Hydreigon #635 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Brutal Pokémon

Hydreigon in Pokémon Sword & Shield Hydreigon in SW/SH
Hydreigon's shiny sprite in Pokémon Sword & Shield Shiny Hydreigon in SW/SH

Abilities

1: Levitate

Abilities

Breeding

Egg groups : Dragon

Hatch time : 10280 steps (40 egg cycles)

Growth rate : Slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 45 (5.9% with Poké Ball & full HP)

Held item : None

EVs given : 3 Sp. Atk EVs (Effort Values) gained when fainting Hydreigon

Exp. given : 270 Exp. points Experience points gained in battle when fainting Hydreigon


Species

Height : 1.8 m / 5'11" Hydreigon's height in meters / feet'inches"

Weight : 160 kg / 352.80 lbs. Hydreigon's weight in kilograms / pounds

Japanese : サザンドラ Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 600


Competitive

Introduced in : Black & White / Unova / Generation 5 {{ activeForm.introducedIn }}


Hydreigon's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Hydreigon's Evolutions
Deino

Deino #633

Level 50

Zweilous

Zweilous #634

Level 64

Hydreigon

Hydreigon #635


Hydreigon's Level Up Moves
Lvl Move Type Pow/Acc
1 Focus Energy Status - -

User's critical hit rate is two levels higher until it leaves the field. If the user has already used Focus Energy since entering the field, this move will fail.
This effect is passed on by Baton Pass.

30 PP

1 Tackle Physical 40 100

Tackle attacks for regular damage.

35 PP

1 Bite Physical 60 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

25 PP

1 Double Hit Physical 35 90

Inflicts regular damage. Hits twice in one turn.

10 PP

1 Tri Attack Special 80 100

Inflicts regular damage. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.

10 PP

1 Dragon Breath Special 60 100

Inflicts regular damage. Has a 30% chance to paralyze the target.

20 PP

12 Roar Status - -

Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
Doesn't affect Pokémon with Suction Cups or under the effect of Ingrain.

-6 Priority

20 PP

16 Assurance Physical 60 100

Inflicts regular damage. If the target takes damage this turn for any reason before this move is used, this move has double power.

10 PP

20 Headbutt Physical 70 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

24 Work Up Status - -

Raises the user's Attack and Special Attack by one stage each.

30 PP

28 Slam Physical 80 75

Slam attacks for regular damage.

20 PP

32 Crunch Physical 80 100

Crunch attacks for regular damage and has a 20% chance to lower the target's Defense stat by one stage.

15 PP

36 Scary Face Status - 100

Lowers the target's Speed by two stages.

10 PP

40 Dragon Pulse Special 85 100

Dragon Pulse attacks for regular damage.

10 PP

44 Body Slam Physical 85 100

Inflicts regular damage. Has a 30% chance to paralyze the target.

15 PP

48 Hyper Voice Special 90 100

Hyper Voice attacks for regular damage.

10 PP

54 Dragon Rush Physical 100 75

Inflicts regular damage. Has a 20% chance to make the target Flinch.

10 PP

60 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

20 PP

68 Outrage Physical 120 100

Inflicts regular damage. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Safeguard does not protect against the confusion from this move.

10 PP

76 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP


Hydreigon's Breeding Moves
Move Type Pow/Acc
Astonish Physical 30 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

Head Smash Physical 150 80

Inflicts regular damage. User takes 1/2 the damage it inflicts in recoil.

5 PP

Double Hit Physical 35 90

Inflicts regular damage. Hits twice in one turn.

10 PP

Belch Special 120 90

Inflicts regular damage. Can only be used if the user has eaten a berry since the beginning of the battle.
After the user eats a berry, it may use this move any number of times until the end of the battle, even if it switches out. Eating a held berry, eating a berry via Bug Bite or Pluck, or being the target of a Flung berry will enable this move. Feeding a Pokémon a berry from the bag or using Natural Gift will not.
If the trainer chooses this move when it cannot be used, the choice is rejected outright and the trainer must choose another move.

10 PP


Hydreigon's TM Moves
TM Move Type Pow/Acc
6 Fly Physical 90 95

Inflicts regular damage. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

15 PP

8 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

9 Giga Impact Physical 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

13 Fire Spin Special 35 85

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Rapid Spin cancels this effect.

15 PP

14 Thunder Wave Status - 90

Paralyzes the target.

20 PP

16 Screech Status - 85

Lowers the target's Defense by two stages.

40 PP

18 Reflect Status - -

Erects a barrier around the user's side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

20 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

22 Rock Slide Physical 75 90

Inflicts regular damage. Has a 30% chance to make the target Flinch.

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

26 Scary Face Status - 100

Lowers the target's Speed by two stages.

10 PP

30 Steel Wing Physical 70 90

Inflicts regular damage. Has a 10% chance to raise the user's Defense one stage.

25 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

34 Sunny Day Status - -

Changes the weather to sunshine for five turns, during which Fire moves inflict 50% extra damage, and Water moves inflict half damage.
If the user is holding Heat Rock, this effect lasts for eight turns.
Pokémon cannot become frozen.
Thunder has 50% accuracy.
Solar Beam skips its charge turn.
Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's max HP.
Pokémon with Chlorophyll have doubled original Speed.
Pokémon with Forecast become Fire.
Pokémon with Leaf Guard are not affected by major status effects.
Pokémon with Flower Gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%.
Pokémon with Dry Skin lose 1/8 max HP at the end of each turn.
Pokémon with Solar Power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

5 PP

37 Beat Up Physical - 100

Inflicts typeless regular damage. Every Pokémon in the user's party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. Dark Pokémon still get STAB.
This effect breaks through Wonder Guard.

10 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

41 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

48 Rock Tomb Physical 60 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

56 U-turn Physical 70 100

Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.
The user may be hit by Pursuit when it switches out, if it has been targeted and Pursuit has not yet been used.
This move may be used even if the user is under the effect of Ingrain. Ingrain's effect will end.

20 PP

57 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 PP

58 Assurance Physical 60 100

Inflicts regular damage. If the target takes damage this turn for any reason before this move is used, this move has double power.

10 PP

66 Thunder Fang Physical 65 95

Thunder Fang bites the target with electricity fangs to inflict damage to the opponent. The move has a 10% chance to paralyze the target, and a separate 10% chance to make the target flinch. The move in other words has a 20% chance of at least one of the effects happening, and a 5% chance that both effects occur in the same battle turn, with the catch that the user still has to move first in this turn for the flinch chance to even potentially happen.

15 PP

67 Ice Fang Physical 65 95

Inflicts regular damage. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.

15 PP

68 Fire Fang Physical 65 95

Inflicts regular damage. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.

15 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

78 Acrobatics Physical 55 100

Inflicts regular damage. If the user has no held item, this move has double power.

15 PP

81 Bulldoze Physical 60 100

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

20 PP

85 Snarl Special 55 95

Inflicts regular damage, and also lowers the target's Special Attack stat by one stage (100% chance).

15 PP

97 Brutal Swing Physical 60 100

Inflicts regular damage.

20 PP

99 Breaking Swipe Physical 60 100

The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.

15 PP


Hydreigon's TR Moves
TR Move Type Pow/Acc
1 Body Slam Physical 85 100

Inflicts regular damage. Has a 30% chance to paralyze the target.

15 PP

2 Flamethrower Special 90 100

Inflicts regular damage. Has a 10% chance to burn the target.

15 PP

3 Hydro Pump Special 110 80

Hydro Pump attacks for regular damage.

5 PP

4 Surf Special 90 100

Inflicts regular damage.
If the target is in the first turn of Dive, this move will hit with double power.

15 PP

10 Earthquake Physical 100 100

Inflicts regular damage.
If the target is in the first turn of Dig, this move will hit with double power.

10 PP

13 Focus Energy Status - -

User's critical hit rate is two levels higher until it leaves the field. If the user has already used Focus Energy since entering the field, this move will fail.
This effect is passed on by Baton Pass.

30 PP

15 Fire Blast Special 110 85

Inflicts regular damage. Has a 10% chance to burn the target.

5 PP

19 Tri Attack Special 80 100

Inflicts regular damage. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.

10 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

24 Outrage Physical 120 100

Inflicts regular damage. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Safeguard does not protect against the confusion from this move.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

31 Iron Tail Physical 100 75

Iron Tail attacks for regular damage and has a 30% chance to lower the target's Defense stat by one stage.

15 PP

32 Crunch Physical 80 100

Crunch attacks for regular damage and has a 20% chance to lower the target's Defense stat by one stage.

15 PP

35 Uproar Special 90 100

Inflicts regular damage. User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends.
Pokémon cannot use Rest during this effect.
This move cannot be selected by Sleep Talk.

10 PP

36 Heat Wave Special 95 90

Inflicts regular damage. Has a 10% chance to burn the target.

10 PP

37 Taunt Status - 100

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging.
Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk do not directly inflict damage and thus may not be used.
Bide, Counter, Endeavor, Metal Burst, and Mirror Coat are allowed.

20 PP

39 Superpower Physical 120 100

Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.

5 PP

42 Hyper Voice Special 90 100

Hyper Voice attacks for regular damage.

10 PP

51 Dragon Dance Status - -

Raises the user's Attack and Speed by one stage each.

20 PP

58 Dark Pulse Special 80 100

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

62 Dragon Pulse Special 85 100

Dragon Pulse attacks for regular damage.

10 PP

64 Focus Blast Special 120 70

Focus Blast attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

5 PP

67 Earth Power Special 90 100

Earth Power attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

68 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

20 PP

69 Zen Headbutt Physical 80 90

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

70 Flash Cannon Special 80 100

Flash Cannon attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

75 Stone Edge Physical 100 80

Stone Edge attacks for regular damage and has a high critical hit rate, 1/8 chance instead of the regular 1/16 chance.

5 PP

85 Work Up Status - -

Raises the user's Attack and Special Attack by one stage each.

30 PP

95 Throat Chop Physical 80 100

Inflicts regular damage. Silences the target for two turns, preventing it from using any sound-based moves.

15 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.