Introduction
Drakash finds itself being able to dish out a very large chunk of fire damage with all of its techniques, both spread and single target. It provides somewhat lacking earth damage, but it can be remedied via the use of Iron Coating. The damage output of Drakash can vary depending on what allies it has, as well as the tems taking the hits. Drakash is not suitable for every team, as the hellfire synergy relies heavily on how many fire type tems are on a Drakash's team, as well as how well they can pivot into different boards. Pilot Drakash correctly, and a player will be heavily rewarded with its tools. Sentinel allows it to play a supportive role whenever picked, being able to completely eliminate sleep as a control tool.
If you want to boost your earth damage, you can remove fire chip for Iron coating, and swap Sand Storm into the moveset. Extra spread damage assists in securing Myx kills, and threatening electrics.
Spread Information & Breakpoints
80 TVs are required to hit the stamina rotation for Fiery Soul into Hellfire, into Fire Tornado or Sand Storm.
189 TVs in speed allows Drakash to outspeed every single 2 prio technique, even when used by the fastest Temtem in the game, while using synergy boosted Hellfire, as well as Fiery Soul. If your team needs even more speed, you can sacrifice your HP to creep your speed further up to outspeed other Temtem.
Special Attack is maxed out to allow the most damage from the turns Drakash can live, and all of the remaining points are pooled into HP. We have a single left over point, but it does not do anything, so you may as well leave it in HP during TV training.
Allies
Drakash benefits from every fire type in the game, as they all enable Hellfire. Fire Koish specifically allows it to deal even more damage with a Synergy Adept boost, potentially threatening OHKOs on full HP targets weak to fire. It's best to have 2 fires alongside Drakash to be able to secure at least one through pick/ban, as if they only see two, they may be inclined to ban the second fire. 0b10 can sparks drakash for a longer paced game, boosting damage on all of its techniques and not just Hellfire. Bush synergy is there to allow 0b10 to bulk itself up, as well as provide a cleanse + evasion to Drakash and itself.
Hedgine allows a double hellfire combo to hit, almost guaranteeing a knock out on a temtem if they are weak to fire, and threatening to knock out frailer tems with the combo through the burn ticks.
Mimit is self-explanatory, you effectively gain another Drakash to use for synergies.
Counters/Enemies
Most things that can resist either of Drakash's types is an immediate threat, especially anything that can resist both. If they cannot retaliate in any way, then it may be safe to leave Drakash in- just be aware of neutral double ins that can threaten it. Ukama, Wiplump and Nagaise threaten Drakash due to being able to outpace it immediately by beating it in speed, or gimping its speed via Deceit Aura, while having water techniques to dish out or buff up while Drakash is on the field. Fire Koish is an enemy as well, as it can hit Drakash with water techniques while resisting fire damage, as well as the burn that comes with Hellfire. Kalabyss completely denies Drakash, as many run mucous now and are immune to the burn, and can hit Drakash for 4x on its weaker defensive stat.