|Abilities||Sand Veil, Shed Skin, Sand Force|
|Access route||Hunting grounds|
|Capture method||Ultra ball or type specific ball|
|Nature recommendation||Bigoted, Optimistic|
|Item recommended||Life Orb|
|Moveset recommended||Dragon Claw, Swords Dance, Earthquake, Stone Edge/Rock Slide|
|Ability recommended||Sand Veil, or wait for Sand Force on Mega Form|
|Ability to rank||-||Flash||no|
|Character||To be added||Initial star||☆ ☆ ☆|
|Star upper limit||☆ ☆ ☆ ☆ ☆||Sale price||To be added|
|Learning level||Skill name||Attributes||classification||power||Accuracy||Skill Despription|
|0||Fire Fang||Fire||physical||65||95||Fire Fang deals damage and has a 10% chance of burning the opponent. It also has a 10% chance of causing the target to flinch, if the user attacks before the target.|
|0||Tackle||Normal||physical||50||100||Tackle deals damage and has no secondary effect.|
|5||Sand Attack||Ground||physical||0||100||Sand Attack decreases the target's accuracy stat by one stage.|
|9||Dragon Rage||Dragon||Physical||1||100||Dragon Rage always inflicts exactly 400 HP (?) damage if it hits. It has no secondary effects and does not take weaknesses or resistances into account; however, it does not ignore type immunity.|
|12||Sandstorm||Rock||Status||0||101||When this move is used, a sandstorm will brew. This effect will last for 5 turns. This clears any other weather and is usable when the weather is sandstorm.
All Rock-type Pokémon have their Special Defense raised by 50% for the duration of the sandstorm. Also, if a Smooth Rock is held when Sandstorm is used, its duration is lengthened from 5 to 8 turns.
Pokémon with the Sand Rush Ability have their Speed doubled, while Pokémon with Sand Force get a power boost of 30% for their Rock-, Ground- and Steel-type moves. Both of these Abilities grant an immunity to Sandstorm's damaging effect.
If heavy rain, extremely harsh sunlight, or a mysterious air current is present, the move will fail.
|15||Take Down||Normal||Special||90||85||Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.|
|19||Sand Tomb||Ground||Status||35||85||Traps the opposing Pokemon for 2 - 5 turns, inflicting 1/16 of the target's maximum HP as damage every turn. The target is prevented from switching out during the duration or until the move Rapid Spin is used.|
|28||Slash||Normal||Status||70||100||Slash deals damage and has an increased critical hit ratio.|
|33||Dragon Claw||Dragon||Physical||80||100||Dragon Claw inflicts damage and has no secondary effect.|
|40||Dig||Ground||Status||60||100||On the turn that Dig is selected, the user will dig underground, where the only attacks it cannot avoid are Bide, Swift, and Transform. On the following turn, Dig will do damage, PP will be deducted from it, and it will count as the last move used. Once Dig is selected, the user will not be able to switch out until it is disrupted or fully executed.
If Dig is not fully executed, PP will not be deducted from it, and it will not count as the last move used.
While underground the user receive twice the damage from Earthquake and Magnitude unless the user is immune to Ground attacks.
If a Power Herb is held by the user, Dig can be executed in one turn.
|48||Crunch||Dark||Physical||80||100||Crunch does damage and has a 20% chance of lowering the target's Defense stat by one stage.|
|55||Dragon Rush||Dragon||Physical||100||75||Dragon Rush inflicts damage and has a 20% chance of causing the target to flinch.|