Keep a working damage move active
Moves in separate slots do not all fire together. Selecting a support move can stop damage output; check the active slot after learning something new.
Choose a partner and follow a route from its real starting attack to a linked move group. Compare 15 plans with evolution cards, alternative held items and decisions for runs where pieces are missing.
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Priorities are editorial advice based on current game rules. Adapt the plan to the cards, items and Rift opportunities that actually appear.
The first seven routes begin with starter partners. The others assume you already own the Pokémon.
Ember opening and Fire Blast
Water Gun and sustained recovery
Vine Whip with defensive support
Confusion opening for focused damage
Returning leaves and mobile clearing
Bubble control and a safer collection route
Whip, orbit and a four-move Bond plan
Psychic projectiles, beam and special support
Poison opening into a Dragon beam group
Fighting melee and Ghost coverage
Tackle, physical power and defense
Shadow Ball before the support group
Grass and Steel melee with a small HP reserve
Dragon beam and Dark bursts: a special route
Aura Sphere and a practical Bond setup
Moves in separate slots do not all fire together. Selecting a support move can stop damage output; check the active slot after learning something new.
The normal learn pool combines your partner’s types with Normal moves. Special openings exist, such as Psyduck’s Confusion; they do not grant that type’s entire move pool.
Swords Dance and Dragon Dance raise physical Attack. Nasty Plot raises Special Attack. Projectile behavior or an impressive name does not determine the category; check the move itself.
Reach move level 5, obtain its required card during the run and select the gold offer. Neither a held item nor a permanent upgrade replaces that prerequisite.
A pair takes one Bond; three moves in a group take two; four take three. Finish a partly fused group before starting another one.
If damage no longer clears space, strengthen the active attack. If paths are closing or health is falling, movement, healing and defense may help more than another piece of the final plan.
A projectile or beam keeps pressure on enemies along a clear route. An orbit, aura or support move can add coverage after fusion, but an inactive slot does not protect you.
Work around the edge of a pack instead of entering its center. Active melee reduces ordinary received damage, but attack warnings and resistant targets still matter.
Choose slows, returning attacks, chains or area damage for the space you need. Discharge requires an Electric pool and Bulldoze a Ground pool: high HP alone does not grant either move.
Slowing attacks can create routes to downed teammates. Coordinate movement and coverage; your partner must be able to learn every attack, and two groups need their own fusions.
These are three different decisions. Plan the attack’s recipe first, then compare what each available choice solves.
| System | Where it comes from | What to check |
|---|---|---|
| Run cards | Level-up offers | The prerequisite for each evolution; not every move uses Power. These cards also apply their immediate stat benefits. |
| Held items | Chests and defeated bosses | Only one at a time. Leftovers offers recovery, Quick Claw reduces cooldown and Choice Band adds damage at the cost of switching moves. |
| Permanent upgrades | PokéCoins, for each partner | Invest in damage, health or mobility according to the problem. Repertoire changes the opening; Ban and Card reroll shape choices without guaranteeing them. |
No route guarantees the result. Your partner, matchups, offers and room to move change which choice is useful. Treat these guides as adaptable routes.
No. The usual pool combines your partner’s types and Normal, with specific starting exceptions. These guides check each piece; do not transfer a combination to another Pokémon without checking its pool.
Only the selected slot operates. Bonds let linked moves activate from that slot; other groups still wait until selected.
The current rule separates physical and special damage. Nasty Plot supports special attacks; Swords Dance does not boost them even when an older recommendation includes it.
Sprites: PMD SpriteCollab · CC BY-NC 4.0.
Choose a partner and put what you have learned into practice.