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No. 0220 D
Swinub

Swinub

Region
Johto · 2ª generation
Rarity
Common
Attack side
Physical
As an enemy
Beamer
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 6,725/s (2,419 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 6,725/s (2,419 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 Ice Beam → Blizzard
  • 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 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 137 441 1,031Power
Body Slam Normal Physical Melee 55 268 737Power
Tackle Normal Physical Melee 43 238 652Vigor
Quick Attack Normal Physical Dash 65 270 642Sprint
Hyper Beam Normal Special Charge 116 345 621Power
Bonemerang Ground Physical Boomerang 42 259 621Power
Spikes Ground Physical Mine 29 168 620Power
Sand Tomb Ground Physical Vortex 56 239 601Vigor
Rapid Spin Normal Physical Spin 44 194 563Sprint
Ice Beam Ice Special Beam 55 206 538Power
Ice Shard Ice Physical Homing 27 185 532Reflexes
Bulldoze Ground Physical Aura 55 284 511Power
Hail Ice Special Meteor 35 161 453Reflexes
Hyper Voice Normal Special Nova 38 170 443Reflexes
Powder Snow Ice Special Aura 42 233 420Sprint
Substitute Normal Physical Turret 27 154 390Armor
Mud Shot Ground Special Nova 21 114 321Power
Freeze-Dry Ice Special Stun 31 103 267Power
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

  • Fire×1.6
  • Water×1.6
  • Grass×1.6
  • Fighting×1.6
  • Steel×1.6

Resists

  • Electric×0.3
  • Poison×0.6
  • Ice×0.96
  • Rock×0.96

Sprites by

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