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Level 25To Donphan

DonphanLast stage shown

#0232 · GENERATION 2

Donphan Build Guide

Ground

Physical hazard support and removal

Build a Donphan team ↓

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Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMLeftovers
ABILITYSturdy
NATUREImpish
1
Earthquake
2
Rapid Spin
3
Stealth Rock
4
Knock Off

How to play

Use favorable matchups to set Stealth Rock or remove hazards from your side with Rapid Spin. A successful Rapid Spin also raises Speed; Knock Off can remove an eligible held item.

Watch out for

Key risk. Ghost types block Rapid Spin, preventing its removal effect. Sturdy requires full HP and can be disabled by chip damage. Water, Grass and Ice attacks threaten Donphan, and this set has no direct recovery move.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Use favorable matchups to set Stealth Rock or remove hazards from your side with Rapid Spin. A successful Rapid Spin also raises Speed; Knock Off can remove an eligible held item.

Hazards are sitting on your side

Ghost types block Rapid Spin, so check who is active before spending the turn. Knock Off is the Dark move that hits Ghost targets for 2×, which is how Donphan clears the blocker rather than walking around it.

You want to set Stealth Rock instead

Sturdy needs the turn to begin at full HP, and Leftovers only works after the turn ends — Water, Grass and Ice each deal 2×, so a hit taken on the hazard turn cannot be undone by the held item.

What does a safe pivot mean?

A teammate uses a switching move to bring Donphan in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

A successful Rapid Spin raises Donphan’s Speed as it clears the field, but a Ghost type on the opponent’s side blocks the removal outright. Sturdy only exists at full HP, and Leftovers pays HP back at the end of the turn rather than the moment Donphan is hit.

Watch the tradeoff. Ghost types block Rapid Spin, preventing its removal effect. Sturdy requires full HP and can be disabled by chip damage. Water, Grass and Ice attacks threaten Donphan, and this set has no direct recovery move.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Donphan or Swampert?

Swampert offers Water typing and different hazard support, but this example does not remove hazards.

Base stats · standard forms in the local Generation 9 dataset
StatDonphanSwampert
HP90100
Attack120110
Defense12090
Sp. Attack6085
Sp. Defense6090
Speed5060

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Grass-resistant partner helps against its weaknesses. A Water teammate resists Water and Ice; keep enough special damage in the remaining slots.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Swampert

Swampert offers Water typing and different hazard support, but this example does not remove hazards.

Read Swampert guide →

Try Swampert →

Type matchups

Weak to

Water2×Grass2×Ice2×
Resistances and immunities
Electric0×Poison0.5×Rock0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP90
Attack120
Defense120
Sp. Attack60
Sp. Defense60
Speed50

Evolution chain

  1. Phanpy#231
  2. Level 25

    Donphan#232

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Donphan team

Start with Donphan. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 49 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#232

Donphan

Ground
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense82
Defense60
Coverage28
Synergy17

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +24 pts

    Volcarona

    BugFire

    Team score 49 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Psychic and more
    +24 pts

    Primarina

    WaterFairy

    Team score 49 → 73

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Fighting, Ground, Dragon and more
    +24 pts

    Blacephalon

    FireGhost

    Team score 49 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Psychic and more
    +24 pts

    Enamorus

    FairyFlying

    Team score 49 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds super-effective coverage against Grass, Fighting, Bug and more
    • Defense 60 → 75
    +24 pts

    Chi-Yu

    DarkFire

    Team score 49 → 73

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds Ice resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Psychic and more
    +23 pts

    Zapdos

    ElectricFlying

    Team score 49 → 72

    Why this Pokémon?
    • Adds Grass resistance or immunity
    • Adds super-effective coverage against Water, Grass, Fighting and more
    • Defense 60 → 76

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Grass attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Ice attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 5 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackDonphanWeakResist
    Normal1×00
    Fire1×00
    Water2×10
    Electric0×01
    Grass2×10
    Ice2×10
    Fighting1×00
    Poison½×01
    Ground1×00
    Flying1×00
    Psychic1×00
    Bug1×00
    Rock½×01
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel1×00
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    Fire✓ Super effective
    WaterNeutral
    Electric✓ Super effective
    GrassResisted
    IceNeutral
    FightingNeutral
    Poison✓ Super effective
    GroundNeutral
    FlyingImmune target
    PsychicNeutral
    BugResisted
    Rock✓ Super effective
    GhostNeutral
    DragonNeutral
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.