Best Iron Leaves build
GrassPsychic 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) | Vine Whip Grass | Melee | Long-range whips in a wide arc. | Power Whipneeds Power · ×1.9 damage, more range and hits in 360° |
| 2Crowd clear | Psychic Psychic | Burst | A radial mental burst that seeks enemies. | Expanding Forceneeds Magnet · +6 projectiles, ×1.6 damage and +1 pierce |
| 3Close defense | Petal Blizzard Grass | Orbit | A cyclone of leaves spins widely around you. | Petal Danceneeds Synthesis · +2 orbs, ×1.7 damage and more radius |
| 4Flex / damage | Psycho Cut Psychic | Boomerang | Psychic blades that come back to you. | Psychic Fangsneeds Reflexes · ×1.8 damage, +1 boomerang and more range |
How to play the run
- Level Vine Whip 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 Vine Whip into Power Whip (×1.9 damage, more range and hits in 360°).
- Add Psychic 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 Vine Whip with Psychic 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
- Magnet — +30% experience pickup radius.evolution
- Synthesis — +0.9 HP regenerated per second.evolution
- Reflexes — -8% cooldown on every move.evolution
- 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
Fog: Ghost, Fairy and Psychic are boosted.
Super effective against
WaterFightingPoisonGroundRock
Best rift arenas for this build
- Ancient Quarry (Regirock, Terrakion, Diancie)
- Ancient Dojo (Cobalion, Terrakion, Virizion, Keldeo…)
- Sea Grotto (Suicune, Kyogre, Palkia, Phione…)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Iron Leaves build in PokéSurvivor?
Vine Whip, Psychic, Petal Blizzard, Psycho Cut, holding Life Orb. Take Power, Magnet, Synthesis, Reflexes so the moves can evolve at max level.
What item should Iron Leaves 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 Iron Leaves's moves evolve?
Vine Whip → Power Whip (needs Power); Psychic → Expanding Force (needs Magnet); Petal Blizzard → Petal Dance (needs Synthesis); Psycho Cut → Psychic Fangs (needs Reflexes).
Game data from PokéSurvivor · Last updated