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No. 0343 D
Baltoy

Baltoy

Region
Hoenn · 3ª generation
Rarity
Common
Attack side
Mixed
As an enemy
Bomber
Recommended build D
  1. Start with this move Magnitude → Drill Run
  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 Tackle → Take Down

Group damage 6,379/s (2,294 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 Magnitude → Drill Run Quake · 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 Tackle → Take Down Melee · evolves with Vigor

Group damage 6,379/s (2,294 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. Vigor 1 is enough (unlocks the evolution)
  4. Sprint up to 1
  5. Armor up to 9
  6. 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 Magnitude → Drill Run
  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 Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

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 Magnitude → Drill Run
  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 Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

Moves it can learn

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

MovesTypeCategoryShapePower Nv1Nv5Evolution
Magnitude Ground Physical Quake 130 418 978Power
Body Slam Normal Physical Melee 52 255 699Power
Hyper Beam Normal Special Charge 124 369 665Power
Tackle Normal Physical Melee 41 225 618Vigor
Quick Attack Normal Physical Dash 61 256 609Sprint
Bonemerang Ground Physical Boomerang 40 245 589Power
Confusion Psychic Special Projectile 21 135 588Reflexes
Spikes Ground Physical Mine 28 159 588Power
Sand Tomb Ground Physical Vortex 53 227 570Vigor
Rapid Spin Normal Physical Spin 42 184 534Sprint
Psycho Cut Psychic Physical Boomerang 54 219 492Reflexes
Bulldoze Ground Physical Aura 52 270 485Power
Hyper Voice Normal Special Nova 41 181 473Reflexes
Psybeam Psychic Special Beam 63 221 468Power
Mist Ball Psychic Special Homing 22 147 423Reflexes
Psychic Psychic Special Nova 39 151 380Magnet
Substitute Normal Physical Turret 26 146 370Armor
Extrasensory Psychic Special Shove 54 191 346Armor
Mud Shot Ground Special Nova 23 122 343Power
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

  • Water×1.6
  • Grass×1.6
  • Ice×1.6
  • Bug×1.6
  • Ghost×1.6
  • Dark×1.6

Resists

  • Electric×0.3
  • Fighting×0.6
  • Poison×0.6
  • Psychic×0.6
  • Rock×0.6

Sprites by

Caitemis, CHUNSOFT, Lovi. SpriteCollab, CC BY-NC 4.0.