch with a regular Pokeball. Drapion can be found with Battle Armor, Sniper and Keen Eye as an Ability and has a Slow growth rate with a 2 Defense EV Yield. We recommend the Impish Nature, based on 500 combined Base Stats.
Drapion Stats and Abilities
Based on Drapion Base IVs we consider this pokemon B-Tier choice. Drapion Highest IV Stat is Defense 110 and the Lowest being Special Attack 60.
Tier | Stat | Base | Min | Max |
---|---|---|---|---|
F | HP | 70 | 250 | 344 |
C | Attack | 90 | 166 | 306 |
D | Defense | 110 | 202 | 350 |
E | Special Attack | 60 | 112 | 240 |
E | Special Defense | 75 | 139 | 273 |
D | Speed | 95 | 175 | 317 |
B | Total | 500 |
Drapion | Detail |
---|---|
Best Nature | Impish
↑ +10% Defense↓ -10% Special Attack |
Caught in the Wild Held Item Chance | 5% Poison Barb ![]() |
Like/Dislikes |
![]() ![]() |
EV Yield | 2 Defense |
Growth Rate | Slow |
Catch Rate | 45 (5.9% with PokéBall, full HP) |
Egg Groups | Bug, Water 3 |
Egg Cycles | 20 (4,884–5,140 steps) |
Abilities | Description |
---|---|
Battle Armor Ability 1 | Battle Armor prevents the Pokémon from receiving a critical hit. |
Sniper Ability 2 | Sniper increases the power of critical hits by 1.5x. This means a critical hit will deal 2.25x normal damage instead of 1.5x. |
Keen Eye Hidden Ability | Keen Eye prevents the Pokémon from losing accuracy, for example from moves like Sand-Attack. |
How To Evolve Drapion in BDSP
Skorupi requires (Level 40) to evolve into Drapion.

Where To Find Drapion in BDSP
Drapion has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.









Location | How To Catch | Pokemon Spawns |
---|---|---|
![]() 20 - 5% ![]() ![]() ![]() |
![]() Drapion
Lv. 20-26
| |
![]() 20 - 5% ![]() ![]() ![]() |
![]() Skorupi
Lv. 20-26
| |
![]() Start |
![]() Skorupi
Lv. 16-63
| |
![]() Start |
![]() Skorupi
Lv. 16-63
| |
![]() Start |
![]() Skorupi
Lv. 16-63
| |
![]() Start |
![]() Skorupi
Lv. 16-63
| |
![]() Start |
![]() Skorupi
Lv. 16-63
| |
![]() Start |
![]() Skorupi
Lv. 16-63
| |
![]() Start |
![]() Skorupi
Lv. 16-63
|

Pokemon Brilliant Diamond and Shining Pearl Drapion Weakness
Drapion is a Poison and Dark Type pokemon. This will cause Drapion to take More Damage from Ground Type Moves, and Less Damage from Poison, Grass, Ghost, Dark, Psychic Type moves.
Damage | Types |
---|---|
4.0x More Damage | |
2.0x More Damage |
![]() |
0.5x Less Damage |
![]() ![]() ![]() ![]() |
0.25x Less Damage | |
Immune to Damage |
![]() |
What pokemon is Drapion Weak Against?
What pokemon is Drapion Strong Against?

Best Moves Drapion in BDSP
Best Moveset for Drapion Lv Up Moves based on Power.
Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
54 |
Crunch
| ![]() | Physical | 120 | 100 | 15 | May lower opponent's Defense. |
44 |
X-Scissor
| ![]() | Physical | 80 | 100 | 15 | The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. This move has a heightened chance of landing a critical hit. |
39 |
Cross Poison
| ![]() | Physical | 105 | 100 | 20 | High critical hit ratio. May poison opponent. |
36 |
Night Slash
| ![]() | Physical | 105 | 100 | 15 | High critical hit ratio. |
Best Moveset for Drapion TM Moves based on Power.
TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
---|---|---|---|---|---|---|---|
TM68 |
Giga Impact
| ![]() | Physical | 150 | 90 | 5 | User must recharge next turn. |
TM15 |
Hyper Beam
| ![]() | Special | 150 | 90 | 5 | User must recharge next turn. |
TM26 |
Earthquake
| ![]() | Physical | 100 | 100 | 10 | Power is doubled if opponent is underground from using Dig. |
TM23 |
Iron Tail
| ![]() | Physical | 100 | 75 | 15 | May lower opponent's Defense. |


Drapion Level Up Moves
List of Moves Drapion can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
Lvl | Move | Desc |
---|---|---|
1 |
Thunder Fang
|
Power: 65
Acc: 95
PP: 15
![]() May cause flinching and/or paralyze opponent.
|
1 |
Ice Fang
|
Power: 65
Acc: 95
PP: 15
![]() May cause flinching and/or freeze opponent.
|
1 |
Fire Fang
|
Power: 65
Acc: 95
PP: 15
![]() May cause flinching and/or burn opponent.
|
1 |
Poison Sting
|
Power:
22.5 Acc: 100
PP: 35
![]() May poison the opponent.
|
1 |
Leer
|
Power: —
Acc: 100
PP: 30
![]() Lowers opponent's Defense.
|
1 |
Hone Claws
|
Power: —
Acc: —
PP: 15
![]() Raises user's Attack and Accuracy.
|
1 |
Fell Stinger
|
Power: 50
Acc: 100
PP: 25
![]() Drastically raises user's Attack if target is KO'd.
|
9 |
Poison Fang
|
Power:
75 Acc: 100
PP: 15
![]() May badly poison opponent.
|
12 |
Bite
|
Power:
90 Acc: 100
PP: 25
![]() May cause flinching.
|
15 |
Toxic Spikes
|
Power: —
Acc: —
PP: 20
![]() Poisons opponents when they switch into battle.
|
18 |
Bug Bite
|
Power: 60
Acc: 100
PP: 20
![]() Receives the effect from the opponent's held berry.
|
21 |
Venoshock
|
Power:
97.5 Acc: 100
PP: 10
![]() Inflicts double damage if the target is poisoned.
|
24 |
Knock Off
|
Power:
97.5 Acc: 100
PP: 20
![]() Removes opponent's held item for the rest of the battle.
|
27 |
Scary Face
|
Power: —
Acc: 100
PP: 10
![]() Sharply lowers opponent's Speed.
|
30 |
Pin Missile
|
Power: 25
Acc: 95
PP: 20
![]() Hits 2-5 times in one turn.
|
33 |
Toxic
|
Power: —
Acc: 90
PP: 10
![]() Badly poisons opponent.
|
36 |
Night Slash
|
Power:
105 Acc: 100
PP: 15
![]() High critical hit ratio.
|
39 |
Cross Poison
|
Power:
105 Acc: 100
PP: 20
![]() High critical hit ratio. May poison opponent.
|
44 |
X-Scissor
|
Power: 80
Acc: 100
PP: 15
![]() The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. This move has a heightened chance of landing a critical hit.
|
49 |
Acupressure
|
Power: —
Acc: —
PP: 30
![]() Sharply raises a random stat.
|
54 |
Crunch
|
Power:
120 Acc: 100
PP: 15
![]() May lower opponent's Defense.
|
Drapion TM Moves
List of Moves Drapion can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
TM05 |
Roar
|
Power: —
Acc: —
PP: 20
![]() In battles, the opponent switches. In the wild, the Pokémon runs.
|
TM06 |
Toxic
|
Power: —
Acc: 90
PP: 10
![]() Badly poisons opponent.
|
TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
![]() Makes it sunny for 5 turns.
|
TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
![]() Opponent can only use moves that attack.
|
TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
![]() User must recharge next turn.
|
TM17 |
Protect
|
Power: —
Acc: —
PP: 10
![]() Protects the user, but may fail if used consecutively.
|
TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
![]() Makes it rain for 5 turns.
|
TM23 |
Iron Tail
|
Power: 100
Acc: 75
PP: 15
![]() May lower opponent's Defense.
|
TM26 |
Earthquake
|
Power: 100
Acc: 100
PP: 10
![]() Power is doubled if opponent is underground from using Dig.
|
TM28 |
Dig
|
Power: 80
Acc: 100
PP: 10
![]() Digs underground on first turn, attacks on second. Can also escape from caves.
|
TM30 |
Shadow Ball
|
Power: 80
Acc: 100
PP: 15
![]() May lower opponent's Special Defense.
|
TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
![]() Breaks through Reflect and Light Screen barriers.
|
TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
![]() Raises user's Evasiveness.
|
TM36 |
Sludge Bomb
|
Power:
135 Acc: 100
PP: 10
![]() May poison opponent.
|
TM39 |
Rock Tomb
|
Power: 60
Acc: 95
PP: 15
![]() Lowers opponent's Speed.
|
TM40 |
Aerial Ace
|
Power: 60
Acc: —
PP: 20
![]() Ignores Accuracy and Evasiveness.
|
TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
![]() Opponent cannot use the same move in a row.
|
TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
![]() Power doubles if user is burned, poisoned, or paralyzed.
|
TM44 |
Rest
|
Power: —
Acc: —
PP: 10
![]() User sleeps for 2 turns, but user is fully healed.
|
TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
![]() If opponent is the opposite gender, it's less likely to attack.
|
TM46 |
Thief
|
Power:
90 Acc: 100
PP: 25
![]() Also steals opponent's held item.
|
TM54 |
False Swipe
|
Power: 40
Acc: 100
PP: 40
![]() Always leaves opponent with at least 1 HP.
|
TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
![]() Power depends on held item.
|
TM58 |
Endure
|
Power: —
Acc: —
PP: 10
![]() Always left with at least 1 HP, but may fail if used consecutively.
|
TM62 |
Bug Buzz
|
Power: 90
Acc: 100
PP: 10
![]() May lower opponent's Special Defense.
|
TM66 |
Payback
|
Power:
75 Acc: 100
PP: 10
![]() Power doubles if the user was attacked first.
|
TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
![]() User must recharge next turn.
|
TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
![]() Lowers opponent's Accuracy.
|
TM75 |
Swords Dance
|
Power: —
Acc: —
PP: 20
![]() Sharply raises user's Attack.
|
TM78 |
Snarl
|
Power:
82.5 Acc: 95
PP: 15
![]() Lowers opponent's Special Attack.
|
TM79 |
Dark Pulse
|
Power:
120 Acc: 100
PP: 15
![]() May cause flinching.
|
TM80 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
![]() May cause flinching.
|
TM81 |
X-Scissor
|
Power: 80
Acc: 100
PP: 15
![]() The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. This move has a heightened chance of landing a critical hit.
|
TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
![]() User performs one of its own moves while sleeping.
|
TM83 |
Bulldoze
|
Power: 60
Acc: 100
PP: 20
![]() Lowers opponent's Speed.
|
TM84 |
Poison Jab
|
Power:
120 Acc: 100
PP: 20
![]() May poison the opponent.
|
TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
![]() Opponent becomes confused, but its Attack is sharply raised.
|
TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
![]() Uses HP to creates a decoy that takes hits.
|
TM93 |
Cut
|
Power: 50
Acc: 95
PP: 30
![]() |
TM96 |
Strength
|
Power: 80
Acc: 100
PP: 15
![]() |
TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
![]() May lower opponent's Defense.
|
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