Current original build. Unlock Kartana in the Alola gacha pool. Its ×1.70 attack is paired with 97 base HP and 124 movement, so start by upgrading the real Vine Whip rather than waiting for Steel. Add Metal Claw with one earned Bond, then Harden with a second; two separate gold choices complete Power Whip and Iron Head.

Loaded moves and evolution choices

  • Vine Whip · level 5 · evolution selected → Vine Whip + · level 5 + Power; choose its gold card separately
  • Metal Claw · level 5 · evolution selected → Metal Claw + · level 5 + Power; choose its gold card separately
  • Harden · level 5 · base move · No evolution

Bonds required: 2 · Run cards: Power ×1 · Reflexes ×1 · Vigor ×1 · Armor ×1

Optional item if found: Leftovers

Keep attacks and support in one active group with enough Bonds. Each evolution requires its own level, card and gold choice. New rift portals stop appearing at 28:00; an already open portal remains usable for its lifetime.

What to do

  • Current original: physical ×1.7, special ×1.02; Defense 131, Special Defense 31. Physical support affects physical moves only; Nasty Plot affects special moves. Single-type Pokémon get ×1.2 on matching moves; dual-types do not. Enter actual active stacks and target defenses in the planner.
  • Acquisition: Kartana is rarity 4 in Alola, not a rarity-5 legendary in this game’s playable data. Unlock it from the Alola gacha before selecting it; a higher base attack does not make it a free starter.
  • 0 Bonds: keep Vine Whip active. Its level-1 base damage is 19, cooldown 0.62 s and radius 85. Work around pack edges; active melee reduces ordinary received damage by 25%, but the 97-HP reserve still makes repeated contact dangerous.
  • Card priority: upgrade the active Vine Whip and take Power for its evolution. If health is already unsafe, immediate healing or Vigor (+20 maximum HP) comes before a speculative extra move. Armor reduces incoming damage; Reflexes increases attack frequency but does not fulfill the Power recipe.
  • 1 Bond: learn Metal Claw when offered and fuse it with Vine Whip after earning a Bond. The intermediate preset uses level-3 Vine Whip plus level-1 Metal Claw, without item, cards or evolution. Until the Bond exists, keep one damage slot active and switch for the target rather than expecting both to strike.
  • Two evolutions: raise Vine Whip and Metal Claw to level 5. One Power run card satisfies both recipes, but choose gold Power Whip and gold Iron Head separately. Two level-5 moves plus the card are prerequisites, not two automatically completed evolutions.
  • 2 Bonds and survival: add Harden with the second earned Bond and keep all three moves in the active group. If defense is urgent and Steel has not appeared, Vine Whip + Harden is a legal first-Bond alternative. The completed preset assumes both attack evolutions, all three moves at level 5 and one each of Power, Reflexes, Vigor and Armor.
  • Choose damage type for the target: against single types, Grass gets ×1.6 on Water/Ground/Rock; Steel gets ×1.6 on Ice/Rock/Fairy. Both get ×0.6 on Fire, so Steel is not a Fire counter. Check dual types in the matchup tool rather than importing main-series immunity values.
  • Missing Steel or unsafe melee: continue upgrading Vine Whip; Razor Leaf offers a legal ranged Grass option, while Flash Cannon is a legal Steel beam with a different Armor evolution recipe. Learning either changes this route and may require switching or another Bond; do not mark their evolutions as completed in the existing preset.
  • Equipment tradeoff: found Leftovers helps recovery; Assault Vest is a defense alternative and Quick Claw improves frequency. No recommended drop is required to keep playing. Life Orb adds ×1.3 attack but spends HP on casts, and Choice Band locks switching: neither is a free damage increase for this fragile opening. Finish Bond opportunities before 28:00 and dodge Arceus at Judgment after 30:00.

Requirements

Held itemsRun stat cards
LeftoversPower · Reflexes · Vigor · Armor

Strengths

  • A ×1.70 base attack multiplier strengthens both legal damage types; Grass/Steel offers different target coverage from the same active group after fusion.
  • One Power card serves both attack recipes, while active melee and the later Harden support give concrete defensive benefits.

Trade-offs

  • 97 base HP leaves less room for contact errors; ×1.70 is an attack multiplier, not measured DPS or a guarantee of the best run.
  • Both Grass and Steel lose damage against Fire; the completed preset costs two earned Bonds, two gold selections and four kinds of run card.

Your result also depends on upgrade choices, enemy spawns and how you dodge.

Kecleon Shop: natures, abilities & TMs

Choose your Pokémon’s nature and ability, then add only moves it has learned. Kecleon Shop explains how to change these traits and learn TM moves.