Best Great Tusk build
GroundFighting S Pokédex entry →
Generated from the game rules and this Pokémon's move pool: a solid default for a 30-minute run. Swap moves to match the cards you are offered.
Moves (4 slots)
| Slot | Move | Kind | Why | Evolves into |
|---|---|---|---|---|
| 1Core (starting move) | Mud Shot Ground | Burst | Splashes mud around and slows foes. | Earth Powerneeds Power · +6 projectiles, ×1.6 damage and +1 pierce |
| 2Crowd clear | Spikes Ground | Mines | Scatters spikes that burst when stepped on. | Fissureneeds Power · ×1.8 damage, +2 mines and a bigger blast |
| 3Close defense | Bulldoze Ground | Aura | Shakes the ground: damages and slows everything nearby. | Earthquakeneeds Power · ×1.8 damage and 35% more radius |
| 4Flex / damage | Karate Chop Fighting | Melee | A sharp, powerful blow straight ahead. | Close Combatneeds Power · ×1.9 damage, more range and hits in 360° |
How to play the run
- Level Mud Shot first. It is your only attack at the start. Push it to level 5 with upgrade cards.
- Take Power once (+10% damage with every move.) so a golden card turns Mud Shot into Earth Power (+6 projectiles, ×1.6 damage and +1 pierce).
- Add Spikes for the hordes. Only your active move fires, so switch to it (1–4, Q/E or tap) when you are surrounded.
- Enter every rift you can. Beating the legendary gives a bond: fuse Mud Shot with Spikes so both fire together from one slot.
- Hold Life Orb: +30% damage, but each attack costs a little HP. Held items drop from chests and bosses; you keep one at a time.
- Before minute 30, stack damage and defense: the Judgment of Arceus sends ever-stronger legendaries until you fall.
Level-up card priority
- Power — +10% damage with every move.evolution
- Reflexes — -8% cooldown on every move.
- Vigor — +20 max HP (and heals it).
Items
Life Orb — +30% damage, but each attack costs a little HP.
Alternative: Choice Band — +40% damage, but you can't switch moves.
Permanent upgrades first
- Repertoire (Start with 2 moves, 1,500 coins to max)
- Strength (+4% damage, 5,050 coins to max)
- Reflexes (-3% cooldown, 3,340 coins to max)
- Critical Hit (+3% critical chance (x1.5 damage), 6,300 coins to max)
Best weather
Sandstorm: Rock, Ground and Steel are boosted; the rest suffer.
Super effective against
NormalFireElectricIcePoisonRockDarkSteel
Best rift arenas for this build
- Steel Fortress (Registeel, Jirachi, Dialga, Heatran…)
- Toxic Swamp (Eternatus, Munkidori, Fezandipiti)
- Ancient Quarry (Regirock, Terrakion, Diancie)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Great Tusk build in PokéSurvivor?
Mud Shot, Spikes, Bulldoze, Karate Chop, holding Life Orb. Take Power so the moves can evolve at max level.
What item should Great Tusk hold?
Life Orb (+30% damage, but each attack costs a little hp.) If you find Choice Band first, it is a good alternative.
How do Great Tusk's moves evolve?
Mud Shot → Earth Power (needs Power); Spikes → Fissure (needs Power); Bulldoze → Earthquake (needs Power); Karate Chop → Close Combat (needs Power).
Game data from PokéSurvivor · Last updated