Best Tinkatuff build
FairySteel C 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) | Fairy Wind Fairy | Burst | A magical breeze in every direction. | Moonblastneeds Power · +6 projectiles, ×1.6 damage and +1 pierce |
| 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 | Dazzling Gleam Fairy | Aura | A flash of light all around you. | Misty Terrainneeds Synthesis · ×1.8 damage and 35% more radius |
| 4Flex / damage | Metal Claw Steel | Melee | A steel swipe in an arc. | Iron Headneeds Power · ×1.9 damage, more range and hits in 360° |
How to play the run
- Level Fairy Wind 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 Fairy Wind into Moonblast (+6 projectiles, ×1.6 damage and +1 pierce).
- 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 Fairy Wind with Meteor Mash so both fire together from one slot.
- Hold Quick Claw: -20% cooldown on all your moves. 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
Quick Claw — -20% cooldown on all your moves.
Alternative: Shell Bell — You heal from the damage you deal.
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. Fog: Ghost, Fairy and Psychic are boosted.
Super effective against
IceFightingRockDragonDarkFairy
Best rift arenas for this build
- Ancient Quarry (Regirock, Terrakion, Diancie)
- Ancient Dojo (Cobalion, Terrakion, Virizion, Keldeo…)
- Dark Alley (Darkrai, Yveltal, Urshifu, Chi-Yu)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Tinkatuff build in PokéSurvivor?
Fairy Wind, Meteor Mash, Dazzling Gleam, Metal Claw, holding Quick Claw. Take Power, Synthesis so the moves can evolve at max level.
What item should Tinkatuff hold?
Quick Claw (-20% cooldown on all your moves.) If you find Shell Bell first, it is a good alternative.
How do Tinkatuff's moves evolve?
Fairy Wind → Moonblast (needs Power); Meteor Mash → Magnet Bomb (needs Power); Dazzling Gleam → Misty Terrain (needs Synthesis); Metal Claw → Iron Head (needs Power).
Game data from PokéSurvivor · Last updated