About
It treats Tatsugiri like its boss and follows it loyally. Though powerful, Dondozo is apparently not very smart.
- Abilities
-
Ignores other Pokémon's stat modifiers for damage and accuracy calculation.
-
Prevents infatuation and protects against Captivate.
Water Veil Hidden ability
Prevents burns.
- Height
- 12.0 m 39′04″
- Weight
- 220.0 kg 485.0 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 150 | 410–504 | |
| Attack | 100 | 184–328 | |
| Defense | 115 | 211–361 | |
| Sp. Atk | 65 | 121–251 | |
| Sp. Def | 65 | 121–251 | |
| Speed | 35 | 67–185 | |
| Total | 530 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- ElectricGrass
- Resists ½×
- FireWaterIceSteel
Same-type attacks
- Super effective 2×
- FireGroundRock
- Not very effective ½×
- WaterGrassDragon
Evolution
Dondozo does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Confuses the target. | Normal | Status | — | 55% | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | Water Gun STAB Inflicts regular damage with no additional effect. | Water | Special | 40 | 100% | 25 |
| 5 | Lowers the target’s Attack and Defense by one stage. | Normal | Status | — | 100% | 20 |
| 10 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Normal | Physical | — | 100% | 15 |
| 15 | User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| 15 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| 20 | Dive STAB User dives underwater, dodging all attacks, and hits next turn. | Water | Physical | 80 | 100% | 10 |
| 25 | Lowers the target’s Attack and Special Attack by one stage. | Normal | Status | — | 100% | 30 |
| 30 | Changes the target’s type to Water. | Water | Status | — | 100% | 20 |
| 35 | Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| 40 | Aqua Tail STAB Inflicts regular damage with no additional effect. | Water | Physical | 90 | 90% | 10 |
| 45 | Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| 50 | The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form. | Dragon | Physical | 80 | 100% | 10 |
| 55 | Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| 60 | User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| 65 | Wave Crash STAB The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot. | Water | Physical | 120 | 100% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Inflicts double damage if the user takes damage before attacking this turn. | Ice | Physical | 60 | 100% | 10 |
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
Chilling Water STAB The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat. | Water | Special | 50 | 100% | 20 |
| Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
Hydro Pump STAB Inflicts regular damage with no additional effect. | Water | Special | 110 | 80% | 5 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target and a chance to make the target flinch. | Ice | Physical | 65 | 95% | 15 |
Liquidation STAB Has a chance to lower the target’s Defense by one stage. | Water | Physical | 85 | 100% | 10 |
| Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Lowers the target’s Speed by two stages. | Normal | Status | — | 100% | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
Surf STAB Inflicts regular damage and can hit Dive users. | Water | Special | 90 | 100% | 15 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. | Normal | Special | 80 | 100% | 10 |
Water Pulse STAB Has a chance to confuse the target. | Water | Special | 60 | 100% | 20 |
Waterfall STAB Has a chance to make the target flinch. | Water | Physical | 80 | 100% | 15 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| Causes a one-hit KO. | Ground | Physical | — | 30% | 5 |
| Hits every turn for 2-3 turns, then confuses the user. | Normal | Physical | 120 | 100% | 10 |
| Target sleeps at the end of the next turn. | Normal | Status | — | — | 10 |
Training and breeding
Training
- EV yield
- 3 HP
- Catch rate
- 25
- Base friendship
- 50
- Base experience
- 265
- Growth rate
- Slow
Breeding
- Egg groups
- Water2
- Egg cycles
- 40 (about 10,280 steps)