BUILD DECISIONS

Dragon Claw: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

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

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

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: 171.79 → 325.64 · Base power / support per stack: 48.3 → 91.77 · Activation interval: 0.39 → 0.39 s · Emitted count: 1 → 1

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 Claw +
Damage per hit48.391.77
Radius / reach81.25105.63
Attack arc22.5202.5
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1230.5210 / 0——2955.77
L232.20.5210 / 0——4178.85
L332.20.5210 / 0——4178.85
L432.20.3910 / 0——41105.13
L548.30.3910 / 0——61156.41
L5 + Power48.30.3910 / 0——67171.79
Dragon Claw + ✦91.770.3910 / 0——127325.64

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.

Which compatible Pokémon already learned this TM?

Only selected species are treated as taught. Unselected TM-only candidates stay unavailable; no TM or purchase is granted automatically.

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. Haxorus76.29 Strategy score

    Natural pool or default starter

    Damage per second: 80.77With maintained support: 80.77Damage per enemy hit: 70.36Earned Bonds: 0Resource cost: 0

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

  2. Druddigon69.46 Strategy score

    Natural pool or default starter

    Damage per second: 73.08With maintained support: 73.08Damage per enemy hit: 70.36Earned Bonds: 0Resource cost: 0

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

  3. Regidrago69.27 Strategy score

    Natural pool or default starter

    Damage per second: 67.31With maintained support: 67.31Damage per enemy hit: 86.44Earned Bonds: 0Resource cost: 0

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

  4. Fraxure67.85 Strategy score

    Natural pool or default starter

    Damage per second: 71.15With maintained support: 71.15Damage per enemy hit: 76.83Earned Bonds: 0Resource cost: 0

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

  5. Baxcalibur66.67 Strategy score

    Natural pool or default starter

    Damage per second: 67.31With maintained support: 67.31Damage per enemy hit: 69.82Earned Bonds: 0Resource cost: 0

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

All default starters (0)
PokémonLearning relation
All TM-only additional learners (32)

Only selected species are treated as taught. Unselected TM-only candidates stay unavailable; no TM or purchase is granted automatically.

Permanently taught TMs ↗
PokémonLearning relation
CharmanderRequires permanent teaching before this move is legal; catalog price 780.
CharmeleonRequires permanent teaching before this move is legal; catalog price 780.
CharizardRequires permanent teaching before this move is legal; catalog price 780.
AerodactylRequires permanent teaching before this move is legal; catalog price 780.
MewRequires permanent teaching before this move is legal; catalog price 780.
TotodileRequires permanent teaching before this move is legal; catalog price 780.
CroconawRequires permanent teaching before this move is legal; catalog price 780.
FeraligatrRequires permanent teaching before this move is legal; catalog price 780.
TyranitarRequires permanent teaching before this move is legal; catalog price 780.
SceptileRequires permanent teaching before this move is legal; catalog price 780.
AggronRequires permanent teaching before this move is legal; catalog price 780.
GroudonRequires permanent teaching before this move is legal; catalog price 780.
RampardosRequires permanent teaching before this move is legal; catalog price 780.
ArceusRequires permanent teaching before this move is legal; catalog price 780.
KrokorokRequires permanent teaching before this move is legal; catalog price 780.
KrookodileRequires permanent teaching before this move is legal; catalog price 780.
ScraggyRequires permanent teaching before this move is legal; catalog price 780.
ScraftyRequires permanent teaching before this move is legal; catalog price 780.
ArchenRequires permanent teaching before this move is legal; catalog price 780.
ArcheopsRequires permanent teaching before this move is legal; catalog price 780.
EelektrossRequires permanent teaching before this move is legal; catalog price 780.
ChesnaughtRequires permanent teaching before this move is legal; catalog price 780.
PangoroRequires permanent teaching before this move is legal; catalog price 780.
BarbaracleRequires permanent teaching before this move is legal; catalog price 780.
YveltalRequires permanent teaching before this move is legal; catalog price 780.
SalanditRequires permanent teaching before this move is legal; catalog price 780.
SalazzleRequires permanent teaching before this move is legal; catalog price 780.
BewearRequires permanent teaching before this move is legal; catalog price 780.
Type: NullRequires permanent teaching before this move is legal; catalog price 780.
SilvallyRequires permanent teaching before this move is legal; catalog price 780.
CeruledgeRequires permanent teaching before this move is legal; catalog price 780.
Iron ThornsRequires permanent teaching before this move is legal; catalog price 780.
Current reference build
Legal with the entered resourcesOriginal game · d567c6da

Use Dragon Claw 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
55.77Damage per secondCurrent stacks
55.77With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
89.68Damage 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 Claw: 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
12955.77
24178.85
34178.85
441105.13
561156.41
Dragon Claw + ✦116297.44

Maximum level → evolved, at the same conditions: 156.41 → 297.44 DPS. Dragon Claw: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Dragon Claw290.52 s55.7755.73

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 dragon claw swipe in an arc.

Melee arc · Dragon · Physical · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: A nearby arc in the attack directionSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
A nearby arc in the attack direction

Radius: 65 · Knockback strength: 70

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

Level-up card effects

LevelsEffect
2Damage ×1.4
3Radius ×1.25
4Cooldown ×0.75
5Attack arc ×9 · Damage ×1.5

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 intervalRadius / reachAttack arcKnockback impulse
1230.52 s65143.24°70
232.20.52 s65143.24°70
332.20.52 s81.25143.24°70
432.20.39 s81.25143.24°70
548.30.39 s81.25360°70

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 Claw + · 5 · Power
Damage per hitActivation intervalRadius / reachAttack arcKnockback impulse
91.770.39 s105.625360°70

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

Physical · d567c6da · 2026-10-20

Uses physical Attack against the target’s Defense. Physical Attack support applies; Special 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.

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