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Dragon Pulse · Latias
Signature moves

Dragon Pulse · Latias

Dragon Pulse · Data version290 · Snapshot date2026-11-02

LatiasLatias
Dragon

₽3,150Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit95119
Single-target DPS85.5202.31
Range205px205px
Seconds per attack1.11s0.59s
Total placement and evolution cost₽1,550₽4,700
Attack typeDragonDragon

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Splash radius (px)—60
Secondary splash damage multiplier—0.5
Pool created by a hit / Effect radius (px)—30
Pool created by a hit / Duration (s)—3
Pool created by a hit / Damage per second—70
Pool created by a hit / Additional incoming-damage fraction—0.1
Pool created by a hit / Trigger interval (s)—0.5

Budget the full build

Latias₽1,550
Dragon Pulse+₽3,150₽4,700

Other choices for this Pokémon

Full battle details

Conditional effects

Attack or effect type
Dragon
Splash radius (px)
60
Secondary splash damage multiplier
0.5
Pool created by a hit › Effect radius (px)
30
Pool created by a hit › Duration (s)
3
Pool created by a hit › Damage per second
70
Pool created by a hit › Additional incoming-damage fraction
0.1
Pool created by a hit › Trigger interval (s)
0.5
Hit-damage multiplier
1.1388
Attack-interval multiplier
0.5294

Result

Damage per hit
119
Attack range (px)
205
Seconds between attacks
0.5882
Attack or effect type
Dragon
Can detect hidden Ghost enemies
—
Splash radius (px)
60
Secondary splash damage multiplier
0.5
Pool created by a hit › Effect radius (px)
30
Pool created by a hit › Duration (s)
3
Pool created by a hit › Damage per second
70
Pool created by a hit › Additional incoming-damage fraction
0.1
Pool created by a hit › Trigger interval (s)
0.5

Conditional effects

A projectile damages enemies around its impact point, rather than every enemy in the attacker's range. Secondary victims may take the separate splash multiplier shown in the table. Place it near bends or crowded stretches so several enemies share the blast area.

Successful hits can leave temporary pools beneath targets, subject to a separate creation interval. Pools damage enemies standing inside and may increase incoming damage of their type. Their damage bypasses armor but still follows type matchups; repeated rapid hits do not necessarily create another pool each time.