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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-05)
Mega Drampa in Singles occupies 0.12% usage, ranking 171st, a fringe option. While absent from high-ladder Top 300, it delivers a unique Normal-Dragon pairing and exceptional Special Attack (135 base). Quiet nature uniformly dominates, maximizing SpA in the 6v3 VGC meta, yet its terrible Speed (36 base) severely restricts tempo control and viability.
Playstyle:Mega Drampa absolutely requires Mega Stone; its moveset prioritizes Special Attack moves: Thunderbolt (18.2%), Flamethrower (16.9%), Dragon Pulse (15.3%), Roost (12.6%), Hyper Voice (10.9%). Quiet or Bashful nature locks SpA investment; EVs concentrate on Special Attack and HP. Crippled by 36 Speed, it demands Tailwind/Tailwind-like support or priority moves to bypass threat timing.
Mega Drampa in Doubles vastly outperforms Singles, registering 0.54% usage at rank 94—a cornerstone of the meta. Normal-Dragon paired with sound-based moves delivers full-team Special Attack damage, synergizing with slow-speed pivot strategies. 100% Mega Stone adoption; Berserk (SpA boost on hit) transforms opponent aggression into Drampa's offensive counterplay, establishing it as the defensive anchor of many teams.
Playstyle:Mega Drampa in Doubles centers on Hyper Voice (24%), Protect (21.4%), and Earth Power (12.6%), establishing a defensive posture. Calm Mind (9.9%) synergizes with Berserk, self-boosting after enemy hits to fuel continuous SpA inflation combined with ally pivot. ~75.8% adopts Quiet, optimizing damage output—a stable damage engine for traditional defensive-pivot team archetypes.
Drampa posts 0% usage at the 1760+ Singles ladder and is effectively absent from competitive play. Its 36 Speed is among the lowest in the format, meaning it is outsped by virtually every opponent without team support like Tailwind or Trick Room. While its 135 Special Attack is impressive, Singles' head-to-head pace leaves no room for slow setup: opponents can simply OHKO or 2HKO it before it acts. The Berserk ability requires taking more than 50% damage in a single hit to activate — a condition opponents can avoid by KOing it outright.
Drampa appears at 0.11% usage in Doubles at 1760+ (rank 157), firmly in niche territory. Its primary competitive identity in Doubles is Cloud Nine (93.9%), which suppresses weather effects entirely — making it a situational tech against rain, sun, and sand teams. Its 135 Special Attack backs up Hyper Voice (19.8%) as a spread move against double targets. Appearances: 20 tournament entries; no top-300 ladder records. Teammates include Kingambit (12.2%), Crabominable-Mega (7%), and Torkoal (4.9%) — the Torkoal presence suggests some sun-reversal niche use.
Playstyle:Doubles Drampa is built around Cloud Nine (93.9%) with a Quiet nature (30.5%, EV spread 32/0/9/25/0/0 emphasizing bulk). Core moves: Protect (21.4%), Hyper Voice (19.8%), Draco Meteor (13.1%), Thunderbolt (12.8%). Sitrus Berry (35%) and White Herb (27.8%) are primary items — Sitrus for recovery, White Herb to restore Special Attack after a Draco Meteor drop. Key teammates: Kingambit (12.2%), Crabominable-Mega (7%), Farigiraf (6.6%), Camerupt-Mega (6.6%), and Hatterene (6.2%), pointing toward a Trick Room + weather-suppression archetype.