MOVESET 1: Beamnite – Dragon Dance + Hyper Beam Beamnite Strengths:
+ Extremely well rounded jungler slot that can cover many of a team’s needs in one package.
+ Hyper Beam at max Dragon Dance stacks is one of the highest damage objective secures in the game, making it an absolute force at early objectives and still a formidable flipper later into the game.
+ A not squishy ADC style character that offers good ranged rip damage with its auto attacks and a powerful burst damage option in Hyper Beam that can put a huge chunk out of lined up and grouped up teams.
+ A great micro mobility option in Dragon Dance and long distance macro mobility with Draco Impact .
+ Powerful first gank as a Dragonair combined with a level 8 final evolution gives it very well rounded and strong earlygame fighting that keep up against some of the ridiculous level 5 ganks in this meta if you play your cards right.
Beamnite Weaknesses:
– Cannot reach Ray with its autoattacks from the top of pit, limiting its objective flip ability and positioning possibilities if it wants to tap Rayquaza with autos to bait enemies in or build up Dragon Dance stacks.
– Relies heavily on Dragon Dance stack maintenance for effective Beams and damage output.
– Damage can sometimes be outshined in higher sustain settings if Dragonite is not ahead in levels or able to maintain Dragon Dance stacks.
– Low range can sometimes be limiting for Dragonite’s ADC playstyle. While it’s quite bulky for that archetype, it also still wants to be avoiding damage when possible.
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MOVESET 2: Ragenite – Extreme Speed + Outrage Ragenite Strengths:
+ Very high DPS once it’s in range to start swinging at enemies with Outrage .
+ Because of how Outrage is constantly rotating the bonus effects of Dragonite’s different boosted autos through the swings and the inital stomp, there’s a deceptive amount of potential for bursts of self healing, stuns, or big damage.
+ Extreme Speed’s properties as a sure hit gap close + stun helps augment its stunning ability and lets it provide surprisingly good single target lockdown potential once you get on them.
+ Extreme Speed also refreshes the cooldown of Dragonite’s Multiscale passive, which will lead to Dragonite having very high uptime on the 30% damage reduction it provides to make it bulkier than its All Arounder class would imply once it gets going.
Ragenite Weaknesses:
– Extreme Speed’s sure hit properties is also a curse that makes Ragenite have no real way to disengage from close quarters other than using Draco Impact to get away.
– Non Outrage auto attack output is kinda pitiful without Dragon Dance. This makes the Dragonair phase on this set pretty atrocious.
– Has no good means of direct gapclosing without Draco Impact (which is also very flawed) or a battle item if something’s not already in range of Extreme Speed.
– Outrage’s stomp is only situationally a passable secure when the red boosted auto is up. Otherwise, this set is all rip and no secure which makes solo rip and flip angles risky on this build.
Build + Gameplay
Items: Muscle Band , Razor Claw /Scope Lens , Resonant Guard
– Muscle Band is a very core item for almost all auto attack focused Pokemon for its extra attack speed and % remaining HP procs per auto.
– Razor Claw synergizes very well with this set due to Dragon Dance boosting Dragonite’s attack stat and giving very frequent procs off a somewhat beefed up attack stat. Those procs especially hurt during the early Dragonair gank to really let you play to your strong early phase.
– Scope Lens is your second damage slot alongside Razor Claw. Dragonite crits can hurt, especially if it’s off a boosted auto. And he basic attacks a LOT in both movesets. Mathematically speaking, this item performs a bit better in the lategame once you reach that 20% baseline crit chance level, but it also still synergizes well with Dragon Dance’s attack boosting from level 5 onward.
– Since Dragonite isn’t naturally squishy and doesn’t have to range to avoid all damage, Resonant Guard becomes a great item for having more staying power during big fights and objective flip situations, if you are not comfortable with full-damage builds or have not-so-great positioning.
Outrage-Specific Items:
Rapid-Fire Scarf :
The name of the game with Outrage is to pump out as many basic attacks as possible in your Outrage window, as not only does every basic atk reduce your cooldowns by 1 second each, but faster basics also means faster cycling through all 3 types of boosted basics (red, blue, yellow). The more secondary effects you can pump out from those, the more value you get.
Weakness Policy :
Outrage boosted basics EACH have 150% attack scaling on them…and with how often you are reducing your cooldowns, you are also using the Outrage stomp quite a bit, which has another 176% scaling itself…so you rack up the scaling very quickly. Now normally you would think stacking with Weight would be the natural response to this, but Dragonite’s general struggle to find efficient stacking windows as well as Outrage’s penchant for taking a big beating plays into Weakness Policy’s use case a bit more naturally.
Drain Crown :
Wild, I know. But your basic attacks HURT, and lifesteal gains more value from multiple larger individual hits than many fast smaller ones in terms of sustain. In addition, Fire boosted attacks during Outrage count towards basic attack damage thus counting towards Drain Crown applicable recovery as well. So combine that with the Water (blue) boosted basic heal and you end up sustaining through a significant enough amount to actually warrant this item.
Battle Item: Full Heal
– Since Dragon Dance generally provides enough mobility and positioning power, Full Heal is Dragonite’s gold standard option. Having that extra layer of safety against CC that can be critical for making sure you maintain your Dragon Dance stacks and get off Hyper Beam at all during important moments.
– X Attack is an alternative option for players who trust their ability to play around CC well enough and want more damage. It’s a nice option for increasing your overall damage output via autos and makes your Hyper Beams hit noticeably harder for more consistent secures or just nuking the enemy team. The attack boost also works in tandem with Dragon Dance’s attack boost for more synergy.
– Eject Button is a hard item to go wrong with in general. The snap repositioning is nice for making bigger getaways, dodges or gapcloses while still being able to pump out autos if you stay in range. Emblems: 6 Brown 6 White – Flat Atk Focus
– Get that nice combination of extra attack stat for Dragon Dance to work off while getting some extra bulk with this emblem build.
TL;DR: Fly around and spam autos on things, your autos lower the cd of DDance, so more autos means faster stacks, means better Beams.
About Draco Impact :
This is a bit of an unconventional Unite move for a carry Pokemon. While it does do pretty good damage and knockup in a wide area, the long startup and warning time makes it extremely telegraphed and difficult to hit on opponents that are actually aware of its existence. The easiest way to use this ult offensively is to just to use it as a big followup to an ally’s CC engage or dropping on the enemy team after they’ve committed to fighting and aren’t as able to just walk away.
Offensive ults without a hard engage going on should be mindful of where the enemy team is going to run to based on where they see the giant warning circle appear. You can try to look at it as using it to force the enemy into uncomfortable positions or cutting off their escape with the threat of Draco Impact . Keep in mind that you’re often putting yourself deep into enemy lines attempting this though, which can be especially dangerous on Beamnite but have potential with Ragenite .
This ult can also be used as an escape option or panic button for the shields and unstoppable when things get dicey and survival is a priority. You don’t always need to go away to max distance, but it is good to be able to do to really ensure a big escape or make a macro play at the same time. This is particularly prevalent for Beamnite’s more backliner based playstyle and it being a priority target for enemy teams due to its rip and secure.
Macro play? Since you can travel REALLY far with this, you can use this as a means of quickly travelling across the map and violently dropping on whatever fight you’re going to help with. Mainly in some lategame situations that are stalemated or coming down to a scoring win condition, you can use this to leave a situation entirely and fast travel to an enemy goal to get a free score in. Just keep in mind that the longer distance you go, the more unite charge you lose. You’ll be left at 50% charge instead of 0% if you do a minimum distance ult.
If you’re trying to last second contest an objective with this, you are most likely not going to be able to actually get the last hit with the ult itself because of the long startup. Instead, just use it as a means of getting in position to steal with Hyper Beam . While the long startup of Draco Impact makes it so that you pretty much lose all your beam stacks by the time you land, you can just Dragon Dance immediately after landing to at least have level 1 beam on deck. Maybe you’ll even be able to get another stack or two in.
Moveset 1 - Best
Big chonky dragon. 3-stage boosted Beam is still possibly the highest raw secure ranges in the game or close to it. There’s been more competition these days for secure machines that can do that specific job more reliably, but Dragonite still stands out because of it being a very well rounded Pokemon in general that can also rip objectives on its own.
While Beam secures are a big reason to play Dragonite, this Pokemon has a lot of other merits that are also very good reasons for picking it. ADCs as an archetype tend to balance out their high and consistent auto attack DPS with vulnerable earlygames and squishy statlines. Dragonite still has a good amount of the strengths that ADCs have while not having any of the weaknesses. Especially after the recent buffs, Dragonite can very effectively play to a teamfight win condition if it wants to.
The Dragonair phase is very good because of its strong level 5 gank. It’s just generally strong for that point of the game and the frequent Razor Claw procs from Dragon Dances at that point of the match are extra noticeable then. Good auto attack pressure on enemies, Dragonbreath can be a nice bit of burst damage or secure on the birds, and the yellow stunning auto attack can be very clutch for keeping some of the crazier ganks in the game in check.
The general gameflow of dashing around with Dragon Dance and auto attacks continues once you get to Dragonite at level 8, which should be just about guaranteed if you’re jungling and not completely starved from having a bad start. Dragon Dance away to kite. Dragon Dance to the side to maintain the same spacing. Dragon Dance to chase. Dragon Dance to dodge. You are going to be pressing that button a lot.
Once you hit level 8, you get your iconic Hyper Beam . While this move is mainly seen as an objective flipping tool, it’s still a great combat tool once you get a few Dragon Dance stacks. After all, it’s huge burst damage made even larger with the % max HP bonus that can pierce through frontliners to deal some big collateral damage to everyone behind and around your Beam’s target. Once you get to max stacks or see a low HP target trying to run away, feel free to rip that beam and X Attack if you run it.
Despite the sure hit aiming of Hyper Beam , it can still miss. People at the very edge of the range can walk away out of it by the time it fires if they’re fast enough or easily dash away. Moving towards them while your beam is winding up can help a bit with this at times, but you generally don’t want to be targeting things with beam at that range unless you got them tagged with a red buff slow or see some other factor that ensures they won’t be able to get away. Beam can also be dodged with dashes on reaction if they know the timing of when it comes out. Against these targets, try to wait out their dashes before firing the beam. Important Dragon Dance Science :
Dragon Dance and managing your stacks well is key to success with this set. Dragon Dance not only makes your Hyper Beam stronger for every stack you get with bigger damage formulas and % max HP bonuses, it also boosts your attack stat and attack speed for higher overall damage and better mobility. You can have up to three stacks and you still have to keep maintaining them once you get all of them going.
Landing an auto attack reduces the cooldown of Dragon Dance by 1 second, so with the duration of its buff in mind, you need to auto at least 2 times to reduce the cooldown of Dragon Dance enough to be able to maintain your stacks. However, 3 auto attacks pretty much lets you be able to immediately Dragon Dance again. Keep this in mind as you flip objectives and teamfight.
Keep a watch the Dragon Dance buff icon on the bottom edge or corner of your screen to track the duration and the amount of stacks you have. Depending on when you get your Dragon Dance’s cooldown finished, you can have a window of time where you don’t have to immediately Dragon Dance off cooldown to maintain your stacks in case you want to hold onto your dash for a little longer. This is also important to see and get a sense of for using Hyper Beam effectively. If the Dragon Dance stacks time out while Hyper Beam is winding up and hasn’t fired yet, you will get the really pathetic level 0 beam that doesn’t really do much.
You’ll be a much more effective fighter and objective flipper with good Dragon Dance management. This’ll lead nicely to the next part..
Tips for Flipping Objectives as Dragonite:
By flipping, I mean when you have to rip and secure an objective while the enemy team is trying to stop or outsecure you. This is still going to be a major calling card for this character for many teams and there’s some Beamnite specific quirks you need to play around to ensure success. If you haven’t read the above section on Dragon Dance and not already familiar with the move, read it. You’ll probably see some things here that might be applicable to other characters too.
– Dragonite CANNOT hit Rayquaza with auto attacks from behind the wall on the top side of center. You can Dragon Dance through this wall and you can target Hyper Beam on it from behind it, but you CANNOT rip it from behind the wall. This is a huge limitation you have to plan your positioning and teamfight around if you intend to flip Rayquaza.
– Hyper Beam has a long startup animation. A LOT can happen in that moment and it’s very possible that the objective gets hard ripped and bursted to death under your nose before your beam even comes out. If there’s a lot going on, you’re gonna have to do some prediction and adjust when you beam accordingly instead of just using it the moment it gets into its upper burst ranges.
– You don’t have to only hit the objective. There are situations where you should look to hitting the enemy instead past just doing damage to make them go away. Your limited auto attack range makes it so that you won’t always be able to hit the objective and you need to maintain your Dragon Dance stacks somehow. There are also times where you’ll be low on Dragon Dance stacks, but hitting the objective to build them will knock it down to too low HP where enemies can now outsecure you by the time you get a sufficiently leveled beam.
– Once the startup animation of Hyper Beam starts, it will come out no matter what even if you die or get CC’d during that. However, you still want to avoid CCs as much as you can and rip Full Heal when you’re about to Beam to make sure you don’t get hit by some unfortunate stun that destroys your timing or stacks right when you’re about to use beam.
– You ideally want to be securing with a max (3 Dragon Dance stacks) stacked Hyper Beam for the biggest burst range, but lower level beams can be serviced in a pinch and stage 2 beam especially are still pretty solid secures. Just as long as it’s not 0 stack beam. Just keep in mind that it’s a good bit lower range than max beam, but max beam is pretty damn big.
– Learn your ranges for different beam levels. Keep in mind that Rayquaza’s HP is much higher and has a visually larger HP bar, so secure ranges between the Regis and Rayquaza will look different. If you decide to feel them out in a solo game or practice mode, keep in mind that objective HP is based on how much time is left in the match. Because of that, you can’t immediately spawn Rayquaza at the start of a practice mode session or be way overleveled for an early objective and get an accurate visualization of the range.
Moveset 2
Despite having much more comparable or flat out better damage output than its closest competitor Garchomp after the recent buffs, this is still a vastly inferior choice due to Extremespeed being a dreadful level 5 spike move and having to wait 8 levels to become a character simply is too long. Dratini is at best a passable laner in a metagame crawling with strong earlygames and Extreme Speed as its level 5 spike is pretty pathetic other than sometimes being able to punish overzealous or weak enemies with the stun. This more or less locks it into the jungle slot where there’s many other good options who provide much more including the excellent Dragon Dance + Hyper Beam set on the very same character. In the lategame, Garchomp also is more specialized towards getting big engages for its teammates with the displacement and longer stun of its trademark Dragon Combo while Ragenite is more specialized at locking down single targets.
Ragenite is a high commitment and high damage brawler that can pepper in constant CCs via yellow stunning boosted autos and Extreme Speeds . Once it’s in, it can be pretty tough to deal with if you’re not prepared with CC or the like, but there’s pretty much no way out other than Draco Impact or Eject Button once you’re in. Pick good spots and if possible, try to play off your teammate’s engages to ensure your rampage. You can also try to use the stunning talents of Extreme Speed and play a more defensive playstyle where you catch out enemy divers with it to protect your squishier characters.
TL;DR: Slap people with chunky Outrage autos to reduce the cooldowns of both your moves so you can keep E-Speeding and refreshing Outrage.
Comfey and Blissey are probably the ideal healers for pocketting this set because of their kits being ideal for facilitating this kind of all in playstyle.
There’s a surprisingly amount of optimization you can do with this set though. Extreme Speed refreshes the cooldown of the 2.5 second long 30% damage reduction effect of your Multiscale passive on use. This overall lets you survive a lot longer, which is nice for this brawler playstyle. If you don’t need Extreme Speed’s talents at any given moment while smacking someone around, you can opt to hold onto your Extreme Speed and use it when you’re about to enter a more dangerous porition of the fight.
Knowing more about how Dragonite’s boosted autos work and keeping track of which one you have on deck is also more rewarding to know how to do on Outrage. Dragonite’s boosted autos cycle between a blue water one that heals 5% max HP, a yellow electric one that stuns, and a red fire one that does 10% remaining HP damage. Since autos while in Outrage are all boosted, you’ll go through this cycle much more quickly. The stomp portion of Outrage when you cast it has a bonus effect that matches the last variant of boosted auto you used, so sometimes you can opt to do your Outrage stomp after a specific auto to get 2 stuns, 2 5% max HP heals heals, or 2 10% remaining HP bonus damages at a more predictable and convenient time.
About Dragon Dance + Outrage :
This set is.. in a weird spot. Dragon Dance manages to solve a lot of problems with Outrage’s need to full commit by letting Dragonite play the ranged game effectively until it’s time to outrage, replace the awful 5 spike with something good, have a disengage option and still keep some sticking power while in Outrage. In a sense, Dragon Dance is good for.. not having to use Outrage, so why not just play Hyper Beam by then?
At the same time though, it’s also doesn’t work with Outrage as well in other aspects. Dragon Dance doesn’t refresh multiscale passive like Extreme Speed does, which hurts your overall bulk . Dragon Dance provides some defensive utility it provides as a possible disengage tool that’s rendered less effective by the fact that you’d be using it from melee auto range instead of ranged auto range and being able to cycle through your boosted auto’s stuns and heals a bit faster. Extreme Speed also provides better sticking power once you’re actually in because of the stuns and sure hits.
Make what you will of that.
Matchups
Favourable Matchup:
These are Pokémon that our team has determined DRAGONITE is strong against. DRAGONITE will generally be able to shut down these opponents playstyle's or have the advantage in a one on one fight.
These are Pokémon that our team has determined DRAGONITE is weak against. These Pokémon will have the upper hand in a fight or be able to exploit DRAGONITE's weaknesses.
PSA: THE GUIDE IS NO LONGER MANAGED OR UPDATED IN ANY FORM, AND WILL NOT BE FOR THE FORSEEABLE FUTURE. Joe thanks everyone for their support (and ad revenue ;) ) and hope the site helped improve their play and hopes you kids enjoy your lives. We encourage you to use the information here in combination with Unite-DB and Mathcord as a jumping off point for your own builds.
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