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Official artwork of Drizzile

#0817

Drizzile

Gen VIII

Water Lizard Pokémon

Water

Pokédex entry · Sword

A clever combatant, this Pokémon battles using water balloons created with moisture secreted from its palms.

Height
0.7 m
Weight
11.5 kg
Base EXP
147
Growth
Medium slow
Catch rate

45/255Medium

Friendship

50/255

Base stats

HP65Attack60Defense55Speed90Sp. Def55Sp. Atk95
HP
65
Attack
60
Defense
55
Speed
90
Sp. Def
55
Sp. Atk★
95

Total 420

Medium

EV yield +2 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP125172
Attack58123
Defense54117
Speed85156
Sp. Def54117
Sp. Atk90161
Total466846

About Drizzile

The Water Lizard Pokémon creates balls of water with the liquid it secretes from the palms of its hands and uses them strategically in battle. It also spreads traps throughout its territory to keep enemies away. This combination of intelligence, caution, and listlessness defines its behavior: it knows how to defend itself, but shows little interest in anything and would rather let its surroundings do the work for it.

Its design calls to mind a wet-looking chameleon, with a slender silhouette, a long tail, and facial markings reminiscent of tears. The water it gathers over its body fits both its Water typing and the way it prepares its attacks. It occupies the middle stage of its evolutionary line, after Sobble and before Inteleon. When it evolves, it retains its aquatic focus but leaves behind its pre-evolution’s more childlike appearance in favor of an even more reserved attitude.

Combat analysis

×2

Weakness

ElectricGrass
×½

Resistance

FireWaterIceSteel

Drizzile in depth

A chameleon that works with moisture

Drizzile’s body takes its main inspiration from a chameleon, particularly the veiled chameleon. Its coloring and the plates on its head have also been linked to Fiji iguanas. Moisture is present both in its design and its behavior: it gathers liquid over its body, secretes it through its palms, and turns it into projectiles. The markings on its face look like tears, a detail that reinforces its subdued attitude and its appearance as a creature that is permanently wet.

The English name combines “drizzle”, a light rain, with “reptile”. The Japanese name ジメレオン, Jimereon, combines jimejime, a word associated with dampness and stickiness, with “chameleon”. In both cases, the central idea is the same: a camouflaged reptile in a damp environment.

The most awkward stage of the line

Within its family, Drizzile occupies a very distinct transitional position. Sobble represents shyness and the need to hide; Inteleon adopts a spy-like silhouette and a much more offensive style. Drizzile sits between both extremes. It already has the intelligence and ability to set traps, but still retains a listless expression and an unimposing anatomy.

It debuted in Generation VIII and remained available in Generation IX. It did not receive a form change that altered its identity: it is still an intermediate Water-type stage, with the same concept of a damp reptile and lazy strategist. Its movepool has adapted to the set of moves in recent games, where it retains Water attacks, defensive resources, and tools for leaving the field.

Special power, fragile body

Its stat spread explains why it feels more effective in the story than in competitive play. Its 95 Special Attack and 90 Speed are enough to outspeed many opponents and deal damage with Surf, Hydro Pump, or Water Pulse. U-turn adds utility when the opponent responds with a threat it cannot handle.

The problem lies in its 65 HP, 55 Defense, and 55 Special Defense. A super effective Electric- or Grass-type hit usually forces it to retreat, and strong neutral attacks do not leave it much room either. Torrent improves its Water attacks when it is weakened, but reaching that threshold does not solve its lack of bulk. Sniper has a more specific use and does not by itself make up for its defensive spread.

In lower-level formats, it does find a specific role as a fast special attacker. It can use Protect or Substitute to preserve its position, Rain Dance to strengthen its type, and Muddy Water so it does not always have to rely on Hydro Pump. Even so, opponents with greater defensive capacity or physical priority can stop it with ease.

Traps, rain, and evolution

During a normal playthrough, it is best used as a transitional attacker. Bring it in against opponents threatened by Water, force a switch if it has the Speed advantage, and use U-turn to keep up the momentum. Rain Dance makes more sense when the team includes other users of Water-type attacks; on its own, it does not fix its defensive problems.

Its Egg Moves expand its resources, but do not change its main role. Aqua Jet lets it finish off weakened targets, Ice Shard adds coverage and priority, and Haze is useful against opponents that have accumulated boosts. Evolution at level 35 comes early in a standard playthrough, so keeping it around for too long reduces its options against fully evolved Pokémon.

TCG cards

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