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No. 0844 A
Sandaconda

Sandaconda

Type
Ground
Region
Galar · 8ª generation
Rarity
Epic
Attack side
Physical
As an enemy
Jumper
Recommended build A
  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Bonemerang → Bone Rush
  4. Bond 3: add to the group Body Slam → Giga Impact

Group damage 10,051/s (3,615 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 Bonemerang → Bone Rush Boomerang · evolves with Power
  4. Bond 3: add to the group Body Slam → Giga Impact Melee · evolves with Power

Group damage 10,051/s (3,615 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. Armor up to 9
  4. 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 Bulldoze → Earthquake
  • 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 Bulldoze → Earthquake
  • 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 218 703 1,645Power
Bonemerang Ground Physical Boomerang 68 413 991Power
Spikes Ground Physical Mine 46 268 990Power
Body Slam Normal Physical Melee 73 357 979Power
Sand Tomb Ground Physical Vortex 90 382 959Vigor
Tackle Normal Physical Melee 57 316 867Vigor
Quick Attack Normal Physical Dash 86 359 854Sprint
Bulldoze Ground Physical Aura 87 454 816Power
Hyper Beam Normal Special Charge 143 425 766Power
Rapid Spin Normal Physical Spin 58 258 749Sprint
Hyper Voice Normal Special Nova 47 209 545Reflexes
Substitute Normal Physical Turret 36 205 518Armor
Mud Shot Ground Special Nova 31 168 475Power
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

Resists

  • Electric×0.3
  • Poison×0.6
  • Rock×0.6

Sprites by

Emmuffin, Soulja. SpriteCollab, CC BY-NC 4.0.