MATCHUPS, MOVES & PARTNERS

Ground type in PokéSurvivor

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.

6
moves
6
evolutions
70
Pokémon
3
legendaries
Defending types

Attacking with Ground

Damage modifiers against a single defending type. Fire, Electric, Poison, Rock, Steel: ×1.6; Grass, Bug: ×0.6; Flying: ×0.3.

×1.6Super effective
FireElectricPoisonRockSteel
×0.6Resisted
GrassBug
×0.3Softened immunity
Flying
Incoming attack types

Defending as Ground

Incoming damage modifiers for a single-type partner. Water, Grass, Ice: ×1.6; Poison, Rock: ×0.6; Electric: ×0.3.

×1.6Super effective
WaterGrassIce
×0.6Resisted
PoisonRock
×0.3Softened immunity
Electric

6 Ground moves: cooldowns and evolutions

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.

Mud Shot

Burst · Special

Scatters slowing mud through the surrounding area.

Base cooldown: 1.1 s · Max level: 5

Evolves intoEarth PowerRequired card: Power

Bulldoze

Aura · Physical

Damages and slows nearby enemies by shaking the ground.

Base cooldown: 0.7 s · Max level: 5

Evolves intoEarthquakeRequired card: Power

Bonemerang

Boomerang · Physical

Throws a bone that hits on its outward and returning flight.

Base cooldown: 0.95 s · Max level: 5

Evolves intoBone RushRequired card: Power

Spikes

Mines · Physical

Places ground traps that detonate when enemies step on them.

Base cooldown: 1.2 s · Max level: 5

Evolves intoFissureRequired card: Power

Sand Tomb

Vortex · Physical

A persistent vortex pulls enemies inward and damages them.

Base cooldown: 3 s · Max level: 5

Evolves intoHigh HorsepowerRequired card: Vigor

Magnitude

Quake · Physical

A line of ground eruptions advances ahead.

Base cooldown: 1.15 s · Max level: 5

Evolves intoDrill RunRequired card: Power

Keep a lane open for Ground attacks

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.

Red Desert: the Ground Rift arena

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 guide
Ground3legendaries

3 Ground legendaries

Explore all 87 legendaries

67 other Ground partners

The 70 entries include 67 partners and 3 legendaries. Each dual-type Pokémon counts once. Starter labels describe roster status, not immediate availability.

966 Pokémon · Pokédex

Sprites: PMD SpriteCollab · CC BY-NC 4.0.

Ground and run weather

Check attack damage separately from the partner’s weather protection. The table shows modifiers from the checked implementation; a second type also determines protection.

WeatherAttack damage of this typeAdditional effect
Sandstorm×1.3Partners with Rock, Ground or Steel avoid sandstorm weather damage.
Snowfall×1Weather 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.

Ground-type questions

What is Ground super effective against?

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.

Which attacks threaten a Ground partner?

A single-type partner takes ×1.6 from: Water, Grass, Ice. A second type can change the result.

How do Ground moves evolve?

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).

Is base cooldown the final attack interval?

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.

Keep planning your build

PUT THE BASICS INTO PRACTICE

Ready for your next run?

Choose a partner and put what you have learned into practice.

Open the game