Best Revavroom build
SteelPoison A 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) | Metal Claw Steel | Melee | A steel swipe in an arc. | Iron Headneeds Power · ×1.9 damage, more range and hits in 360° |
| 2Crowd clear | Meteor Mash Steel | Meteors | Two steel meteors that crush where they land. | Magnet Bombneeds Power · ×1.7 damage, +2 meteors and more radius |
| 3Close defense | Toxic Poison | Trail | You leave pools of poison that badly poison whoever steps on them. | Poison Gasneeds Synthesis · ×1.8 damage, bigger and longer-lasting pools |
| 4Flex / damage | Sludge Poison | Projectile | Toxic sludge that poisons on impact. | Sludge Bombneeds Power · ×1.8 damage, +2 projectiles, +2 pierce and bigger |
How to play the run
- Level Metal Claw 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 Metal Claw into Iron Head (×1.9 damage, more range and hits in 360°).
- Add Meteor Mash 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 Metal Claw with Meteor Mash 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
- Synthesis — +0.9 HP regenerated per second.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
GrassIceRockFairy
Best rift arenas for this build
- Ancient Quarry (Regirock, Terrakion, Diancie)
- Emerald Jungle (Celebi, Shaymin, Virizion, Tapu Bulu…)
- Enchanted Forest (Xerneas, Diancie, Tapu Koko, Tapu Lele…)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Revavroom build in PokéSurvivor?
Metal Claw, Meteor Mash, Toxic, Sludge, holding Life Orb. Take Power, Synthesis so the moves can evolve at max level.
What item should Revavroom 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 Revavroom's moves evolve?
Metal Claw → Iron Head (needs Power); Meteor Mash → Magnet Bomb (needs Power); Toxic → Poison Gas (needs Synthesis); Sludge → Sludge Bomb (needs Power).
Game data from PokéSurvivor · Last updated