Lick
Melee · PhysicalStrikes at close range with a lick that briefly paralyses.
Base cooldown: 0.48 s · Max level: 5
Ghost is strong against Psychic and Ghost. Normal reduces Ghost damage to ×0.3, while Ghost partners reduce Normal and Fighting attacks under the game’s softened immunity rules.
Damage modifiers against a single defending type. Psychic, Ghost: ×1.6; Dark: ×0.6; Normal: ×0.3.
Incoming damage modifiers for a single-type partner. Ghost, Dark: ×1.6; Poison, Bug: ×0.6; Normal, Fighting: ×0.3.
The checked official catalog contains 5 Ghost moves, including 5 evolution recipes. Their maximum level is 5. Available moves depend on the partner; this type list is not every Pokémon’s learnset.
Checked base values from the reference snapshot. Upgrades and balance changes can alter cooldown; these are not final attack intervals.
Strikes at close range with a lick that briefly paralyses.
Base cooldown: 0.48 s · Max level: 5
Launches a shadow projectile through several enemies.
Base cooldown: 0.66 s · Max level: 5
Passes a curse between targets, with extra damage against burned, poisoned or slowed enemies.
Base cooldown: 0.9 s · Max level: 5
Shots follow a moving target.
Base cooldown: 0.45 s · Max level: 5
A persistent vortex pulls enemies inward and damages them.
Base cooldown: 3 s · Max level: 5
Lick is close range and Shadow Ball launches a projectile. Hex chains between enemies and gains damage against burned, poisoned or slowed targets. Shadow Sneak tracks a target; Ominous Wind creates a pulling vortex. The status condition belongs to Hex’s effect, not the type chart.
Enemies can slip out of sight. In the fog, regain your target before chasing past trees or into a corner.
5 legendary entries can use this arena. A dual-type legendary can use either type’s arena and keeps both types for damage matchups.
View the full Rift guideThe 60 entries include 55 partners and 5 legendaries. Each dual-type Pokémon counts once. Starter labels describe roster status, not immediate availability.
Sprites: PMD SpriteCollab · CC BY-NC 4.0.
Check attack damage separately from the partner’s weather protection. The table shows modifiers from the checked implementation; a second type also determines protection.
| Weather | Attack damage of this type | Additional effect |
|---|---|---|
| Sandstorm | ×1 | Weather damage unless the partner also has Rock, Ground or Steel. |
| Snowfall | ×1 | Weather damage and up to 10% slower movement unless the partner has Ice as its other type. |
| Fog | ×1.3 | This damage modifier applies to attacks from players and enemies. |
Multipliers shown at full weather intensity; they transition gradually as weather starts and ends. ×1 means no change to this attack type’s damage. Weather protection checks both of the partner’s types.
Against a single defending type: Psychic, Ghost. Each advantage deals ×1.6. For a dual-type target, multiply both modifiers up to ×2.4.
A single-type partner takes ×1.6 from: Ghost, Dark. A second type can change the result.
Reach maximum move level, obtain its card and choose the evolution when offered. Lick → Shadow Punch (Power); Shadow Ball → Phantom Force (Reflexes); Hex → Poltergeist (Magnet); Shadow Sneak → Shadow Claw (Reflexes); Ominous Wind → Shadow Force (Magnet).
No. Upgrades modify cooldown. Charge time, duration and behavior also depend on the move; the listed base values come from the checked code and do not guarantee a final attack cadence.
Choose a partner and put what you have learned into practice.