Competitive Information for Drampa [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Drampa drampa
Base Stats for Drampa

Normal / Dragon

Abilities:
Cloud NineCloud Nine: While this Pokemon is active, the effects of weather conditions are disabled.
,
Sap SipperSap Sipper: This Pokemon's Attack is raised 1 stage if hit by a Grass move; Grass immunity.
,
BerserkBerserk: This Pokemon's Sp. Atk is raised by 1 when it reaches 1/2 or less of its max HP.


Evolutions / Family:
Drampa

Weakness Chart for Normal/Dragon-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
2x
0.5x
2x
2x
0.5x
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
  
2x
  
  
  
  
  
0.5x
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for DrampaVisit Serebii's Pokedex for location, breeding, and other game details about DrampaVisit Bulbapedia for more information about DrampaVisit Pikalytics for competitive usage stats on Drampa

Movesets for Singles


What is a good competitive moveset for Drampa? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Drampa in Pokemon Sun/Moon:

CresseliaExeggutor-AlolaSlowkingSteelix-MegaMalamarBronzongRampardosClaydolGolem-AlolaAltaria-MegaSawkDusknoir


Drampa is a wonderful Normal and Dragon-typed Pokemon. Drampa are common Pokemon to see in the SM metagame. Drampa is weak to Dragon, Fairy, Fighting, and Ice-typed attacks.


Species: Drampa
Item: Assault Vest / Leftovers
Ability: Berserk
Nature: Quiet (+SpA, -Spe)
EVs: 4 Hp / 252 SpA / 252 SpD
Moveset:
- Draco Meteor / Dragon Pulse
- Flamethrower / Heat Wave
- Hyper Voice
- Ice Beam

Special Tank Drampa (Analytic)

Drampa is an astounding Special Tank. It tries to take a good amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Drampa last longer regaining it's it's health points every turn. With Berserk, Drampa's sp. atk is raised by 1 when it reaches 1/2 or less of its max hp.

Draco Meteor is a special STAB-boosted 130-base power Dragon-type move (lowers your Drampa's special attack by 2 stages).
Dragon Pulse is a special STAB-boosted 85-base power Dragon-type move that deals a great amount of damage.
Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).
Heat Wave is a special 95-base power Fire-type move (10% chance to burn the foes).
Hyper Voice is a special STAB-boosted 90-base power Normal-type move (no additional effect. hits adjacent foes).
Ice Beam is a special 90-base power Ice-type move (10% chance to freeze the target).




Species: Drampa
Item: Dragonium Z / Life Orb
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Draco Meteor / Dragon Pulse
- Hyper Voice / Hyper Beam
- Energy Ball
- Surf

Special Sweeper Drampa (Sap Sipper)

Drampa is an interesting Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Drampa's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sap Sipper, Drampa's attack is raised 1 stage if hit by a grass move; grass immunity.

Draco Meteor is a special STAB-boosted 130-base power Dragon-type move (lowers your Drampa's special attack by 2 stages).
Dragon Pulse is a special STAB-boosted 85-base power Dragon-type move that deals a substantial amount of damage.
Hyper Voice is a special STAB-boosted 90-base power Normal-type move (no additional effect. hits adjacent foes).
Hyper Beam is a special STAB-boosted 150-base power Normal-type move (Drampa cannot move next turn).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Surf is a special 90-base power Water-type move (hits adjacent pokemon. double damage on dive).



Movesets for Doubles


What is a good doubles moveset for Drampa? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Drampa in Pokemon Sun/Moon:

CresseliaExeggutor-AlolaSlowkingSteelix-MegaMalamarBronzongRampardosClaydolGolem-AlolaAltaria-MegaSawkDusknoir


Species: Drampa
Item: Normalium Z / Life Orb
Ability: Sap Sipper
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Hyper Voice
- Draco Meteor
- Heat Wave
- Surf

Doubles Special Sweeper Drampa (Sap Sipper)

Drampa is a decent Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Drampa's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Sap Sipper, Drampa's attack is raised 1 stage if hit by a grass move; grass immunity.

Hyper Voice is a special STAB-boosted 90-base power Normal-type move (no additional effect. hits adjacent foes).
Draco Meteor is a special STAB-boosted 130-base power Dragon-type move (lowers your Drampa's special attack by 2 stages).
Heat Wave is a special 95-base power Fire-type move (10% chance to burn the foes).
Surf is a special 90-base power Water-type move (hits adjacent pokemon. double damage on dive).



Movepool


Wondering what moves can Drampa learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Draco Meteor
130
90%
5
Lowers the user's Sp. Atk by 2.
Dragon Breath
60
100%
20
30% chance to paralyze the target.
Dragon Pulse
85
100%
10
No additional effect.
Dragon Rage
--
100%
10
Deals 40 HP of damage to the target.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Extrasensory
80
100%
20
10% chance to flinch the target.
Fire Blast
110
85%
5
10% chance to burn the target.
Flamethrower
90
100%
15
10% chance to burn the target.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Heat Wave
95
90%
10
10% chance to burn the foe(s).
Hurricane
110
70%
10
30% chance to confuse target. Can't miss in rain.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Razor Wind
80
100%
10
Charges, then hits foe(s) turn 2. High crit ratio.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Twister
40
100%
20
20% chance to flinch the foe(s).
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Pulse
60
100%
20
20% chance to confuse the target.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Dragon Claw
80
100%
15
No additional effect.
Dragon Rush
100
75%
10
20% chance to flinch the target.
Dragon Tail
60
90%
10
Forces the target to switch to a random ally.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Outrage
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Shadow Claw
70
100%
15
High critical hit ratio.
Steel Wing
70
90%
25
10% chance to raise the user's Defense by 1.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Defog
--
--
15
-1 evasion; clears user and target side's hazards.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Glare
--
100%
30
Paralyzes the target.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Mist
--
--
30
For 5 turns, protects user's party from stat drops.
Nature Power
--
--
20
Attack depends on terrain (default Tri Attack).
Play Nice
--
--
20
Lowers the target's Attack by 1.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Roost
--
--
10
Heals 50% HP. Flying-type removed 'til turn ends.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Tailwind
--
--
15
For 4 turns, allies' Speed is doubled.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Drampa can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Drampa

Create a build


Have an idea in mind for Drampa that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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