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No. 0770 C
Palossand

Palossand

Region
Alola · 7ª generation
Rarity
Rare
Attack side
Special
As an enemy
Ranged
Recommended build C
  1. Start with this move Shadow Ball → Phantom Force
  2. 1st bond: fuse with move 1 Nasty Plot
  3. Bond 2: add to the group Hex → Poltergeist
  4. Bond 3: add to the group Hyper Beam → Prismatic Laser

Group damage 8,998/s (3,237 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 Shadow Ball → Phantom Force Projectile · evolves with Reflexes
  2. 1st bond: fuse with move 1 Nasty Plot Buff · Deals no damage: builds SPECIAL ATTACK while active.
  3. Bond 2: add to the group Hex → Poltergeist Chain · evolves with Magnet
  4. Bond 3: add to the group Hyper Beam → Prismatic Laser Charge · evolves with Power

Group damage 8,998/s (3,237 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
  • Hex ×1.7 on statused targets
  • Targets the boss first

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Magnet 1 is enough (unlocks the evolution)
  4. Sprint up to 2
  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 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
Shadow Ball Ghost Special Projectile 61 357 1,378Reflexes
Magnitude Ground Physical Quake 156 504 1,180Power
Hex Ghost Special Chain 76 409 956Magnet
Hyper Beam Normal Special Charge 169 502 903Power
Body Slam Normal Physical Melee 63 307 843Power
Ominous Wind Ghost Special Vortex 79 333 774Magnet
Tackle Normal Physical Melee 49 272 746Vigor
Quick Attack Normal Physical Dash 74 309 735Sprint
Bonemerang Ground Physical Boomerang 49 296 710Power
Spikes Ground Physical Mine 33 192 710Power
Sand Tomb Ground Physical Vortex 64 274 687Vigor
Lick Ghost Physical Melee 46 248 680Power
Shadow Sneak Ghost Physical Homing 35 233 672Reflexes
Rapid Spin Normal Physical Spin 50 222 645Sprint
Hyper Voice Normal Special Nova 56 246 643Reflexes
Bulldoze Ground Physical Aura 63 325 585Power
Mud Shot Ground Special Nova 31 165 467Power
Substitute Normal Physical Turret 31 176 446Armor
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
  • Ghost×1.6
  • Dark×1.6

Resists

  • Normal×0.3
  • Electric×0.3
  • Fighting×0.3
  • Poison×0.36
  • Bug×0.6
  • Rock×0.6

Sprites by

baronessfaron. SpriteCollab, CC BY-NC 4.0.