Dodrio in depth
A dodo multiplied by three
The name is built in plain sight: dodo plus trio. It works the same way in Japanese, ドードリオ, and in English, and the reference to the extinct bird explains what the design insists on making clear: this thing does not fly. It has no wings. Its body is that of a running bird, with thick thighs and two legs supporting 85 kilograms, and the three heads mounted on independent necks are the only thing separating it from an ostrich with dark feathers.
Being a Flying type is therefore an open contradiction. It learns Fly, Brave Bird and Sky Attack without being able to get airborne; the explanation is to understand these moves as jumps and beak-first charges, not aerial manoeuvres. There is also a visible difference between the sexes: males have black necks and females do not.
The ten points that arrived in the seventh
For six generations it had 100 Speed and a 460 total. In the seventh, it received a ten-point increase that left it at the current 110 and 470. It may not seem like much, but crossing the 100 threshold means outspeeding everything that had stopped exactly there, including Fearow, Kanto’s other Normal/Flying type, which stayed where it was with 100 Speed and 90 Attack.
The comparison with Fearow places it best. Dodrio has 20 more Attack, 10 more Speed and 28 more total points; Fearow gives back 5 HP and somewhat more useful abilities. In other words, two Kanto birds occupy the same niche and one of them does it worse.
Fast and made of glass
The problem is not its good stats, but the glass supporting them. With 60 HP and 70 Defense, any decent neutral attack leaves it on the brink, and its 60 Special Defense means the move does not even need to be super effective. Tauros has the same 110 Speed, ten fewer points of Attack, and 75 HP with 95 Defense, and that is enough for one to survive exchanges that eliminate the other.
Its move list offers ways out that never quite come together. Acupressure, at level 30, randomly raises one stat by two stages: exciting on paper, uncontrollable in practice. Agility at 23 and Baton Pass by TM let it pass its Speed to another Pokémon, but with these defences it rarely survives the turn it needs. Endeavor, at 43, brings the opponent’s HP down to its own, and that is an idea that actually takes advantage of how frail it is.
The heads’ independence has also been used outside battle: in Pokémon Sleep, it sleeps standing up and the three take turns, so there is always one left awake.