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 has a Slow growth rate with a 2 Defense EV Yield, and Total of 500 combine Stats.
Stat | HP | Attack | Defense | Sp.Atk | Sp.Def | Speed | Total |
---|---|---|---|---|---|---|---|
Base | 70 | 90 | 110 | 60 | 75 | 95 | 500 |
Min | 250 | 166 | 202 | 112 | 139 | 175 | |
Max | 344 | 306 | 350 | 240 | 273 | 317 |
Abilities | 1. Battle Armor 2. Sniper Keen Eye (hidden ability) |
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) |
How To Evolve Drapion in Pokemon Diamond and Pearl
Skorupi requires Level 40 to evolve into Drapion in Pokemon D/P.
Pokemon Diamond and Pearl Drapion Weakness
Drapion is a Poison and Dark Type pokemon. This will cause it to take More Damage from Ground Type Moves and will take Less Damage from Poison, Grass, Ghost, Dark, Psychic type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | |
0.5x Damage | |
0.25x Damage | |
Immune to Damage |
What pokemon is Drapion Weak Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
600 | |||
535 | |||
530 | |||
525 | |||
525 |
What pokemon is Drapion Strong Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
580 | |||
580 | |||
580 | |||
535 | |||
535 |
Where To Find Drapion in Pokemon Diamond and Pearl
Drapion spawn locations, include Great Marsh where level 20-26 Drapion is found in Pokemon Diamond and Pearl.
Pokemon | Locations |
---|---|
Level: 20-26 Walking Great Marsh |
Drapion Moves in Pokemon Diamond and Pearl
List of Moves Drapion can learn by reaching higher levels in Pokemon Diamond and Pearl.
Lvl | Move | Desc |
---|---|---|
54 | Crunch | Class: Physical Power: 80 Acc: 100 PP: 15 May lower opponent's Defense. |
49 | Acupressure | Class: Status Power: — Acc: — PP: 30 Sharply raises a random stat. |
44 | X-Scissor | Class: Physical Power: 80 Acc: 100 PP: 15 |
39 | Cross Poison | Class: Physical Power: 70 Acc: 100 PP: 20 High critical hit ratio. May poison opponent. |
36 | Night Slash | Class: Physical Power: 70 Acc: 100 PP: 15 High critical hit ratio. |
33 | Toxic | Class: Status Power: — Acc: 90 PP: 10 Badly poisons opponent. |
30 | Pin Missile | Class: Physical Power: 25 Acc: 95 PP: 20 Hits 2-5 times in one turn. |
27 | Scary Face | Class: Status Power: — Acc: 100 PP: 10 Sharply lowers opponent's Speed. |
24 | Knock Off | Class: Physical Power: 65 Acc: 100 PP: 20 Removes opponent's held item for the rest of the battle. |
21 | Venoshock | Class: Special Power: 65 Acc: 100 PP: 10 Inflicts double damage if the target is poisoned. |
18 | Bug Bite | Class: Physical Power: 60 Acc: 100 PP: 20 Receives the effect from the opponent's held berry. |
15 | Toxic Spikes | Class: Status Power: — Acc: — PP: 20 Poisons opponents when they switch into battle. |
12 | Bite | Class: Physical Power: 60 Acc: 100 PP: 25 May cause flinching. |
9 | Poison Fang | Class: Physical Power: 50 Acc: 100 PP: 15 May badly poison opponent. |
1 | Fell Stinger | Class: Physical Power: 50 Acc: 100 PP: 25 Drastically raises user's Attack if target is KO'd. |
1 | Hone Claws | Class: Status Power: — Acc: — PP: 15 Raises user's Attack and Accuracy. |
1 | Thunder Fang | Class: Physical Power: 65 Acc: 95 PP: 15 May cause flinching and/or paralyze opponent. |
1 | Fire Fang | Class: Physical Power: 65 Acc: 95 PP: 15 May cause flinching and/or burn opponent. |
1 | Ice Fang | Class: Physical Power: 65 Acc: 95 PP: 15 May cause flinching and/or freeze opponent. |
1 | Leer | Class: Status Power: — Acc: 100 PP: 30 Lowers opponent's Defense. |
1 | Poison Sting | Class: Physical Power: 15 Acc: 100 PP: 35 May poison the opponent. |
List of Moves Drapion can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
98 | Stomping Tantrum | Class: Physical Power: 75 Acc: 100 PP: 10 Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles. |
97 | Brutal Swing | Class: Physical Power: 60 Acc: 100 PP: 20 The user swings its body around violently to inflict damage on everything in its vicinity. |
94 | False Swipe | Class: Physical Power: 40 Acc: 100 PP: 40 Always leaves opponent with at least 1 HP. |
85 | Snarl | Class: Special Power: 55 Acc: 95 PP: 15 Lowers opponent's Special Attack. |
81 | Bulldoze | Class: Physical Power: 60 Acc: 100 PP: 20 Lowers opponent's Speed. |
79 | Retaliate | Class: Physical Power: 70 Acc: 100 PP: 5 Inflicts double damage if a teammate fainted on the last turn. |
76 | Round | Class: Special Power: 60 Acc: 100 PP: 15 Power increases if teammates use it in the same turn. |
74 | Venoshock | Class: Special Power: 65 Acc: 100 PP: 10 Inflicts double damage if the target is poisoned. |
73 | Cross Poison | Class: Physical Power: 70 Acc: 100 PP: 20 High critical hit ratio. May poison opponent. |
68 | Fire Fang | Class: Physical Power: 65 Acc: 95 PP: 15 May cause flinching and/or burn opponent. |
67 | Ice Fang | Class: Physical Power: 65 Acc: 95 PP: 15 May cause flinching and/or freeze opponent. |
66 | Thunder Fang | Class: Physical Power: 65 Acc: 95 PP: 15 May cause flinching and/or paralyze opponent. |
59 | Fling | Class: Physical Power: — Acc: 100 PP: 10 Power depends on held item. |
58 | Assurance | Class: Physical Power: 60 Acc: 100 PP: 10 Power doubles if opponent already took damage in the same turn. |
57 | Payback | Class: Physical Power: 50 Acc: 100 PP: 10 Power doubles if the user was attacked first. |
49 | Sand Tomb | Class: Physical Power: 35 Acc: 85 PP: 15 Traps opponent, damaging them for 4-5 turns. |
48 | Rock Tomb | Class: Physical Power: 60 Acc: 95 PP: 15 Lowers opponent's Speed. |
43 | Brick Break | Class: Physical Power: 75 Acc: 100 PP: 15 Breaks through Reflect and Light Screen barriers. |
39 | Facade | Class: Physical Power: 70 Acc: 100 PP: 20 Power doubles if user is burned, poisoned, or paralyzed. |
34 | Sunny Day | Class: Status Power: — Acc: — PP: 5 Makes it sunny for 5 turns. |
33 | Rain Dance | Class: Status Power: — Acc: — PP: 5 Makes it rain for 5 turns. |
31 | Attract | Class: Status Power: — Acc: 100 PP: 15 If opponent is the opposite gender, it's less likely to attack. |
26 | Scary Face | Class: Status Power: — Acc: 100 PP: 10 Sharply lowers opponent's Speed. |
25 | Protect | Class: Status Power: — Acc: — PP: 10 Protects the user, but may fail if used consecutively. |
24 | Snore | Class: Special Power: 50 Acc: 100 PP: 15 Can only be used if asleep. May cause flinching. |
23 | Thief | Class: Physical Power: 60 Acc: 100 PP: 25 Also steals opponent's held item. |
22 | Rock Slide | Class: Physical Power: 75 Acc: 90 PP: 10 May cause flinching. |
21 | Rest | Class: Status Power: — Acc: — PP: 10 User sleeps for 2 turns, but user is fully healed. |
16 | Screech | Class: Status Power: — Acc: 85 PP: 40 Sharply lowers opponent's Defense. |
15 | Dig | Class: Physical Power: 80 Acc: 100 PP: 10 Digs underground on first turn, attacks on second. Can also escape from caves. |
9 | Giga Impact | Class: Physical Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
8 | Hyper Beam | Class: Special Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
7 | Pin Missile | Class: Physical Power: 25 Acc: 95 PP: 20 Hits 2-5 times in one turn. |
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