Dragon Pulse · Latias
Dragon Pulse · Data version290 · Snapshot date2026-11-02
₽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 & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 95 | 119 |
| Single-target DPS | 85.5 | 202.31 |
| Range | 205px | 205px |
| Seconds per attack | 1.11s | 0.59s |
| Total placement and evolution cost | ₽1,550 | ₽4,700 |
| Attack type | Dragon | Dragon |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After 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 |
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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.