Last updated: 2026-07-16

Related Pokemon
Halves the damage the Pokémon takes while its HP is full.
In singles, it is an upper-tier special attacker and Mega slot. Modest is almost guaranteed, and the mainstream set uses the STAB Dragon move Draco Meteor, common special coverage such as Thunderbolt, Flamethrower, and Ice Beam, plus priority Extreme Speed. Its item is almost always Dragoninite. Its role is to use C145 power and broad coverage to chip wide ranges from above.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-16)
Moves
Item
Ability
Nature
AP Spreads
Roost Bulky Attacker
Leverages Multiscale bulk and Roost healing to attack with special moves.
Mega Dragonite
| HP | 197 | 31 | |
|---|---|---|---|
| Atk↓ | 129 | - | |
| Def | 167 | 32 | |
| SpA↑ | 182 | 1 | |
| SpD | 146 | 1 | |
| Spe | 121 | 1 |
Heavy HP and Sp.Atk investment, with ability Multiscale bulk and Roost recovery to trade with special moves — a Mega Dragonite build. With bulk and healing as shields, broad special coverage stably pressures opponents.
Choose main Dragon move
Dragon Pulse has no drawback and is accurate, but for burst use higher-power Draco Meteor — consider it.
Sub-weapon swap candidates
Advantages
Mega Dragonite learns many special types — pick coverage for your team's threats.
Mixes STAB and complementary coverage to reliably trade — special ace role.RoostHealing HP with Roost reactivates the ability, maintaining bulk while attacking through long games is strong.
Pokémon that counter Multiscale
Mega Dragonite's Multiscalehigh bulk is the strength, but Stealth Rockand weakness moves that bypass Multiscale, like Triple Axel etc. are tough.If HP stays above 50%, Roost can restore Multiscale — play around it.
Example Threats
Special Attacker
Trade-focused build using Multiscale bulk and Sp.Atk investment.
Mega Dragonite
| HP | 191 | 25 | |
|---|---|---|---|
| Atk↓ | 129 | - | |
| Def | 135 | - | |
| SpA↑ | 216 | 32 | |
| SpD | 145 | - | |
| Spe | 129 | 9 |
Multiscale bulk and Sp.Atk investment, high special firepower and bulk for trades — face-off Mega Dragonite. Broad special coverage attacks, with priority Extreme Speed locking targets.
Sub-weapons freely swappable
Dragonite learns broad special moves. Air Slash and Flamethrower slots can be swapped based on targets and team composition.
Naturally high bulk tanks while broad specials break physical walls and clear lanes for allies — main role. Even with Atk-lowering nature, priority attacks let it sweep/stop.
High special bulk Pokémon
This Mega Dragonite struggles to break high-Sp.Def Pokémon. Without weakness coverage, coordinate with physical attackers.
Example Threats
Max-Speed Special Attacker
Safe fighter using ability damage reduction.
Mega Dragonite
| HP | 167 | 1 | |
|---|---|---|---|
| Atk↓ | 129 | - | |
| Def | 136 | 1 | |
| SpA | 197 | 32 | |
| SpD | 145 | - | |
| Spe↑ | 167 | 32 |
Maxed Sp.Atk and Speed, ability Multiscaleguarantees turns, pressing special hits from above — Mega Dragonite. High-power Draco Meteor chips broad targets, high-priority moves finish remaining HP.
Flamethrower (Fire Blast) slot freely swappable
The sub-weapon Fire Blast can be swapped freely. For stable damage Flamethrower and Thunderbolt, Dark/Rock coverage Focus Blast etc. are recommended swaps.
High Speed presses special hits to pressure face-off targets — ace role.Draco MeteorEven after Sp.Atk drops from Extreme Speed locks opponents before they act — viable.
Multiscale counters and Fairy types
Mega Dragonite's Multiscale bulk is strong, but Stealth Rockand multi-hit weakness moves bypass Multiscale. Also, no Fairy coverage so face-off disadvantage — use teammates.
Example Threats
Yache Berry Scale Shot
Yache Berry survives 4× Ice, Scale Shot boosts Speed.
Dragonite
| HP | 167 | 1 | |
|---|---|---|---|
| Atk↑ | 204 | 32 | |
| Def | 116 | 1 | |
| SpA↓ | 108 | - | |
| SpD | 120 | - | |
| Spe | 132 | 32 |
Multiscale and Yache Berry let it tank Ice-type weakness moves, and Scale Shot boosts Speed for offense as a physical attacker. After Speed boost, high Attack physical moves and priority Extreme Speed press opponents.
Subweapons can be freely swapped
Ice Spinner can be freely swapped — swap based on team-level threats. Dragonite learns many moves — feel free to swap.
Using ability and item to guarantee one turn for Scale Shot, an ace that boosts Speed while pressuring the team. After Speed boost, broad coverage and priority moves finish opponents.
Weak to Multiscale-breakers and Fairy types
Mega Dragonite's appeal is Multiscale bulk, but Stealth Rock or Triple Axel piercing through it are threats. Also, without Iron Head, it lacks Fairy coverage and faces disadvantage, so be careful.
Example Threats
Lum Berry Dragon Dance
Lum Berry blocks status; Dragon Dance boosts Atk/Speed.
Dragonite
| HP | 167 | 1 | |
|---|---|---|---|
| Atk↑ | 204 | 32 | |
| Def | 116 | 1 | |
| SpA↓ | 108 | - | |
| SpD | 120 | - | |
| Spe | 132 | 32 |
Using Multiscale's damage halving to safely set up Dragon Dance, this Dragonite physical setup ace sweeps with boosted stats. Lum Berry cures status to ignore opponent disruption, and recovers from Outrage confusion to keep attacking.
Iron Head as Fairy counter is viable
Earthquake has great coverage but Iron Head can counter Fairy. Still, fighting via teammates is better, so adopt only when Fairy is unbearable.
Dragon Dance boosts Atk/Spe; high-Atk Outrage/Earthquake sweep the team as ace. It learns priority Extreme Speed, pins weakened foes from above to KO — stopper play viable.
Weak to Multiscale-breakers and Fairy
Dragonite's appeal is bulk with Multiscale, but Stealth Rock and weakness-piercing multi-hits like Icicle Spear are threats. Also, without Iron Head, Fairy face-offs are unfavorable — be careful.
Example Threats
Special Attacker Build for Doubles
A build for Double Battles that allocates EVs to Sp.Atk and Speed while compensating for bulk with its ability
Mega Dragonite
| HP | 167 | 1 | |
|---|---|---|---|
| Atk↓ | 129 | - | |
| Def | 136 | 1 | |
| SpA↑ | 216 | 32 | |
| SpD | 145 | - | |
| Spe | 152 | 32 |
With Sp.Atk/Spe EVs, A special attacker build that fights by leveraging the bulk granted by the ability Multiscale Mega Dragonite. Natureひかえめ unleashes STAB special moves from its boosted Sp.Atk while steadily picking off weakened opponents with high-priority moves.
Inner Focus also recommended
Its pre-Mega Evolution ability Inner Focus is also recommended. Setting the ability to Inner Focus lets it counter the high-usage Double Battle threat Fake Out and Intimidate.
Dragon Pulse or Hurricane also recommended
Dragon Pulse and Hurricane also recommended. Dragon Pulse for Draco Meteor when you dislike the Sp.Atk drop or accuracy concerns. Also, Hurricane always hits when the weather is あめ状態, so combining it with the ability Drizzle holders like Pelipper makes it powerful.
Heat Wave or Tailwind also recommended
Heat Wave and Tailwind are also recommended. Running Heat Wave lets you hit the weakness of Steel types, which halve Dragon and Flying moves. Tailwind raises the Speed of both allies, making it a powerful move in Double Battles.
Using the halved-damage effect at full HP as a shield, an ace role that pressures opponents with high-power Draco Meteor. Focused attacks on itself are Protect, and even after its Sp.Atk drops, with high-priority Extreme Speed it can keep influencing the board — a flexible, viable playstyle.
Weak to Fairy and Ice types
It is weak to Fairy and Ice types. Dragon-type moves have no effect on Fairy-type Pokémon, and they exploit its weakness on top of that. In addition, Ice-type moves hit for 4x weakness.Moves of unfavorable types are Protect or switching, then counterattack with your allies' moves.
Example Threats
Type
Category
Target
Properties
83 / 83
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Extreme Speed | Normal | Phys | 80 | 100 | 8 | Contact | 1 Foe | Always strikes first (priority +2). |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Wrap | Normal | Phys | 15 | 90 | 20 | Contact | 1 Foe | Gives the target the Bound status. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Safeguard | Normal | Stat | - | - | 20 | Ally Side | Gives the user’s side the Safeguard status for 5 turns. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Whirlwind | Normal | Stat | - | - | 20 | Wind | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Fire Punch | Fire | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of burning the target. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance of burning the target. | |
| Heat Wave | Fire | Spec | 95 | 90 | 12 | Wind | All Foes | Has a 10% chance of burning targets. |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Fire Spin | Fire | Spec | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Aqua Tail | Water | Phys | 90 | 90 | 12 | Contact | 1 Foe | An ordinary attacking move with no additional effect. |
| Dive | Water | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Submerged status on the turn this move is used, then attacks on the following turn. |
| Waterfall | Water | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Aqua Jet | Water | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always goes first. (Priority +1) |
| Hydro Pump | Water | Spec | 110 | 80 | 8 | 1 Foe | An ordinary attacking move. | |
| Surf | Water | Spec | 90 | 100 | 16 | All | This move’s power is doubled against targets that have the Submerged status. | |
| Water Pulse | Water | Spec | 60 | 100 | 20 | Pulse | 1 Foe | Has a 20% chance of confusing the target. |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Fly | Flying | Phys | 90 | 95 | 16 | Contact | 1 Foe | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Hurricane | Flying | Spec | 110 | 70 | 12 | Wind | 1 Foe | Has a 30% chance of confusing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Air Cutter | Flying | Spec | 60 | 95 | 20 | CutWind | All Foes | This move has a 1-stage Critical-Hit Ratio Boost. |
| Tailwind | Flying | Stat | - | - | 16 | Wind | Ally Side | Gives the user’s side the Tailwind status for 4 turns. |
| Roost | Flying | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Ice Spinner | Ice | Phys | 80 | 100 | 16 | Contact | 1 Foe | Removes any terrain. |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing the target. |
| Blizzard | Ice | Spec | 110 | 70 | 8 | Wind | All Foes | Has a 10% chance of freezing targets. This move never misses in snow. |
| Ice Beam | Ice | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of freezing the target. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Snowscape | Ice | Stat | - | - | 8 | Whole Field | Summons snow for 5 turns. | |
| Haze | Ice | Stat | - | - | 20 | Whole Field | Eliminates every stat change on the entire field. | |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Superpower | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Attack and Defense stats by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Rush | Dragon | Phys | 100 | 75 | 12 | Contact | 1 Foe | Has a 20% chance of making the target flinch. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers targets’ Attack stats by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Scale Shot | Dragon | Phys | 25 | 90 | 20 | 1 Foe | The user attacks 2 to 5 times in a row. This move lowers the user’s Defense stat by 1 stage and boosts its Speed stat by 1 stage. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Draco Meteor | Dragon | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. |
| Dragon Dance | Dragon | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack and Speed stats by 1 stage. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Steel Wing | Steel | Phys | 70 | 90 | 20 | Contact | 1 Foe | Has a 10% chance of boosting the user’s Defense stat by 1 stage. |