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No. 0867 C
Runerigus

Runerigus

Region
Galar · 8ª generation
Rarity
Rare
Attack side
Physical
As an enemy
Jumper
Recommended build C
  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 8,458/s (3,043 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 8,458/s (3,043 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 3
  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

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 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
Magnitude Ground Physical Quake 172 554 1,297Power
Shadow Ball Ghost Special Projectile 47 277 1,069Reflexes
Body Slam Normal Physical Melee 69 338 926Power
Tackle Normal Physical Melee 54 299 820Vigor
Quick Attack Normal Physical Dash 81 340 808Sprint
Bonemerang Ground Physical Boomerang 53 325 781Power
Spikes Ground Physical Mine 37 211 780Power
Sand Tomb Ground Physical Vortex 71 301 755Vigor
Lick Ghost Physical Melee 50 272 747Power
Hex Ghost Special Chain 59 317 742Magnet
Shadow Sneak Ghost Physical Homing 38 256 739Reflexes
Rapid Spin Normal Physical Spin 55 244 709Sprint
Hyper Beam Normal Special Charge 131 389 701Power
Bulldoze Ground Physical Aura 69 357 643Power
Ominous Wind Ghost Special Vortex 61 259 601Magnet
Hyper Voice Normal Special Nova 43 191 499Reflexes
Substitute Normal Physical Turret 34 194 490Armor
Mud Shot Ground Special Nova 24 128 362Power
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

Top_Kec. SpriteCollab, CC BY-NC 4.0.