The Cave of Dragonflies ASB Database

Donphan

Ground
Speed
50
Gender
Female or male
Population
0

Abilities

Sturdy

Prevents being knocked out by any move that would have done more than 10% damage.

Sand Veil

(Hidden ability.) Lowers incoming moves' accuracy by a flat 10% during a sandstorm, and protects against the sandstorm's effects.

Type matchups

Weak to (1.5×)
WaterGrassIce
Resistant to (0.67×)
PoisonRock
Immune to (0×)
Electric

Evolution

Phanpy
Donphan

3 EXP

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Ancient Power Rock Special 60 3% 100%

Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.

Assurance Dark Physical 60 3% 100%

Base power is doubled if the target has already taken damage this action.

Attract Normal 4% 100%

Infatuates the target if it is the opposite gender.

Block Normal 3%

Blocks the target's path, preventing it from switching or using moves that require a lot of movement.

Body Slam Normal Physical 85 6% 100%

Has a 30% chance to paralyze the target.

Bounce Flying Physical 85 6% 85%

Leaps up high, avoiding most moves, then attacks. Costs 3% extra energy to do both in one action. Has a 30% chance to paralyze the target.

Brutal Swing Dark Physical 60 3% 100%

Deals damage. No other effect.

Bulldoze Ground Physical 60 4% 100%

Has a 100% chance to lower each target's Speed by one stage.

Captivate Normal 2% 100%

Lowers the target's Special Attack by two stages if it is the opposite gender.

Charm Fairy 2% 100%

Lowers the target's Attack by two stages.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Counter Fighting Physical * * 100% −5

Counters a physical move, dealing twice as much damage as the user took.

Curse Ghost *

Ghost users: costs half health; deals damage to the target after each round. Others: raises Attack and Defense but lowers Speed by one stage.

Defense Curl Normal 1%

Raises the user's Defense by one stage.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Earth Power Ground Special 90 5% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Earthquake Ground Physical 100 6% 100%

Deals damage. No other effect.

Echoed Voice Normal Special 40 2% 100%

Base power doubles with each use by any friendly Pokémon, up to 200, but resets if a full action goes by without use.

Endeavor Normal Physical * * 100%

Lowers the target's health to match the user's.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Fire Fang Fire Physical 65 4% 95%

Has a 10% chance to burn the target and a 10% chance to make it flinch.

Fissure Ground Physical * * 30%

Deals damage equal to the damage cap, or 100% if there is none.

Flail Normal Physical * * 100%

Base power and energy cost rise as the user's health falls.

Focus Energy Normal 5%

Raises the user's critical hit chance by two stages.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Fury Attack Normal Physical 15 * 85%

Hits 2-5 times in one action. Base power is 15 times the number of hits.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Growl Normal 1% 100%

Lowers each target's Attack by one stage.

Gunk Shot Poison Physical 120 8% 80%

Has a 30% chance to poison the target.

Gyro Ball Steel Physical * * 100%

Deals more damage the slower the user is compared to the target.

Headbutt Normal Physical 70 5% 100%

Has a 30% chance to make the target flinch.

Head Smash Rock Physical 150 9% 80%

Deals recoil damage to the user equal to half the damage dealt.

Heavy Slam Steel Physical * * 100%

Base power and energy cost vary based on the user and target's weights.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

High Horsepower Ground Physical 95 5% 95%

Deals damage. No other effect.

Horn Attack Normal Physical 65 4% 100%

Deals damage. No other effect.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Hyper Voice Normal Special 90 5% 100%

Deals damage. No other effect.

Ice Shard Ice Physical 40 3% 100% +1

Deals damage. No other effect.

Iron Defense Steel 2%

Raises the user's Defense by two stages.

Iron Tail Steel Physical 100 7% 75%

Has a 30% chance to lower the target's Defense by one stage.

Knock Off Dark Physical 65 4% 100%

Base power is multiplied by 1.5 if the target is holding an item, and removes the item.

Last Resort Normal Physical 140 8% 100%

Only works if the user is below 33% health.

Magnitude Ground Physical * * 100%

Base power varies randomly from 10 to 150.

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Odor Sleuth Normal 5%

Resets each target's Evasion stages and makes Ghost-types vulnerable to Normal- and Fighting-type moves for six actions.

Play Rough Fairy Physical 90 5% 90%

Has a 10% chance to lower the target's Attack by one stage.

Poison Jab Poison Physical 80 5% 100%

Has a 30% chance to poison the target.

Protect Normal * +4

Protects the user against all moves this action.

Rapid Spin Normal Physical 20 1% 100%

Frees the user from Leech Seed and trapping moves, and clears Spikes et al.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Roar Normal 3% −6

Tries to make the target flinch. Success rate varies depending on the circumstances.

Rock Polish Rock 2%

Raises the user's Speed by two stages.

Rock Slide Rock Physical 75 5% 90%

Has a 30% chance to make each target flinch.

Rock Smash Fighting Physical 40 3% 100%

Has a 50% chance to lower the target's Defense.

Rock Tomb Rock Physical 60 4% 95%

Has a 100% chance to lower the target's Speed by one stage.

Rollout Rock Physical 30 2% 90%

Base power doubles with each consecutive use.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Sandstorm Rock 5%

Changes the weather to a sandstorm for nine actions.

Scary Face Normal 2% 100%

Lowers the target's Speed by two stages.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Seed Bomb Grass Physical 80 4% 100%

Deals damage. No other effect.

Slam Normal Physical 80 4% 75%

Deals damage. No other effect.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Stealth Rock Rock 2%

Scatters floating rocks which deal 2% Rock-type damage to any Pokémon who bumps them.

Stomping Tantrum Ground Physical 75 4% 100%

Has double power if the user's previous move failed.

Stone Edge Rock Physical 100 6% 80%

Has a critical hit rate one stage higher than normal.

Strength Normal Physical 80 4% 100%

Deals damage. No other effect.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Superpower Fighting Physical 120 7% 100%

Lowers the user's Attack and Defense by one stage.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Tackle Normal Physical 40 2% 100%

Deals damage. No other effect.

Take Down Normal Physical 90 5% 85%

Deals recoil damage to the user equal to 1/4 the damage dealt.

Thunder Fang Electric Physical 65 4% 95%

Has a 10% chance to paralyze the target and a 10% chance to make it flinch.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Water Gun Water Special 40 2% 100%

Deals damage. No other effect.