Meta builds & combos
What works in the current version, taken from the rules in the game’s code: how to build the fused group, which cards to take first and which item to use. Every Pokémon has its full build on its page.
Rules that apply to every Pokémon
Fuse everything into one group
Fused moves fire together, each on its own cooldown: the group’s damage is the sum. Without bonds only 1 move attacks. Bonds only come from winning rift arenas, so enter every rift (6 to 10 are possible before minute 28).
Put a buff inside the group
Swords Dance (physical moves) or Nasty Plot (special) multiply the group’s damage: ×1.65 at level 1 and ×2.78 at level 5, and never drop while the group is active. Both are in the Normal pool, so every Pokémon can use one. Worth more than a 4th damage move.
Don’t mix sides
The physical buff only boosts physical moves and the special buff only special ones. Build the group on the Pokémon’s strong side (the weak side deals 58% to 100%). Two buffs of the same side don’t stack.
One melee move in the group
Having a single melee move in the active group cuts damage taken by 25%, even without touching enemies.
The 1st move decides targeting
If the group’s first move is a shot (projectile, beam), the whole group prioritizes the boss. Pick the order when fusing.
Single type +20%
Single-type Pokémon get ×1.2 with moves of that type. Normal moves only get it on pure Normal Pokémon.
580 Pokémon build the physical group and 386 the special one.
Level-up cards: the order
Power is the strongest card in the game (×1.10 compounding, up to 40 times = ×45). Then Reflexes (up to 10). Take 1 of each card that unlocks your moves’ evolutions. Sprint only up to 130 speed: in the Judgment anything above counts 25%.
- 1Power +10% damage with every move.×40
- 2Reflexes -8% cooldown on every move.×10
- 3Sprint +7% movement speed.×8
- 4Armor +6% damage reduction.×12
- 5Synthesis +0.9 HP regenerated per second.∞
- 6Vigor +20 max HP (and heals it).∞
Items
- Choice Band
- Best for damage (×1.4), but locks the active slot: take it once the group is built, or always fuse into the active slot.
- Focus Sash
- The only real protection after minute 30: Arceus’ hits take % of max HP and ignore defense. Gives 1 extra life every 60 s.
- Life Orb
- ×1.3, but every move cast costs 1% HP, the buff included. With 4 fast fused moves you live at 1 HP. Only with slow moves, orbits or trails.
The strongest builds
The top 40 of the tier list with their 4-move group, in fusion order. Estimated damage per second against a horde, everything evolved. Not match data. How we calculate
| # | Pokémon | Fused group | Group damage |
|---|---|---|---|
| 1 | | 11,654 | |
| 2 | | 13,603 | |
| 3 | | 12,440 | |
| 4 | | 12,887 | |
| 5 | | 11,783 | |
| 6 | | 10,599 | |
| 7 | | 11,033 | |
| 8 | | 11,033 | |
| 9 | | 10,883 | |
| 10 | | 11,592 | |
| 11 | | 13,152 | |
| 12 | | 11,843 | |
| 13 | | 11,089 | |
| 14 | | 11,331 | |
| 15 | | 9,829 | |
| 16 | | 11,847 | |
| 17 | | 11,541 | |
| 18 | | 11,847 | |
| 19 | | 13,399 | |
| 20 | | 10,398 | |
| 21 | | 10,264 | |
| 22 | | 11,815 | |
| 23 | | 10,612 | |
| 24 | | 9,831 | |
| 25 | | 10,982 | |
| 26 | | 11,677 | |
| 27 | | 10,372 | |
| 28 | | 11,035 | |
| 29 | | 10,585 | |
| 30 | | 10,138 | |
| 31 | | 12,870 | |
| 32 | | 11,181 | |
| 33 | | 10,526 | |
| 34 | | 12,785 | |
| 35 | | 11,098 | |
| 36 | | 10,437 | |
| 37 | | 12,478 | |
| 38 | | 10,911 | |
| 39 | | 10,654 | |
| 40 | | 11,047 |
What the top of the leaderboard uses
Count of Pokémon in the game’s top 50 leaderboard (solo and group), read on October 21, since the leaderboard reset on October 18. It shows what the best players pick, not only what is strongest: popularity and what they own also matter. The longest run at the top is 45:00, the most the leaderboard accepts; after minute 40 Arceus kills in one touch.
S tier is 4% of Pokémon and 22% of top appearances; S and A together are 15% of Pokémon and 57% of appearances. C and D tiers are 60% of Pokémon and only 7% of the top.
| Pokémon | Our tier | Solo | Group | Appearances |
|---|---|---|---|---|
| | B #204 | 6 | 17 | 23 |
| | A #66 | 2 | 14 | 16 |
| | S #8 | 6 | 5 | 11 |
| | A #64 | 3 | 8 | 11 |
| | B #155 | 2 | 6 | 8 |
| | B #244 | 1 | 7 | 8 |
| | A #49 | 2 | 5 | 7 |
| | S #11 | 2 | 4 | 6 |
| | A #100 | 2 | 3 | 5 |
| | S #23 | — | 4 | 4 |
| | B #278 | 1 | 3 | 4 |
| | S #12 | 1 | 2 | 3 |
| | A #52 | 3 | — | 3 |
| | A #113 | 1 | 2 | 3 |
| | B #179 | 1 | 2 | 3 |
| | B #189 | 1 | 2 | 3 |
| | S #9 | 1 | 1 | 2 |
| | S #15 | — | 2 | 2 |
| | S #20 | — | 2 | 2 |
| | S #22 | 1 | 1 | 2 |
Combos that show up most at the top
Damage moves that repeat across the builds of S and A tier Pokémon (the buff is left out, since everyone runs it).
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Used by 28 top Pokémon
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Used by 23 top Pokémon
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Used by 23 top Pokémon
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Used by 22 top Pokémon
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Used by 17 top Pokémon
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Used by 15 top Pokémon
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Used by 15 top Pokémon
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Used by 10 top Pokémon
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Used by 10 top Pokémon
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Used by 10 top Pokémon
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Used by 10 top Pokémon
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Used by 10 top Pokémon
Lasting after minute 30
In Arceus’ Judgment the leaderboard counts time alive. Legendaries double every 5 s; control (slow, stun, pull) and poison, which deals % of HP, beat raw damage. These S, A or B tier Pokémon have those tools. None of it works on Arceus, only on the legendaries.
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