Drampa

Drampa, the Placid Pokémon. It has a compassionate personality, but if it is angered, it completely destroys its surroundings with its intense breath.

Overview

First introduced in the Alola region, Drampa has always drawn a few curious looks for the number of rare and unique traits it has boasted. The only Normal Dragon type in Pokémon, this has afforded Drampa a unique defensive profile, the most notable of which is walling off Basculegion, Ceruledge (sans Close Combat) and Chandelure, otherwise vicious attackers that most Pokémon struggle to pivot into safely. Access to the absurdly rare Cloud Nine ability further increases the breadth of Drampa's defensive reach, allowing it to stave off weather setters like Pelipper, Hippowdon, Torkoal and the searingly powerful Mega Charizard Y. Yet all this utility pales in comparison to Drampa's power. Base 135 Special Attack is monstrous for a non Mega Evolution and with items involved allows Drampa to hit like a truck. Drampa parses this power with absurdly wide coverage. Dragon and Normal STABs alone are famed for hitting all but a few types for neutral damage, but Drampa goes beyond even that. Drampa's special coverage movepool is an embarrassment of riches, with Ice, Fire, Electric, Water, Flying, Grass and Ghost coverage all complimenting its already wide reaching STABs giving Drampa a move for almost every situation.

Unfortunately Drampa's venerable stature holds it back in every other way. 78/85/91 defenses are middling by modern standards. While they can be made viable with investment, Drampa's typing further drags it down. Dragon types have been game defining forces for many generations and Champions is no different. This means on top of Drampa struggling to justify itself over staples like Hydreigon, Archaludon, and Mega Garchomp Z it also has to contend with the teams meant to answer such threats and incidentally checking Drampa in the process. Let alone opposing Dragon types mutually checking Drampa in the first place. This defensive profile could be salvageable if it wasn't for Drampa's ghastly speed. Base 36 speed is absurdly slow, leaving Drampa outran by the likes Mega Golisopod, Mega Dragalge, Bellibolt and Hippowdon, Pokémon already maligned for their poor speed. This leaves Drampa easily pressured and removed before it can even act by all but the slowest of foes. While Drampa's power and unique defenses are worth examining, its abysmal speed makes it hard to justify over anything else.
Positives
Base 135 Special Attack is amazing, even before considering the possibility of Berserk or Calm Mind.
Absurd neutral coverage with Normal Dragon STABs, and plentiful coverage options for those who do resist both.
Rare Cloud Nine ability can completely shut down some teams.

Negatives
Base 36 Speed is criminally bad, causing Drampa to be outran by even defensive bulwarks.
Common weaknesses and bulk that does not compensate for such slow speed make Drampa easy to overwhelm.
Stiff competition from other Dragon types who can fulfill many of the same offensive niches.

Movesets

Retired Dragon

-Hyper Voice
-Draco Meteor
-Earth Power
-Thunderbolt
Ability: Cloud Nine
Item: Life Orb
Stats and Nature:
32 HP / 32 SAtk / 2 SDef
Modest Nature

While Drampa does struggle with its speed, this Drampa set makes the most out of its excellent coverage, unique set of resistances and Cloud Nine to check select foes that are difficult for teams to otherwise overcome. Hyper Voice is Drampa's reliable STAB option, and while not aimed at any Pokémon in particular, is a reliable attacking option with few safe switch ins and can directly punish Substitute users. Draco Meteor is Drampa's method to muscling through bulky targets, especially the sand setting Hippowdon, which Drampa is heavily favored to OHKO(75%) as well as compromise Swift Swim Mega Swampert (1/8 chance to OHKO). Earth Power is Drampa's key coverage option, not only threatening the Steel types that resist both its STABs, but also crushing the sun setting Torkoal, Sand Rush Excadrill, and dealing 62-73% to 32 HP/2 SDef Mega Tyranitar. Thunderbolt compliments Drampa's STABs and Earth Power very well, annihilating the Rain setting Pelipper, the sun setting Mega Charizard Y (1/4 chance to OHKO) and the reverse sweeping Basculegion (7/8 chance to OHKO) as well as checking Corviknight and Skarmory who resist both STABs and are immune to Earth Power.

Stats and Items:
32 HP and Special Attack are recommended for Drampa. Drampa's speed is abysmal as to be entirely unsalvageable so one must invest in bulk to get the most out of Drampa. The Special Attack investment is important as well, as in conjunction with Life Orb, nets Drampa key one hit knockouts it would otherwise miss. If Throat Spray returns, that can be considered an option over Life Orb, for the greater power boost it provides, though it does mandate using Hyper Voice over any other move first. Expert Belt can also be considered for granting Drampa a boost on its coverage moves while not sinking its HP, but that does cause it to miss important knock outs with Draco Meteor.

Partners:
This Drampa set being largely targeted against weather users enables attackers that struggle against them. Chief of these being other weather setting Pokémon, especially Mega Froslass and Alolan Ninetails, allowing them to more easily win the weather war. Mega Froslass and Alolan Ninetails being able to set Aurora Veil to allow Drampa to better survive attacks as well as checking the opposing Dragon types Drampa struggles with so much is a fantastic boon. Mega Froslass also loves Drampa checking opposing Ghost types like Bascuelgion and Ceruledge that can otherwise be tricky opponents for it. Mega Lucario Z also appreciates Drampa's weather checking efforts, weather setters being one of the few ways to outspeed it, and Drampa's decent bulk and Fire resistance come in handy as well. Mega Absol Z also greatly excels when such weather attackers are compromised or removed as well as enjoying Drampa soft checking physical walls like Corviknight, Hippowdon and Skarmory.

Other Options:
Energy Ball is a clean way for Drampa to OHKO Mega Swampert while still having a 50% to OHKO Hippowdon. Glare is potent speed control for anything Drampa can't OHKO, while Icy Wind can do much the same while breaking Focus Sash Flamethrower and Fire Blast better handle Venusaur and select Steel types like Scizor and Mega Golisopod. .

Countering Drampa

While Drampa's coverage and power are amazing, its abysmal speed ensures it rarely gets to act on them.

For all Drampa's power, Fairy types between their Dragon immunity, super effective STAB and high Special bulk are consistently difficult foes. Mega Floette is a shining example, only taking 54-64% from Life Orb Hyper Voice, while OHKOing back with any of its Fairy STABs, except Draining Kiss, which will completely recover the damage incurred regardless. 32 HP Primarina does little better, taking 52-63% from Life Orb Hyper Voice and OHKOing with Moonblast or recovery most of the damage inflicted with Draining Kiss. Thunderbolt and Energy Ball should be avoided, dealing 71-85% though. Mimikyu is a serious problem due to being immune to both STABs and negating the first attack with Disguise, while Play Rough deals a whopping 74-88%. Sylveon is another solid option, with Life Orb Hyper Voice only doing 45-53%, while Sylveon reliably OHKOs back.

Non Fairy checks are fewer and farther in between. 32 HP/32+ SDef Shuca Berry Galarian Slowking can survive Life Orb Draco Meteor + Earth Power, but is one of the few Pokémon slower than Drampa, and only deals 32-38% with Sludge Bomb. 32 HP/32+ SDef Umbreon takes 49-57% from the Initial Draco Meteor, but no other move breaks 50% allowing Umbreon to safely outlast Drampa though Foul Play only deals a pitiful 20-24% back. Other checks are dependent on what Drampa is running. Drampa lacking Flamethrower struggle against Mega Golisopod (Draco Meteor -37-45%), and Mega Scizor (Draco Meteor 45-53%).

Checking Drampa offensively is highly recommended, with Draco Meteor users like Archaludon, Hydreigon, Mega Salamence and Mega Garchomp Z, Garchomp with Dragon Claw, Blizzard users like Alolan Ninetails and Mega Froslass, Triple Axel Meowscarada, Close Combat Sneasler, Blaziken and Mega Staraptor and Mega Golisopod, and more all easily capable of outrunning Drampa and knocking it out with ease.

Mega Corner

Mega Drampa, the Imposing Pokémon. Drampa's cells have been invigorated, allowing it to regain its youth. It manipulates the atmosphere to summon storms.

Overview

The first 7th generation Mega Evolution revealed in Legends Z-A, Mega Drampa displays the full power of youth. How could it not, with base 160 Special Attack and two excellent neutral STABs in both Normal and Dragon, Mega Drampa threatens huge damage to everything in its path. If neutral damage isn't sufficient, Mega Drampa is flush with coverage options befitting both its Normal and Dragon types. Flamethrower, Energy Ball, Shadow Ball, Ice Beam, Thunderbolt, Hurricane, Hydro Pump, and Earth Power, Mega Drampa's coverage is vast. Yet it doesn't end there. For Mega Drampa can further boost its power both with Calm Mind and Berserk. Berserk is insane in passively boosting Mega Drampa's Special Attack when it is knocked below half, with a single Berserk boost pushing Mega Drampa's STABs in line with Mega Charizard Y's Drought boosted Fire STABs. It is easy for Mega Drampa get these boosts too with its solid bulk. 78/110/116 defenses are good across the board with the numerous resists of Dragon plus the Ghost immunity from Normal, Mega Drampa has little issue throwing its bulk around. Especially with access to Roost to give it incredible longevity, and even providing extra opportunities to get Berserk boosts, as the ability triggers each time Mega Drampa is brought below half HP.

Mega Drampa's invigorated rampage is unfortunately as fleeting as youth itself. This is in large part due to its utterly abysmal base 36 Speed. Being outran by Pokémon already maligned for their poor speed like Hippowdon, Mega Dragalge, Mega Golisopod, and Bellibolt is a sorry state to be in and forces one to more harshly judge Mega Drampa's defenses. Defenses, that by most accounts would be good are found wanting as Mega Drampa takes too much damage before it can act. The inability to hold items further hurts Mega Drampa's durability, denying it important passive healing from Leftovers or Sitrus. Yet its is Mega Drampa's typing that hurts it the most in the light of its poor speed. Dragon type is exceptionally poor given the most popular Pokémon found on most teams are Dragons. This means not only is Mega Drampa competing against several of the best Pokémon available, these Pokémon mutually threaten it. So even if Mega Drampa survives a blow from say Scarf Garchomp's Dragon Claw and OHKOs it back, it will still have taken too much damage and with its poor speed will be easily knocked out in turn. Going one for one is an unattractive proposition for a Mega Evolution and Mega Drampa cannot even guarantee that. Adding on to this Mega Drampa's poor matchup into Fairy types, whose generally high Special Defense ensures they can tank even a STAB Hyper Voice on the switch in and OHKO with their own STAB. A matchup almost as common given the ubiquitousness of Dragon types. Let alone teams packing Ice and Fairy coverage to better handle staples like Mega Salamence and Garchomp and thus incidentally checking Mega Drampa as well. Mega Drampa's power and coverage are incredibly imposing, but its abysmal speed means Mega Drampa's brief flash of youth is gone once again.
Positives
Base 160 Special Attack goes into superlative defying levels of power ensuring any Special Attack from Mega Drampa hits like a truck. Absurd neutral coverage with Normal Dragon STABs, and plentiful coverage options for those who do resist both. Berserk passively pushes Mega Drampa's power even higher and Meg Drampa is well equipped to get a Berserk boost off.
My friend Drampa

Negatives
Base 36 Speed is criminally bad, causing Mega Drampa to be outran by even defensive bulwarks. Common weaknesses and bulk that does not compensate for such slow speed make Mega Drampa easy to overwhelm. Stiff competition from other Dragon types who can fulfill many of the same offensive niches.

Movesets

Mellow Crazed Fellow

-Calm Mind
-Roost
-Dragon Pulse/Hyper Voice
-Flamethrower/Shadow Ball
Ability: Cloud Nine -> Berserk
Item: Drampanite
Stats and Nature:
32 HP / 32 Def / 2 SDef
Bold Nature

With Calm Mind, Mega Drampa can afford to forgo Special Attack investment and focus everything on Defense to give it the greatest bulk possible to survive multiple blows. Mega Drampa has no issue finding opportunities to get a Calm Mind up either, with its good defensive profile allowing it to come in on the likes of Rillaboom, Mega Charizard Y, Gholdengo, Basculegion, Glimmora, Aegislash (lacking Sacred Sword), and the Rotom appliances and safely set up. This setup pairs well with Roost, allowing Mega Drampa to shrug off any damage incurred while setting Calm Mind. Even better if the initial blow knocked Mega Drampa under 50% and triggering Berserk, allowing Mega Drampa to heal pass the Berserk threshold and potentially trigger it again, allowing it to escalate out of control obscenely fast. The last two moves are contingent on what STAB + coverage combination you want to run for Mega Drampa. Dragon Pulse plus Flamethrower is strongly recommended for the best balance of Super Effective and neutral coverage. Dragon Pulse threatens one hit knock outs on Garchomp and Mega Salamence even when uninvested and sans a Berserk boost, (43% and 50% respectively), ensuring that being knocked down into Berserk range is a guaranteed OHKO. Flamethrower pairs well with Dragon Pulse, threatening the Steel types that do resist both Mega Drampa's STABs, especially Mega Golisopod. The two moves together are only mutually resisted by Primarina and Azumarill. Hyper Voice and Shadow Ball conversely go all in on neutral coverage, the type combination famous for being near impossible to stop, with only Hisiuian Zoroark being outright immune and Kingambit being the only other Pokémon that resists both. Hyper Voice is also notable for bypassing Substitutes and being a stronger option against opposing Fairy types.

Stats and Items:
As with most defensive Calm Mind attackers, full investment in HP and Defense are recommended. This gives Mega Drampa the best overall bulk, as its Special Defense will be attended to by Calm Mind, and Mega Drampa shall not be wanting for Special Attack between Calm Mind and Berserk. Full HP and Defense investment is impressive as well, with 32 Atk Garchomp's Dragon Claw only dealing 49-59%, Mega Salamence only dealing 53-63% with 32+ Attack Double Edge, and Mega Golisopod dealing 40-47% with Leech Life, and failing to OHKO with Close Combat (78-94%) on top of preventing Sneasler from OHKOing with Close Combat. If not running Calm Mind, going all in on Special Attack for the biggest hit possible is a common option. Factoring in a Berserk boost, a +1 32+ Special Attack Hyper Voice will deal 70-83% to a 2 HP Mega Floette, 85-100% to 2 HP Mega Charizard Y, as well as 52-62% to Unaware 32 HP/ 2 SDef Clefable. 32 and Modest also secures OHKOs on Garchomp, and Mega Salamence without mandating a Calm Mind or Berserk boost. If wanting to mix and match, 20 SAtk with a neutral nature or 2 SAtk with Modest is all that is needed to OHKO both Garchomp and Mega Salamence. Item is locked to the Drampanite.

Partners:
With how abysmally slow Mega Drampa is, Trick Room setters deserve serious consideration as that brief period where Mega Drampa is faster than everything does allow it to trade positively against opposing Dragons, outlast Fairy types with Calm Mind, etc. despite how poor Trick Room is in Singles. Hatterene is the gold standard for Trick Room setters in singles and for good reason, being a strong Trick Room attacker itself while Magic Bounce easily denies hazards and disruption. Hatterene's good matchup into opposing Dragon types also addresses one of Mega Drampa's biggest weaknesses in its negative trades against most Dragons. Access to Healing Wish is another coup, allowing Hatterene to get Mega Drampa in safely after setting up Trick Room and giving it a second chance to go on the assault after getting beaten down the first time. In turn, Mega Drampa's access to Flamethrower makes it an excellent check to most Steel types that give Hatterene trouble. Fairy types are a massive problem for Mega Drampa, so allies that can answer them are worth considering. This can go all the way to running a Steel type Mega Evolution like Mega Golisopod, Mega Metagross or Mega Mawile for the matchups where the opponent is running a Fairy type and Mega Drampa struggles to contribute. Alternatively, a Steel type like Kingambit or Aegislash can easily handle most Fairy types. Aegislash especially given that it resists Fairy unlike Kingambit, while loving Mega Drampa's ghost immunity. Mega Drampa returns the favor in being an excellent pivot against most Fire attacks, soaking them up with ease. Glimmora also deserves mention, its hazard setting helping Mega Drampa to reach knock outs easier while liking Mega Drampa's positive matchups into Water attacks and opposing Steel types.

Other Options:
Draco Meteor is a massively powerful STAB option that outright deletes most foes, especially if they trigger Berserk beforehand, but synergizes negatively with Calm Mind. Thunderbolt is a powerful coverage option into Corviknight and Primarina, opponents that can otherwise wall off some Mega Drampa depending on coverage. Earth Power is a traditional anti-Steel option with massive coverage options that works well with both STABs but leaves Corviknight and Skarmory massive issues. Ice Beam is a strong option for the common quad weak Dragon types like Mega Salamence, Mega Dragonite and Garchomp while boasting good general coverage. Fire Blast is a stronger alternative to Flamethrower, but at the cost of reliability.

Doubles and VGC Options

With Mega Drampa's abysmal speed one would think it would be a shoe for Trick Room teams in Doubles. That is not wrong, with Mega Drampa being comparable to Bloodmoon Ursaluna in Scarlet and Violet, both being massively powerful and slow bulky Normal types. With excellent spread and single target STAB options in Hyper Voice and Draco Meteor and a self-boosting option in Berserk, Mega Drampa can devastate entire teams, while Roost gives it sustainability and make Mega Drampa a nightmare to remove. However, Mega Drampa fails to live up to the legacy of the Bloodmoon, its base bulk being far poorer and thus easier to overwhelm. The inability to hold items like Life Orb or Leftovers further cuts into Mega Drampa's potential power and durability. This gets worse when considering the presence of other effective Trick Room attackers like Sylveon and Torkoal who similarly offer incredible spread and single target damage without mandating one's Mega Evoltuion. However, being a bulky attacker is not all Mega Drampa brings to the table, for its base form comes not only with Berserk, but the incredible Cloud Nine ability. With the strength of weather in Doubles, Cloud Nine's utility is immediately apparent, shutting down entire team archetypes, enabling Drampa's teammates to preemptively eliminate such opponents and take control of a match. This gives Mega Drampa a niche out of Mega Evolution that few other Pokémon can fulfill and with the ability to turn Cloud Nine off by Mega Evolving does not even preclude Drampa from weather teams.

Boomer Zoomer

-Hyper Voice
-Earth Power
-Calm Mind
-Protect
Ability: Cloud Nine -> Berserk
Item: Drampanite
Stat Points and Nature:
32 HP / 2 Def / 32 SAtk
Quiet Nature

This Mega Drampa puts on its best Bloodmoon Ursaluna impression to terrifying effect as a Trick Room attacker while being a check to weather teams pre Mega Evolution. If facing a weather team, lead Drampa and stall out with Protect as Drampa's allies handle either the weather setter or beneficiary, then once that threat is out of the way, let Mega Drampa Mega evolve and rampage. STAB Hyper Voice off base 160 Special Attack deals obscene spread damage from the word go, and going into levels akin to Mega Charizard Y's Heat Wave after a Berserk or Calm Mind boost. Earth Power compliments Hyper Voice wonderfully, thrashing Normal resistant Steel and Rock types like Mega Metagross, Archaludon, Kingambit, Gholdengo, Mega Tyranitar and Hisuian Arcanine on top of being good coverage into the format defining Incineroar. Against more passive opponents, or those that can't threaten significant damage, Calm Mind can be used to escalate Mega Drampa to an unmanageable point, causing its Hyper Voices and Earth Powers to deal obscene damage while being incredibly difficult to break specially. Protect is the doubles staple and for good reason, allowing Mega Drampa to stall for Trick Room setup, the elimination of key threats, block Fake Out, punish focus fire attempts and more.

Standard Trick Room stat spread of Max HP and Special Attack to get the most out of Mega Drampa's defenses, while allowing it to make the most of the few turns of Trick Room. If wanting a little extra bulk for survivability, 10 Defense is a good point to hit, preventing Life Orb Garchomp from OHKOing with Dragon Claw.

Preferred Partners & Other Options:
Given Mega Drampa's abysmal speed, Trick Room support is all but mandatory to succeed with it. Of all Trick Room setters, Sinistcha is arguably the best, its Hospitality and Life Dew helping heal Mega Drampa up and potentially activate Berserk multiple times. Rage Powder support is also invaluable, allowing Sinistcha to blank Fighting attacks sent Mega Drampa's way as well as potentially ward off a fatal Dragon attack. Oranguru also deserves mention, given how it can enable Mega Drampa with Instruct, allowing it to get multiple Hyper Voices off in a single turn for utterly obscene damage. Other traditional Trick Room setters like Indeedee-F and Farigiraf also work well. Given Mega Drampa lives and dies by its bulk, allies that can perform damage mitigation are invaluable in enabling Mega Drampa to stick around and rampage. Grimmsnarl with its Screens is a classic answer, while Speed Swap Alakazam is a niche, but fun Screen setter that combines damage mitigation with Speed control with Speed Swap, making Mega Drampa wholly unmanageable outside of Trick Room. Incineroar as always is excellent at damage mitigation while enabling Mega Drampa's Trick Room setting allies to get Trick Room up. Dragon Pulse is Dragon STAB that allows Mega Drampa to effectively deal with the omnipresent Mega Salamence and Garchomp that are everywhere. Flamethrower is an alternative answer to Steel types, better handling Mega Golisopod, Corviknight and Air Balloon Gholdengo, but at the cost of poor matchups into Water types. Thunderbolt allows Mega Drampa to efficiently deal with Pelipper even pre Mega Evolution. Draco Meteor is absurdly powerful, at the very least compromising anything that isn't a Fairy or Steel type, but at the cost of forcing Mega Drampa out.

Countering Mega Drampa

While Mega Drampa's power and coverage are among the best in the game, its inadequate defenses and bottom tier speed make it difficult to use said power.

Fairy types are a massive problem for Mega Drampa between their super effective STABs and generally high Special Defense allowing to trade positively with Mega Drampa, though Fairy types must work fast against Calm Mind variants that can allow Mega Drampa to compromise them in turn. Mega Floette stands out as one of the best with its special bulk ensuring even +1 Hyper Voice only does 70-83% to offensive Mega Floette, while Mega Floette in turn will always OHKO with Light of Ruin and will regularly OHKO with Moonblast if Mega Drampa does not have a Calm Mind boost and even with 1 Calm Mind, Moonblast will still deal 78-94%. While defensive Mega Floette can easily outlast Mega Drampa with its own Calm Minds and Draining Kiss. Primarina, while missing the OHKO with Moonblast, still deals a whopping 82-98% though getting that knockout is necessary as a +1 Hyper Voice can deal 69-82% and +1 Thunderbolt has a 56% chance to OHKO. 32 HP/2 SDef Unaware Clefable does incredibly well given its ability to ignore Calm Mind and Berserk boosts and can boost past Mega Drampa with Calm Mind, but is cleanly 2HKOd by 32+ SAtk Hyper Voice (52-62%) unless it has a Sitrus Berry. 32 HP Sylveon also does well, capable of OHKOing unboosted Mega Drampa while dealing 58-69% with Hyper Voice, if not outright oneshotting with Pixelate Hyper Beam.

Otherwise, offensive attackers are also tricky for Mega Drampa, given their ability to reliably compromise it, especially those that exploit Mega Drampa's weakness meaning even if Mega Drampa comes out in the exchange, it is easily revenge KOd due to its abysmal speed. Dragon types especially given how they are on most teams. Draco Meteor users like Archaludon, Hydreigon, Mega Salamence and Mega Garchomp Z all cleanly OHKO Calm Mind less Mega Drampa. On the physical side, while Mega Drampa at 32 HP is bulky enough to survive Dragon Claws, Mega Salamence's and Garchomp's Outrages cleanly OHKO all but 32 HP/32+ Def Mega Drampa and even then, 32+ Atk Mega Salamence's Outrage still has a 43% chance to OHKO as does Baxcalibur's Galive Rush.

Ice and Fighting attackers are less prominent than Dragons, but no less lethal, with Mega Froslass, Sneasler, and Mega Blaziken, all getting OHKOs on 32 HP/32+ Def Mega Drampa, while Mega Staraptor, Pawmot, and Mega Golisopod can OHOK offensive Mega Drampa.

Defensively checking Mega Drampa is a riskier affair given its absurd coverage and ability to escalate with Berserk and Calm Mind, but possible, especially with the Calm Mind sets that are locked to two attacks. Mega Drampa running Dragon STAB + Fire coverage are hard walled by Water Fairy types like Primarina and Azumarill. STAB plus Earth Power sets struggle against ungrounded Steel types like Corviknight, Mega Chimecho and Air Balloon Gholdengo. Hyper Voice + Shadow Ball sets cannot touch Hisuian-Zoroark and are walled by Kingambit.

Locations in Games

Red/Blue/Yellow:
Not in game

Gold/Silver/Crystal:
Not in game

Ruby/Sapphire/Emerald:
Not in game

FireRed/LeafGreen:
Not in game

Colosseum/XD:
Not in game

Diamond/Pearl/Platinum:
Not in game

HeartGold/SoulSilver:
Not in game

Black/White:
Not in game

Black 2/White 2:
Not in game

X/Y:
Not in game

Omega Ruby/Alpha Sapphire:
Not in game

Sun/Moon:
Mount Lanakila (Moon)

Ultra Sun/Ultra Moon:
Mount Lanakila (Ultra Moon)

Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game

Sword/Shield:
Max Raid Battles: Axew's Eye, Rolling Fields, Workout Sea, Honeycalm SeaGiant's Bed, Path to the Peak, Frigid Sea, Three-Point Pass, Ballimere Lake

Brilliant Diamond/Shining Pearl:
Not in game

Legends: Arceus:
Not in game

Scarlet/Violet:
Not in game

Legends: Z-A:
Wild Zone 19, Wild Zone 20
Hyperspace Lumiose - Normal (4 Star), Dragon (4 Star)

Anime Appearences

Drampa has made a few appearances in the anime. Most notably, one befriended a young Mallow and Lana

# -English Episode Name- -Jp. Episode Name- Pics
1002 Tasting the Bitter with the Sweet! Mallow & Lana: Bittersweet Memories! Pics
1016 Why Not Give Me a Z-Ring Sometime? Team Rocket, Get a Z-Ring!! Pics
1039 Don't Ignore the Small Stufful! Team Rocket & Stufful! Pics
1064 A Recipe for Success! Mallow's Valiant Effort! The Forest Pokémon Café!! Pics
1065 Spying for the Big Guy! You're Being Watched! Team Rocket's Alola Forms!! Pics