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Sinistcha

Best Sinistcha build

GrassGhost 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)

SlotMoveKindWhyEvolves 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 Hex Ghost Chain A curse that jumps between enemies. Much more damage if they are burned, poisoned or slowed. Poltergeistneeds Magnet · ×1.7 damage and +3 jumps
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 Lick Ghost Melee A ghostly lick that briefly paralyzes. Shadow Punchneeds Power · ×1.9 damage, more range and hits in 360°

How to play the run

  1. Level Vine Whip first. It is your only attack at the start. Push it to level 5 with upgrade cards.
  2. 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°).
  3. Add Hex for the hordes. Only your active move fires, so switch to it (1–4, Q/E or tap) when you are surrounded.
  4. Enter every rift you can. Beating the legendary gives a bond: fuse Vine Whip with Hex so both fire together from one slot.
  5. 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.
  6. Before minute 30, stack damage and defense: the Judgment of Arceus sends ever-stronger legendaries until you fall.

Level-up card priority

  1. Power — +10% damage with every move.evolution
  2. Magnet — +30% experience pickup radius.evolution
  3. Synthesis — +0.9 HP regenerated per second.evolution
  4. Reflexes — -8% cooldown on every move.
  5. 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

  1. Repertoire (Start with 2 moves, 1,500 coins to max)
  2. Strength (+4% damage, 5,050 coins to max)
  3. Reflexes (-3% cooldown, 3,340 coins to max)
  4. 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

WaterGroundPsychicRockGhost

Best rift arenas for this build

Arenas whose legendaries take the most damage from these move types.

Frequently asked questions

What is the best Sinistcha build in PokéSurvivor?

Vine Whip, Hex, Petal Blizzard, Lick, holding Life Orb. Take Power, Magnet, Synthesis so the moves can evolve at max level.

What item should Sinistcha 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 Sinistcha's moves evolve?

Vine Whip → Power Whip (needs Power); Hex → Poltergeist (needs Magnet); Petal Blizzard → Petal Dance (needs Synthesis); Lick → Shadow Punch (needs Power).

Game data from PokéSurvivor · Last updated