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 |
Likes: Sour
Dislikes: Dry
|
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 |
Ground
|
0.5x Less Damage |
Poison
Grass
Ghost
Dark
|
0.25x Less Damage | |
Immune to Damage |
Psychic
|
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
Physical
May cause flinching and/or paralyze opponent.
|
1 |
Ice Fang
|
Power: 65
Acc: 95
PP: 15
Physical
May cause flinching and/or freeze opponent.
|
1 |
Fire Fang
|
Power: 65
Acc: 95
PP: 15
Physical
May cause flinching and/or burn opponent.
|
1 |
Poison Sting
|
Power:
22.5 Acc: 100
PP: 35
Physical
May poison the opponent.
|
1 |
Leer
|
Power: —
Acc: 100
PP: 30
Status
Lowers opponent's Defense.
|
1 |
Hone Claws
|
Power: —
Acc: —
PP: 15
Status
Raises user's Attack and Accuracy.
|
1 |
Fell Stinger
|
Power: 50
Acc: 100
PP: 25
Physical
Drastically raises user's Attack if target is KO'd.
|
9 |
Poison Fang
|
Power:
75 Acc: 100
PP: 15
Physical
May badly poison opponent.
|
12 |
Bite
|
Power:
90 Acc: 100
PP: 25
Physical
May cause flinching.
|
15 |
Toxic Spikes
|
Power: —
Acc: —
PP: 20
Status
Poisons opponents when they switch into battle.
|
18 |
Bug Bite
|
Power: 60
Acc: 100
PP: 20
Physical
Receives the effect from the opponent's held berry.
|
21 |
Venoshock
|
Power:
97.5 Acc: 100
PP: 10
Special
Inflicts double damage if the target is poisoned.
|
24 |
Knock Off
|
Power:
97.5 Acc: 100
PP: 20
Physical
Removes opponent's held item for the rest of the battle.
|
27 |
Scary Face
|
Power: —
Acc: 100
PP: 10
Status
Sharply lowers opponent's Speed.
|
30 |
Pin Missile
|
Power: 25
Acc: 95
PP: 20
Physical
Hits 2-5 times in one turn.
|
33 |
Toxic
|
Power: —
Acc: 90
PP: 10
Status
Badly poisons opponent.
|
36 |
Night Slash
|
Power:
105 Acc: 100
PP: 15
Physical
High critical hit ratio.
|
39 |
Cross Poison
|
Power:
105 Acc: 100
PP: 20
Physical
High critical hit ratio. May poison opponent.
|
44 |
X-Scissor
|
Power: 80
Acc: 100
PP: 15
Physical
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
Status
Sharply raises a random stat.
|
54 |
Crunch
|
Power:
120 Acc: 100
PP: 15
Physical
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
Status
In battles, the opponent switches. In the wild, the Pokémon runs.
|
TM06 |
Toxic
|
Power: —
Acc: 90
PP: 10
Status
Badly poisons opponent.
|
TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Status
Makes it sunny for 5 turns.
|
TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Status
Opponent can only use moves that attack.
|
TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
Special
User must recharge next turn.
|
TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Status
Protects the user, but may fail if used consecutively.
|
TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Status
Makes it rain for 5 turns.
|
TM23 |
Iron Tail
|
Power: 100
Acc: 75
PP: 15
Physical
May lower opponent's Defense.
|
TM26 |
Earthquake
|
Power: 100
Acc: 100
PP: 10
Physical
Power is doubled if opponent is underground from using Dig.
|
TM28 |
Dig
|
Power: 80
Acc: 100
PP: 10
Physical
Digs underground on first turn, attacks on second. Can also escape from caves.
|
TM30 |
Shadow Ball
|
Power: 80
Acc: 100
PP: 15
Special
May lower opponent's Special Defense.
|
TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
Physical
Breaks through Reflect and Light Screen barriers.
|
TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Status
Raises user's Evasiveness.
|
TM36 |
Sludge Bomb
|
Power:
135 Acc: 100
PP: 10
Special
May poison opponent.
|
TM39 |
Rock Tomb
|
Power: 60
Acc: 95
PP: 15
Physical
Lowers opponent's Speed.
|
TM40 |
Aerial Ace
|
Power: 60
Acc: —
PP: 20
Physical
Ignores Accuracy and Evasiveness.
|
TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Status
Opponent cannot use the same move in a row.
|
TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Physical
Power doubles if user is burned, poisoned, or paralyzed.
|
TM44 |
Rest
|
Power: —
Acc: —
PP: 10
Status
User sleeps for 2 turns, but user is fully healed.
|
TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
Status
If opponent is the opposite gender, it's less likely to attack.
|
TM46 |
Thief
|
Power:
90 Acc: 100
PP: 25
Physical
Also steals opponent's held item.
|
TM54 |
False Swipe
|
Power: 40
Acc: 100
PP: 40
Physical
Always leaves opponent with at least 1 HP.
|
TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Physical
Power depends on held item.
|
TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Status
Always left with at least 1 HP, but may fail if used consecutively.
|
TM62 |
Bug Buzz
|
Power: 90
Acc: 100
PP: 10
Special
May lower opponent's Special Defense.
|
TM66 |
Payback
|
Power:
75 Acc: 100
PP: 10
Physical
Power doubles if the user was attacked first.
|
TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
Physical
User must recharge next turn.
|
TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Status
Lowers opponent's Accuracy.
|
TM75 |
Swords Dance
|
Power: —
Acc: —
PP: 20
Status
Sharply raises user's Attack.
|
TM78 |
Snarl
|
Power:
82.5 Acc: 95
PP: 15
Special
Lowers opponent's Special Attack.
|
TM79 |
Dark Pulse
|
Power:
120 Acc: 100
PP: 15
Special
May cause flinching.
|
TM80 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
Physical
May cause flinching.
|
TM81 |
X-Scissor
|
Power: 80
Acc: 100
PP: 15
Physical
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
Status
User performs one of its own moves while sleeping.
|
TM83 |
Bulldoze
|
Power: 60
Acc: 100
PP: 20
Physical
Lowers opponent's Speed.
|
TM84 |
Poison Jab
|
Power:
120 Acc: 100
PP: 20
Physical
May poison the opponent.
|
TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Status
Opponent becomes confused, but its Attack is sharply raised.
|
TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Status
Uses HP to creates a decoy that takes hits.
|
TM93 |
Cut
|
Power: 50
Acc: 95
PP: 30
Physical
|
TM96 |
Strength
|
Power: 80
Acc: 100
PP: 15
Physical
|
TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
Physical
May lower opponent's Defense.
|
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