Mud Shot
Burst · SpecialScatters slowing mud through the surrounding area.
Base cooldown: 1.1 s · Max level: 5
Ground combines straight shots, returning bones, traps and ground waves. Flying takes reduced Ground damage rather than blocking it completely; check both types before entering Red Desert.
Damage modifiers against a single defending type. Fire, Electric, Poison, Rock, Steel: ×1.6; Grass, Bug: ×0.6; Flying: ×0.3.
Incoming damage modifiers for a single-type partner. Water, Grass, Ice: ×1.6; Poison, Rock: ×0.6; Electric: ×0.3.
The checked official catalog contains 6 Ground moves, including 6 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.
Scatters slowing mud through the surrounding area.
Base cooldown: 1.1 s · Max level: 5
Damages and slows nearby enemies by shaking the ground.
Base cooldown: 0.7 s · Max level: 5
Throws a bone that hits on its outward and returning flight.
Base cooldown: 0.95 s · Max level: 5
Places ground traps that detonate when enemies step on them.
Base cooldown: 1.2 s · Max level: 5
A persistent vortex pulls enemies inward and damages them.
Base cooldown: 3 s · Max level: 5
A line of ground eruptions advances ahead.
Base cooldown: 1.15 s · Max level: 5
Mud Shot fires ahead, Bonemerang returns along its path and Spikes leaves traps. Sand Tomb adds a pulling vortex, while Magnitude sends eruptions along the ground. Compare their coverage before choosing which move to keep active.
Watch for tremors on the exposed desert ground. Keep moving, but plan detours around patches that slow your escape.
3 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 70 entries include 67 partners and 3 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 | ×1.3 | Partners with Rock, Ground or Steel avoid sandstorm weather damage. |
| Snowfall | ×1 | Weather damage and up to 10% slower movement unless the partner has Ice as its other type. |
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: Fire, Electric, Poison, Rock, Steel. 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: Water, Grass, Ice. A second type can change the result.
Reach maximum move level, obtain its card and choose the evolution when offered. Mud Shot → Earth Power (Power); Bulldoze → Earthquake (Power); Bonemerang → Bone Rush (Power); Spikes → Fissure (Power); Sand Tomb → High Horsepower (Vigor); Magnitude → Drill Run (Power).
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.