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Doduo Line
Doduo
Doduo FRLG
Type Normal/Flying
Abilities Run Away or Early Bird
Gender Ratio 50% Male, 50% Female
Catch Rate 190 (35.2%)
Evolution Level 31
Dodrio
Dodrio FRLG
Type Normal/Flying
Abilities Run Away or Early Bird
Gender Ratio 50% Male, 50% Female
Catch Rate 45 (11.9%)

Doduo can be found on Routes 16, 17, and 18, as well as Areas 1 and 3 of the Safari Zone.

Out of the bevy of Kantonian birds, Dodrio stands out as one of the best. With great numbers in both Attack and Speed, as well as easy access to powerful STAB moves, Dodrio has one job: outspeed and smash things with its STAB, which it does with aplomb. Though it struggles to circumvent opponents that have either high Defense or resist its STAB, Dodrio can handle virtually anything else with at least acceptable results. If you find that your early-game bird is losing some steam or is dead, and you just happen to catch a Doduo, it can serve as an excellent replacement.

Important Matchups[]

  • Rival (Pokémon Tower): Tri Attack has a good chance of 2HKOing Pidgeotto, whereas both of the rival bird's attacks are 4HKOs. Just be wary of Sand Attack swinging the matchup out of your favor. Kadabra has a non-negligible chance of OHKOing with a critical hit Confusion, however, in the event Doduo is faster, Tri Attack is an OHKO. The Exeggcute and Ivysaur can be dealt with using your Flying STAB of choice, whether that be Aerial Ace or Fly. Avoid Gyarados; Thrash is very often a 2HKO, and Doduo can do no better. Tri Attack 2HKOs Growlithe, and has a chance of 2HKOing Charmeleon as well, however, Charmeleon manages to 3HKO with Ember, and it also has Smokescreen, meaning the matchup is better off avoided even if Doduo is at full health. It's a similar story with Wartortle, except it and Doduo both trade 3HKOs. Again, make sure Doduo is at full health before attempting this matchup.
  • Gym #4 - Erika (Celadon City, Grass-type): Everything she has can be 2HKOed by Fly. The major complication here are the status spores she'll try to saddle you with, but they're more an annoyance than anything, as the worst she can do to you with either Victreebel or Vileplume is a 3HKO with Acid, and Tangela is a complete non-issue.
  • Giovanni (Rocket Hideout, Ground-type): Doduo cannot touch Rhyhorn or Onix, and Kangaskhan's Mega Punch is a clean 2HKO. Leave this fight to someone else.
  • Gym #5 - Koga (Fuchsia City, Poison-type): Either of Dodrio's STAB moves can 2HKO the Koffing. The issue is that a single Selfdestruct has around a 1 in 3 chance of killing Dodrio outright, to say nothing of critical hits. Dodrio and Muk trade 3HKOs with their respective STABs, but Toxic, Minimize, and Acid Armor throw the match-up out of Dodrio's favor. Finally, Weezing 3HKOs Dodrio, while Dodrio can do no better than 4HKOing it with its STAB. Leave this gym to a Psychic-type.
  • Fighting Dojo (Saffron City, Fighting-type): Fly just wrecks this place. Drill Peck wrecks it slightly harder.
  • Rival (Silph Co.): The power gap between the Kantonian Birds is on full display here: Dodrio often 2HKOs Pidgeot with its STAB while Pidgeot is hanging around the 5HKO range. Even Featherdance doesn't swing the matchup to any significant degree; it only makes later fights harder should you decide not to switch. Exeggcute and Venusaur are non-issues aside from their status moves. Alakazam's only damaging move is Future Sight, which is only threatening after a few Calm Minds. It shouldn't be able to get to that stage; either STAB is a 2HKO bordering on an OHKO. The real issue is Reflect, which like Featherdance, only serves to complicate other matchups. Growlithe is 2HKOed and poses no threat. With Gyarados, you'd be trading 3HKOs between your STAB and Dragon Rage were it not for Intimidate, which makes this matchup basically unwinnable. Charizard 2HKOs with Flamethrower, while Dodrio is looking at a 3HKO; avoid it. Finally, Blastoise is somewhat takeable; its most dangerous move is Water Gun at around a 4HKO, and Dodrio manages to 3HKO with its STAB, Attack drops notwithstanding.
  • Giovanni (Silph Co., Ground-type): Nidorino is a non-issue, and gets 2HKOed. Rhyhorn cannot be touched, and carries STAB Rock Blast. Kangaskhan is marginally less scary than last time; both you and it are trading 3HKOs. A Tri Attack status or a critical hit might be able to win this fight for you, but it's risky. Finally, Nidoqueen doesn't do that much damage with Double Kick, but Dodrio can 3HKO it at best. If your Dodrio is weakened, let someone else handle the Nidoqueen.
  • Gym #6 - Sabrina (Saffron City, Psychic-type): Kadabra is outsped and OHKOed by your STAB move of choice before it can do anything. If Dodrio knows Return, it can OHKO the Mr. Mime, as well. Venomoth. Alakazam's Psychic is an OHKO after only one boost, and Return only has a 1/4 chance of OHKOing in... return. Since Alakazam outspeeds, it would be better to leave this fight to a Pokémon that isn't made of wet paper.
  • Gym #7 - Blaine (Cinnabar Island, Fire-type): Intimidate, Fire Blast, and the potential for burns make this matchup rather difficult for Dodrio to handle, It's better to leave this to your Surfer.
  • Gym #8 - Giovanni (Viridian City, Ground-type): Don't try to be clever and Steel Wing either of the Rhyhorn; Rock Blast tears Dodrio apart. Dugtrio only has Slash to hit you with, and even with a crit it isn't an issue. Return OHKOs it. The Nidos are a bit trickier; Nidoqueen's best move to hit you with is Body Slam, which is a 4HKO as opposed to Tri Attack/Return's 3HKO. The potential for paralysis, however, makes this matchup somewhat risky. Meanwhile, Nidoking's Thrash is a 3HKO, while Return manages to secure the 2HKO. Just be mindful of crits and you should be fine.
  • Rival (Route 22, pre-Elite Four): Everything is pretty much the same as last time; the only differences are that Gyarados now has Hydro Pump and should be avoided, Alakazam now has Psychic, which 2HKOs before you can 2HKO it, and finally, your rival now has a Rhyhorn. It has Rock Blast. Avoid it.
  • Elite Four Lorelei (Indigo Plateau, Ice-type): Do not.
  • Elite Four Bruno (Indigo Plateau, Fighting-type): The Onix are a no go; even though one lacks Rock STAB, it's still far too bulky for Dodrio to handle without Steel Wing. Fly OHKOs the Hitmons. Finally, Fly 2HKOs Machamp, but between Rock Tomb and Cross Chop, it can 2HKO you in return. Cross Chop's increased crit ratio makes this a dicey prospect, but out of any Pokémon, Dodrio might be one of the ones best equipped for taking it out.
  • Elite Four Agatha (Indigo Plateau, Poison-type): This fight is interesting. The first Gengar actually can't hurt you outside of Toxic, and Fly is a 2HKO. The Golbat is pretty lame, with Confuse Ray being the only real threat it possesses. The Arbok can 3HKO you with Sludge Bomb, but Return is a 2HKO. Haunter's only reliable method of dealing damage is Curse, and it's 2HKOed by Fly or outright OHKOed with Drill Peck a little over half the time. The final Gengar only has Sludge Bomb to hit you with, which is a 3HKO. Fly still 2HKOs it, though. Just be wary of any status her Pokémon inflict and Dodrio should do just fine.
  • Elite Four Lance (Indigo Plateau, Dragon-type): Gyarados' Hyper Beam can OHKO with a crit. If you can survive it, though, Return 2HKOs. The Dragonairs 3HKO you with either Outrage or Hyper Beam, while Return and Fly both 2HKO. The Aerodactyl and Dragonite should be avoided; the former has STAB super effective Ancient Power and Dodrio lacks a means to hit it, while the latter has a terrifyingly powerful Outrage.
  • Champion Rival (Indigo Plateau): The only thing of note here is that his Growlithe has finally evolved; Flamethrower now 2HKOs while Return 3HKOs due to Intimidate. Rather avoid it than fight it. Otherwise, all other matchups are the same.
  • Post-Game: Hey, that Heracross in your rematch with your Rival looks tasty!

Moves[]

A Doduo caught at the lowest possible level will know Peck, Growl, Pursuit, and Fury Attack. At Level 21, it will attempt to learn Tri Attack, a very powerful move and one of Doduo's best STAB attacks. Next is Rage at Level 25. Gross. Doduo evolves at 31, but delaying its evolution until Level 37 to get Drill Peck earlier might be worth it if Aerial Ace or Fly aren't quite doing it for you. If you do this, Doduo will attempt to learn Uproar at Level 33, which is mediocre in comparison to Tri Attack. If you don't delay evolution, Dodrio will try to learn the prior two moves at Level 47 and 38, respectively. Finally, at Level 60, Dodrio learns Agility, which is wholly redundant given how fast it is already.

As far as TMs go, there isn't much of note. Aerial Ace and Fly work as alternative STAB to Drill Peck, and Return can serve as an upgrade to Tri Attack. Other than that, there's Steel Wing, but any Pokémon Dodrio would want to use that on isn't one it should be fighting in the first place.

Recommended Moveset: Tri Attack/Return, Drill Peck/Fly, Aerial Ace/Toxic, Steel Wing/Thief/Facade/Double Team

Recommended Teammates[]

  • Ground-types: Ground-types can cover both Rock and Electric-types for Dodrio, who in turn deals with any Grass-types that could otherwise give them trouble. There is an overlapping weakness to Ice, however.
  • Fighting-types: Fighting-types alleviate the above mentioned Ice weakness, while also providing an overlapping coverage against Rock-types.
    • Good Pokémon that fit this description include, among others: Primeape, Machamp, Hitmonlee
  • Tanks: Dodrio is less a glass cannon and more a papier-mâché one. As such, it prefers having more durable teammates on both sides of the spectrum to deal with stronger opponents it can't handle.

Other[]

Doduo's Stats:

Stat Range
At Lv. 50 At Lv. 100
HP: 35
95 - 142 180 - 274
Attack: 85
81 - 150 157 - 295
Defense: 45
45 - 106 85 - 207
Sp.Atk: 35
36 - 95 67 - 185
Sp.Def: 35
36 - 95 67 - 185
Speed: 75
72 - 139 139 - 273
Total: 310   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Dodrio's Stats:

Stat Range
At Lv. 50 At Lv. 100
HP: 60
120 - 167 230 - 324
Attack: 110
103 - 178 202 - 350
Defense: 70
67 - 134 130 - 262
Sp.Atk: 60
58 - 123 112 - 240
Sp.Def: 60
58 - 123 112 - 240
Speed: 100
94 - 167 184 - 328
Total: 460   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Doduo Line Ratings
Availability
3
Matchups
3
Movepool
2 Stars
Survivability
2 Stars
Type Usefulness
4 Stars
Team Role
3
Offensive Utility
4 Stars
Defensive Utility
1 Star
Tankiness
1 Star
Fun Factor
4 Stars


Overall
3
  • What Nature do I want? Natures that raise Attack or Speed are ideal, discounting ones that raise one but lower the other. On that note, Attack or Speed lowering natures are terrible; Attack and Speed are Dodrio's two best stats, and it lives and dies by them.
  • What Ability do I want? Early Bird. Both it and Run Away do nothing most of the time, but Early Bird does slightly less nothing. At the very least, it's useful for the Agatha fight.
  • At what point should I be evolved? Whether or not you want to delay evolution for Drill Peck, you should have a Dodrio before the Koga fight.
  • How good is Dodrio in a Nuzlocke? Pretty good. It's a one trick pony, but its one trick is really, really good. It doesn't actively trivialize many encounters, but its consistently high damage output certainly makes things a lot easier for the rest of your team. What unwinnable matchups it has can be covered with adequate team support. Overall, Dodrio is a huge asset to those who use it well.

Doduo and Dodrio's type matchups:

  • Weaknesses: Electric, Ice, Rock
  • Resistances: Bug, Grass
  • Immunities: Ground, Ghost
  • Neutralities: Dark, Dragon, Ghost, Normal, Poison, Psychic, Steel, Water, Fighting, Fire
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