Dragapult in depth
A fossil amphibian with a bomber silhouette
The broad, flat skull, with those two lateral appendages, comes from extinct amphibians: Diplocaulus and Gerrothorax, lepospondyls with boomerang-shaped heads. No complete tail has ever been found for Diplocaulus, and this species' translucent, barely-there tail reads as a comment on that gap in the fossil record. The other reference is aeronautical and quite literal: the head's silhouette is that of a B-2 Spirit, the stealth bomber, which is where the Stealth Pokémon category comes from.
The English name combines dragon and catapult. The Japanese name, ドラパルト (Dorapult), is exactly the same, and Spanish left it unchanged. The catapult isn't the medieval kind, but the one on an aircraft carrier, the device that launches planes into the air from a short runway. It fits an animal that keeps its young inside its head and spits them forwards. The parental care of amphibians, which carry eggs and larvae in their bodies, is the biological part of the same joke.
The darts are inside its head
Dragon Darts is its move and its alone: no other Pokémon learns it. It appears in the list at level 0, meaning at the exact moment it evolves, and it consists of firing the Dreepy housed in its horns. Two hits, 50 power each, and in Double Battles the darts are split between two different opponents, which is what sets it apart from every other multi-hit attack in the game.
It shares its types with Giratina, the other Dragon/Ghost type, and the defensive combination is the same: immunity to Normal and Fighting, with resistances spread across Fire, Water, Grass, Electric, Bug and Poison. The difference is the body. Giratina can take hits; this can't.
What it learns late and what it never learns
The level-up list is built for the endgame. Dragon Dance at 42, Phantom Force at 48, Dragon Rush at 63, Double-Edge at 70 and Last Resort at 78, levels that almost nobody reaches in a normal adventure. The rest are leftovers from Dreepy: Infestation, with 20 power, and Quick Attack, which are useless at this point. The useful early option is Hex at 18, and Agility at 24, redundant on something that already has 142 Speed.
The absence of Earthquake is more noticeable than any move it does have. It can't learn it by level or TM, and on a Pokémon with 120 Attack that forces it to deal with Steel using Fire Blast or Flamethrower, special moves backed by 100 rather than 120. Against Tinkaton, which is also Fairy type, the calculation comes out even worse.
The TM list makes up for it with breadth: Outrage at 120, Draco Meteor at 130, Breaking Swipe to lower the opposing Pokémon's Attack, Hyper Beam and Giga Impact, which almost never justify the lost turn, and Will-O-Wisp or Substitute for sets that prefer disruption to damage. Sleep Talk and Rest are there too, although sleeping for two turns with 75 in both defenses rarely ends well.