A rift victory earns one Bond. Spend one to fuse two separate moves; spend another for each additional move, up to four in the group. With Charmander, combine Ember and Swords Dance first, then add Fire Spin and Agility. Only that group attacks when its slot is active, and each fusion frees an ordinary slot.

From four loose slots to one group

Scroll sideways to read every column.

Earned / spent BondsActive group exampleResult / next action
0 / 0EmberOther learned moves stay separate and do not fire together.
1 / 1Ember + Swords DanceTwo moves, one group; one ordinary slot freed.
2 / 2+ Fire SpinGrow this unfinished group to three.
3 / 3+ AgilityFour is the group limit; a new group can then be started.

Check the active slot after fusion

In the Bond choice, select the offered pair or add a loose move to the unfinished group. Finish that group before starting another. Choice Band locks switching and can preserve the previous active group, so inspect the active highlight after fusion. Winning the rift grants a Bond and a defeat record, not automatic ordinary legendary ownership. New rifts stop at 28:00.

Try the explained example

Tools

Related pages