Dreepy artwork
#885

Dreepy

DragonGhost
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

Dreepy reads as a physical attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outIce, Ghost, Dragon

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

Battle Stats

HP28Atk60Def30Sp.Atk40Sp.Def30Speed82total270
HP 28
Atk 60
Def 30
Sp.Atk 40
Sp.Def 30
Speed 82
Type Check

What scares Dreepy?

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
IceGhostDragonDarkFairy
Resists
FireWaterElectricGrassPoisonBug
Immune to
NormalFighting

Abilities / Passives

Stat swing

Clear Body

Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.

This passive changes stats, so one turn can suddenly become stronger or safer.
Passive effect

Infiltrator

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Punish / protect

Cursed Body

May disable a move that has dealt damage to the Pokémon.

This passive makes attacking or disrupting the Pokemon more dangerous.
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.

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

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

Draco Meteor
Special · Dragon PP 8

Comets are summoned down from the sky onto the target. The recoil from this move harshly lowers the user’s Sp. Atk stat.

Quick Attack
Physical · Normal PP 20

The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.

Sucker Punch
Physical · Dark PP 8

This move enables the user to attack first. This move fails if the target is not readying an attack.

Disable
Status · Normal Acc - · PP 20

For four turns, the target will be unable to use whichever move it last used.

Astonish
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Baton Pass
Damage

Used to take knockouts or put enemies into finishing range.

Bite
Damage

Used to take knockouts or put enemies into finishing range.

Confuse Ray
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Double Team
Damage

Used to take knockouts or put enemies into finishing range.

Dragon Tail
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Facade
Damage

Used to take knockouts or put enemies into finishing range.

Grudge
Damage

Used to take knockouts or put enemies into finishing range.

Infestation
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (26 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