Best Trevenant build
GhostGrass 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) | Shadow Ball Ghost | Projectile | A shadowy orb that pierces several foes. | Phantom Forceneeds Reflexes · ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| 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 | Vine Whip Grass | Melee | Long-range whips in a wide arc. | Power Whipneeds Power · ×1.9 damage, more range and hits in 360° |
How to play the run
- Level Shadow Ball first. It is your only attack at the start. Push it to level 5 with upgrade cards.
- Take Reflexes once (-8% cooldown on every move.) so a golden card turns Shadow Ball into Phantom Force (×1.8 damage, +2 projectiles, +2 pierce and bigger).
- Add Hex 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 Shadow Ball with Hex 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
- Reflexes — -8% cooldown on every move.evolution
- Magnet — +30% experience pickup radius.evolution
- Synthesis — +0.9 HP regenerated per second.evolution
- Power — +10% damage with 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
WaterGroundPsychicRockGhost
Best rift arenas for this build
- Gloomy Graveyard (Giratina, Hoopa, Lunala, Marshadow…)
- Mind Temple (Mewtwo, Mew, Lugia, Celebi…)
- Ancient Quarry (Regirock, Terrakion, Diancie)
Arenas whose legendaries take the most damage from these move types.
Frequently asked questions
What is the best Trevenant build in PokéSurvivor?
Shadow Ball, Hex, Petal Blizzard, Vine Whip, holding Life Orb. Take Reflexes, Magnet, Synthesis, Power so the moves can evolve at max level.
What item should Trevenant 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 Trevenant's moves evolve?
Shadow Ball → Phantom Force (needs Reflexes); Hex → Poltergeist (needs Magnet); Petal Blizzard → Petal Dance (needs Synthesis); Vine Whip → Power Whip (needs Power).
Game data from PokéSurvivor · Last updated