Competitive Information for Darmanitan (zen) [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Darmanitan-zen darmanitan-zen
Base Stats for Darmanitan-Zen

Fire / Psychic

Abilities:
Zen ModeZen Mode: If Darmanitan, at end of turn changes Mode to Standard if > 1/2 max HP, else Zen.


Evolutions / Family:
Darmanitan

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


Visit Smogon's Pokedex for more competitive movesets for Darmanitan-zenVisit Bulbapedia for more information about Darmanitan-zen

Movesets for Singles


What is a good competitive moveset for Darmanitan-zen? These builds have been optimized for Pokemon competing in Sword/Shield 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 Sword/Shield generation metagame.


Darmanitan is an astounding Fire and Psychic-typed Pokemon. It's pretty common to see Darmanitan show up as a Sword/Shield opponent. Darmanitan is weak to Dark, Ghost, Ground, Rock, and Water-typed attacks.


Species: Darmanitan-Zen
Item: Life Orb / White Herb
Ability: Zen Mode
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Overheat / Flamethrower
- Psychic / Extrasensory
- Hyper Beam
- Solar Beam

Special Sweeper Darmanitan-Zen (Zen Mode)

Darmanitan is an outstanding Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Darmanitan's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Zen Mode, if darmanitan at end of turn changes mode to standard if > 1/2 max hp else zen.

Overheat is a special STAB-boosted 130-base power Fire-type move (lowers your Darmanitan's special attack by 2 stages).
Flamethrower is a special STAB-boosted 90-base power Fire-type move (10% chance to burn the target).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special STAB-boosted 80-base power Psychic-type move (10% chance to flinch the target).
Hyper Beam is a special 150-base power Normal-type move (Darmanitan cannot move next turn).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).



Movesets for Doubles


What is a good doubles moveset for Darmanitan-zen? These builds have been optimized for Sword/Shield 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 Sword/Shield generation metagame.


Species: Darmanitan-Zen
Item: Life Orb
Ability: Zen Mode
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Heat Wave / Incinerate
- Psychic / Extrasensory
- Hyper Beam
- Solar Beam

Doubles Special Sweeper Darmanitan-Zen (Zen Mode)

Darmanitan is a wonderful Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Darmanitan's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Zen Mode, if darmanitan at end of turn changes mode to standard if > 1/2 max hp else zen.

Heat Wave is a special STAB-boosted 95-base power Fire-type move (10% chance to burn the foes).
Incinerate is a special STAB-boosted 60-base power Fire-type move (destroys the foes berry/gem).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Extrasensory is a special STAB-boosted 80-base power Psychic-type move (10% chance to flinch the target).
Hyper Beam is a special 150-base power Normal-type move (Darmanitan cannot move next turn).
Solar Beam is a special 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).



Movepool


Wondering what moves can Darmanitan-zen 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
Ember
40
100%
25
10% chance to burn the target.
Extrasensory
80
100%
20
10% chance to flinch the target.
Fire Blast
110
85%
5
10% chance to burn the target.
Fire Spin
35
85%
15
Traps and damages the target for 4-5 turns.
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.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Heat Wave
95
90%
10
10% chance to burn the foe(s).
Hyper Beam
150
90%
5
User cannot move next turn.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mystical Fire
75
100%
10
100% chance to lower the target's Sp. Atk by 1.
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
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.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Bite
60
100%
25
30% chance to flinch the target.
Body Press
80
100%
10
Uses Def instead of Atk in damage calculation.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Fire Punch
75
100%
15
10% chance to burn the target.
Flame Wheel
60
100%
25
10% chance to burn the target. Thaws user.
Flare Blitz
120
100%
15
Has 33% recoil. 10% chance to burn. Thaws user.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Hammer Arm
100
90%
10
Lowers the user's Speed by 1.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Payback
50
100%
10
Power doubles if the user moves after the target.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Stone Edge
100
80%
5
High critical hit ratio.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thrash
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
U-turn
70
100%
20
User switches out after damaging the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Power Swap
--
--
10
Swaps Attack and Sp. Atk stat stages with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and 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.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Trick
--
100%
10
User switches its held item with the target's.
Will-O-Wisp
--
85%
15
Burns the target.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Darmanitan-zen can perform in Sword/Shield. 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 SS Move and Ability Combos for Darmanitan-zen

Create a build


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



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