Dottler artwork
#825

Dottler

BugPsychic
All data Standard/Form Gen 8

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Dottler reads as a mixed attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFire, Flying, Bug

These attack types are the first danger check before adding it to a team.

Battle Stats

HP50Atk35Def80Sp.Atk50Sp.Def90Speed30total335
HP 50
Atk 35
Def 80
Sp.Atk 50
Sp.Def 90
Speed 30
Type Check

What scares Dottler?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireFlyingBugRockGhostDark
Resists
GrassFightingGroundPsychic
Immune to
None

Abilities / Passives

Passive effect

Swarm

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Compound Eyes

The Pokémon's compound eyes boost its accuracy.

This is always-on help. Check when it activates before building around it.
Passive effect

Telepathy

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Trick Room
Status · Psychic Pow - · Acc - · PP 8

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Calm Mind
Status · Psychic Pow - · Acc - · PP 20

The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.

Psychic
Special · Psychic PP 12

The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.

Psyshock
Special · Psychic PP 12

The user materializes an odd psychic wave to attack the target. This move deals physical damage.

Light Screen
Status · Psychic Pow - · Acc - · PP 20

A wondrous wall of light is put up to reduce damage from special moves for five turns.

Body Press
Physical · Fighting PP 12

The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals.

Shadow Ball
Special · Ghost PP 16

The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Solar Beam
Special · Grass PP 12

The user gathers light on the first turn, then blasts a bundled beam on the next turn.

Ally Switch
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Bug Buzz
Damage

Used to take knockouts or put enemies into finishing range.

Confusion
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Energy Ball
Damage

Used to take knockouts or put enemies into finishing range.

Expanding Force
Damage

Used to take knockouts or put enemies into finishing range.

Facade
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (40 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources