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No. 0979 A
Annihilape

Annihilape

Region
Paldea · 9ª generation
Rarity
Epic
Attack side
Physical
As an enemy
Jumper
Recommended build A
  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Rolling Kick → High Jump Kick

Group damage 9,106/s (3,275 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Karate Chop → Close Combat Melee · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Body Slam → Giga Impact Melee · evolves with Power
  4. Bond 3: add to the group Rolling Kick → High Jump Kick Spin · evolves with Sprint

Group damage 9,106/s (3,275 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Sprint 1 is enough (unlocks the evolution)
  4. Armor up to 9
  5. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Lick → Shadow Punch
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Karate Chop → Close Combat
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Lick → Shadow Punch
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Karate Chop Fighting Physical Melee 74 480 1,316Power
Shadow Ball Ghost Special Projectile 47 277 1,069Reflexes
Body Slam Normal Physical Melee 76 368 1,010Power
Rolling Kick Fighting Physical Spin 74 327 950Sprint
Tackle Normal Physical Melee 59 326 894Vigor
Quick Attack Normal Physical Dash 89 370 880Sprint
Lick Ghost Physical Melee 55 297 814Power
Shadow Sneak Ghost Physical Homing 41 280 805Reflexes
Rapid Spin Normal Physical Spin 60 266 773Sprint
Aura Sphere Fighting Special Projectile 27 174 759Reflexes
Hex Ghost Special Chain 59 317 742Magnet
Hyper Beam Normal Special Charge 131 389 701Power
Ominous Wind Ghost Special Vortex 61 259 601Magnet
Substitute Normal Physical Turret 37 211 535Armor
Hyper Voice Normal Special Nova 43 191 499Reflexes
Dynamic Punch Fighting Physical Stun 53 177 461Power
Vacuum Wave Fighting Special Shove 61 220 423Armor
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Flying×1.6
  • Psychic×1.6
  • Ghost×1.6
  • Fairy×1.6

Resists

  • Normal×0.3
  • Fighting×0.3
  • Bug×0.36
  • Poison×0.6
  • Rock×0.6
  • Dark×0.96

Sprites by

Top_Kec. SpriteCollab, CC BY-NC 4.0.