BUILD DECISIONS

Dragon Breath: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Dragon Breath L5 + Power this run + one gold evolution choice → Dragon Breath +.

  1. Dragon Breath · L5
  2. Power ×1
  3. Separate gold evolution choices ×1
  4. Dragon Breath +

Still needed: 4 level upgrades · run card needed · gold choice not entered.

Permanent upgrades do not replace the run card. Each evolved move consumes its own gold choice; a ready recipe does not guarantee an offer.

Max level → evolution, with the same Pokémon and resource modifiers

Damage per second: 18.57 → 30 · Base power / support per stack: 9.8 → 16.66 · Activation interval: 0.7 → 0.7 s · Emitted count: 13 → 17

The extra max-level + card row and evolution row share the required run card. They show a target after the displayed requirements are met, without adding cards or a gold choice to your current inputs.

Original values and unitsL5Dragon Breath +
Damage per hit9.816.66
Projectile / object count1317
Additional penetrations12
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L170.770 / 0——811.43
L270.7100 / 0——811.43
L39.80.7100 / 0——1115.71
L49.80.7100 / 0——1115.71
L59.80.7131 / 0——1115.71
L5 + Power9.80.7131 / 0——1318.57
Dragon Breath + ✦16.660.7172 / 0——2130

More projectiles or contacts increase potential coverage. Single-target damage uses only the hits and uptime you enter.

Adjust this run +

Changing species resets species-specific moves, TM teaching and traits. Shared resource and target inputs remain. Candidate links always carry that candidate’s legal context.

Enter only moves, cards and Bonds already obtained. A stage label does not supply missing resources. Traits are entered conditions; select the nature and ability you actually have.

Move 1
Cards taken this run · Permanent upgrades · Permanently taught TMs
Calculation conditions

Top 5 legal fits for these resources

Conditional strategy score, not measured win rate. Each candidate uses only this move (plus one legal matching L1 attack for support); cards, equipment, nature, targets and version stay the same. A selected ability applies only to species with that ability.

67 legal candidates · 0 TM-only candidates still need teaching.

  1. Regidrago28 Strategy score

    Natural pool or default starter

    Damage per second: 15.71With maintained support: 15.71Damage per enemy hit: 115.25Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  2. Eternatus26.82 Strategy score

    Natural pool or default starter

    Damage per second: 15.71With maintained support: 15.71Damage per enemy hit: 92.06Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  3. Guzzlord25.86 Strategy score

    Natural pool or default starter

    Damage per second: 12.86With maintained support: 12.86Damage per enemy hit: 112.92Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  4. Rayquaza25.14 Strategy score

    Natural pool or default starter

    Damage per second: 15.71With maintained support: 15.71Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  5. Dialga24.93 Strategy score

    Natural pool or default starter

    Damage per second: 15.71With maintained support: 15.71Damage per enemy hit: 84.83Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

All default starters (0)
PokémonLearning relation
Current reference build
Legal with the entered resourcesOriginal game · d567c6da

Use Dragon Breath together in group 1, with the resources listed below.

Game edition: Original game. Execution rules: 5c97df2e.

  • Bonds required 0 · Earned Bonds 0
  • Separate gold evolution choices 0
  • Cards taken this run No run cards required
  • Held item No held item assumed
  • Permanent upgrades No permanent purchases assumed
11.43Damage per secondCurrent stacks
11.43With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
119.58Damage per enemy hit

DPS uses the entered contacts and target availability. Extra projectiles do not guarantee extra hits on one target. Only the support stacks entered as currently active are applied.

Upgrade order and alternatives
  1. Dragon Breath: level 1 → 5, obtain Power, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Dragon Rage at level 1 with 0 Bonds.

Move-level growth at the same conditions

Compare damage at each move level with the same Pokémon, ability and enemy. The final row shows the evolved attack.

L1L2L3L4L5
Move levelDamage per hitDamage per second
1811.43
2811.43
31115.71
41115.71
51115.71
Dragon Breath + ✦1927.14

Maximum level → evolved, at the same conditions: 15.71 → 27.14 DPS. Dragon Breath: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Dragon Breath80.7 s11.4381.48

Separate status damage: 0 DPS · Status DPS after one modeled group contact: 0 DPS

Burn and poison are shown separately. Shared stack limits prevent counting the same status once per move. This plan assumes the listed support stays active. Downtime or switching groups can reduce the benefit.

  • Inputs without a complete version use the displayed rules. Check the edition and build before comparing.

A short fan of dragon breath that slows.

Cone spray · Dragon · Special · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: Short projectiles spread in a forward fanSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Short projectiles spread in a forward fan

Count: 7 · Projectile speed: 330 world units/s

Schematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.

Level-up card effects

LevelsEffect
2Count +3
3Damage ×1.4
4Projectile lifetime ×1.3
5Count +3 · Piercing +1

Levels

These are the initialized move parameters at each level, before player upgrades, type effectiveness and weather. Damage is per hit, not universal single-target DPS. Full-circle arcs display as 360°.

LevelsDamage per hitActivation intervalProjectile / object countAdditional penetrationsProjectile speedProjectile lifetimeAttack arcProjectile radiusEnemy slowdown
170.7 s7—330 world units/s0.5 s54.43°725%
270.7 s10—330 world units/s0.5 s54.43°725%
39.80.7 s10—330 world units/s0.5 s54.43°725%
49.80.7 s10—330 world units/s0.65 s54.43°725%
59.80.7 s131330 world units/s0.65 s54.43°725%

Move evolution

Reach the move’s maximum level, take its required stat card during this run, then choose its evolution card. Permanent upgrades do not substitute for that card.

Dragon Breath + · 5 · Power
Damage per hitActivation intervalProjectile / object countAdditional penetrationsProjectile speedProjectile lifetimeAttack arcProjectile radiusEnemy slowdown
16.660.7 s172330 world units/s0.65 s54.43°725%

Learnable moves

PokémonTypesAttack multiplierStarting move
DratiniDragon×1.05Dragon Rage
DragonairDragon×1.16Dragon Rage
DragoniteDragon / Flying×1.44Dragon Rage
KingdraWater / Dragon×1.22Water Gun
VibravaGround / Dragon×1.08Mud Shot
FlygonGround / Dragon×1.25Mud Shot
AltariaDragon / Flying×1.08Dragon Rage
BagonDragon×1.11Dragon Rage
ShelgonDragon×1.22Dragon Rage
SalamenceDragon / Flying×1.44Dragon Rage
LatiasDragon / Psychic×1.31Dragon Rage
LatiosDragon / Psychic×1.42Dragon Rage
RayquazaDragon / Flying×1.52Dragon Rage
GibleDragon / Ground×1.08Dragon Rage
GabiteDragon / Ground×1.2Dragon Rage
GarchompDragon / Ground×1.42Dragon Rage
DialgaSteel / Dragon×1.52Metal Claw
PalkiaWater / Dragon×1.52Water Gun
GiratinaGhost / Dragon×1.25Shadow Ball
AxewDragon×1.18Dragon Rage
FraxureDragon×1.34Dragon Rage
HaxorusDragon×1.51Dragon Rage
DruddigonDragon×1.36Dragon Rage
DeinoDark / Dragon×1.06Bite
ZweilousDark / Dragon×1.17Bite
HydreigonDark / Dragon×1.39Bite
ReshiramDragon / Fire×1.52Dragon Rage
ZekromDragon / Electric×1.52Dragon Rage
KyuremDragon / Ice×1.42Dragon Rage
DragalgePoison / Dragon×1.23Sludge
TyruntRock / Dragon×1.19Rock Throw
TyrantrumRock / Dragon×1.37Rock Throw
GoomyDragon×1Dragon Rage
SliggooDragon×1.16Dragon Rage
GoodraDragon×1.31Dragon Rage
NoibatFlying / Dragon×0.95Gust
NoivernFlying / Dragon×1.23Gust
ZygardeDragon / Ground×1.25Dragon Rage
TurtonatorFire / Dragon×1.2Ember
DrampaNormal / Dragon×1.44Tackle
Jangmo-oDragon×1Dragon Rage
Hakamo-oDragon / Fighting×1.11Dragon Rage
Kommo-oDragon / Fighting×1.31Dragon Rage
GuzzlordDark / Dragon×1.26Bite
NaganadelPoison / Dragon×1.4Sludge
ApplinGrass / Dragon×0.92Vine Whip
FlappleGrass / Dragon×1.31Vine Whip
AppletunGrass / Dragon×1.25Vine Whip
DracozoltElectric / Dragon×1.25Thunder Shock
DracovishWater / Dragon×1.2Water Gun
DuraludonSteel / Dragon×1.36Metal Claw
DreepyDragon / Ghost×1.03Dragon Rage
DrakloakDragon / Ghost×1.14Dragon Rage
DragapultDragon / Ghost×1.36Dragon Rage
EternatusPoison / Dragon×1.5Sludge
RegidragoDragon×1.25Dragon Rage
CyclizarDragon / Normal×1.22Dragon Rage
TatsugiriDragon / Water×1.36Dragon Rage
FrigibaxDragon / Ice×1.11Dragon Rage
ArctibaxDragon / Ice×1.22Dragon Rage
BaxcaliburDragon / Ice×1.5Dragon Rage
Roaring MoonDragon / Dark×1.46Dragon Rage
KoraidonFighting / Dragon×1.44Karate Chop
Walking WakeWater / Dragon×1.39Water Gun
DipplinGrass / Dragon×1.22Vine Whip
ArchaludonSteel / Dragon×1.39Metal Claw
HydrappleGrass / Dragon×1.36Vine Whip

Current evolved attacks

All 97 original evolved moves now display their base localized name followed by “ +”. Requirements and evolution modifiers stay the same; previous names remain searchable aliases. Meteor Mash is now damage 24, radius 48 and knockback 70 (previously 34/54/80); cooldown 1.4 s and count 2 are unchanged. Every level and evolved output is calculated from this updated base.

Original and embedded edition

These additions apply to the pinned original release 1a52cc838c. The embedded community game uses its separate published rules snapshot: its Meteor Mash and legacy evolution names are retained by the Community model, and the new original-only Orbs, Plate scoring and item-break assumptions are not applied to it.

Current original category

Special · d567c6da · 2026-10-20

Uses Special Attack against the target’s Special Defense. Nasty Plot applies; physical Attack support does not.

These figures describe the cited original-source snapshot. The embedded community edition has its own release; consult its version notes for adapted rules.

Game data & sources

The linked game files show where these stats, costs and rules come from. Updates to the game may change them.

Data version: d567c6da

Data version →

TM compatibility

Only the listed compatible, off-type TMs can add new moves. Type + Normal natural moves need no TM. Teaching consumes one unused TM permanently; known moves cannot be taught twice. Taught moves join level-up cards and non-buff starting choices. Compatibility alone does not mean already learned.

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Abilities

HP, weather and target conditions are explicit inputs. Ability startup precedes cards/items. Frame-based random/proc effects are reported separately; sustained DPS still needs your hit/occupancy assumptions. Hustle expectation averages rounded weak/normal branches. Absorb/dodge grant 0.3s invulnerability; pure damage bypasses them.

Abilities