10 Best Grass-Type Fusions in Pokémon Infinite Fusion, Ranked

What are the best Grass-type fusions in Pokémon Infinite Fusion? After running the numbers through the fusion stat formula, the short answer is: Venusaur + Ferrothorn (Grass/Steel), Celebi + Shaymin-Sky (Grass/Flying), and Sceptile + Kartana (Grass/Steel) sit at the very top — unkillable defensive cores, 600-BST Serene Grace flinch pressure, and Beast Boost snowballing that no single-type attacker can match. This guide ranks the 10 best Grass type fusions in Pokémon Infinite Fusion for your team, with exact typings, calculated stats, ability choices, and build paths in version 6.7.2.

Quick note: pokemon-infinitefusions.site is an unofficial fan guide. We are not affiliated with Nintendo, Game Freak, or the creators of Pokémon Infinite Fusion.

Trainer commanding a leafy creature battling in a forest clearing

What Makes the Best Grass-Type Fusions in Pokémon Infinite Fusion

Grass is the type that holds entire teams together. Grass fusions resist Water, Electric, Grass, and Ground — four of the most common attacking types in the game — and Grass STAB hits Water, Ground, and Rock super effectively. Every balanced team in Pokémon Infinite Fusion needs a Grass answer for the Water and Ground types that run wild in the mid and late game, and the fusions below give you that answer plus much more.

But Grass has famous problems of its own: weaknesses to Fire, Ice, Poison, Flying, and Bug, five of the most common coverage types in the game. Every fusion below is ranked on four things:

  • Does the typing fix Grass’s weaknesses? Grass/Steel (Venusaur + Ferrothorn, Sceptile + Kartana) resists Ice, Poison, Flying, and Bug — four of Grass’s five weaknesses. Grass/Flying (Celebi + Shaymin-Sky) flips the Ground matchup to an immunity and adds Fighting resistance. Grass/Dragon (Torterra + Garchomp) trades five weaknesses for a single 4x Ice weakness.
  • Roles, not just stats. Grass’s family is full of walls, status spreaders, and setup sweepers rather than raw nukes. The head donates two-thirds of the special stats and the primary Grass typing; the body donates physical stats and its secondary typing. Every pick below lists the exact order — verify it in the Pokémon Infinite Fusion calculator before fusing.
  • Abilities that define the pick. Iron Barbs, Regenerator, Serene Grace, Technician, Chlorophyll, Poison Heal — Grass’s family has some of the best defensive and disruption abilities in the game, and fusion lets you choose either parent’s.
  • The Fire problem is real. Fire hits Grass super effectively and nearly every team carries a Fire move. Every team running these fusions needs a Water or Rock answer for Fire types — the team builder will show the hole if you forget.

New to fusion mechanics? Our guide to how fusion works explains DNA Splicers, head/body order, and the typing rules behind every pick here.

The 10 Best Grass-Type Fusions for Your Team, Ranked

Every fusion below keeps the Grass typing, uses the exact head/body order listed, and has its stats calculated with the official fusion formula. Rankings weigh raw power, defensive typing, ability options, and realistic availability.

#1 Venusaur (Head) + Ferrothorn (Body) — The Unkillable Wall

Type: Grass/Steel | Key stats: 115 Defense, 105 Sp. Defense, 78 HP | Abilities: Overgrow, Chlorophyll, Iron Barbs, or Anticipation

The best Grass fusion in Pokémon Infinite Fusion: 115 Defense and 105 Special Defense on a Grass/Steel typing that resists eleven types. Venusaur’s head donates the Grass primary typing and 100 Special Attack; Ferrothorn’s body donates 131 Defense and the Steel secondary typing. Leech Seed, Giga Drain, Power Whip, Gyro Ball, and Stealth Rock give it a complete defensive toolkit — it heals off every turn while Iron Barbs punishes every contact attacker.

Iron Barbs is the premium pick: 115 Defense plus chip damage on every physical hit makes switch-ins miserable for the opponent. Chlorophyll (from Venusaur) is the wild alternative — in sun, its 40 Speed effectively doubles, letting it set Leech Seed and Stealth Rock before threats move. The honest flaws: 40 Speed loses every race, and 4x Fire weakness is the nightmare — one Fire Blast ends the run, so scout the opponent’s Fire coverage before it switches in. Relaxed nature, Leech Seed, Giga Drain or Power Whip, Gyro Ball, Stealth Rock or Spikes.

How to get the base Pokémon: Bulbasaur is the classic starter pick (also catchable in the wild later), evolving into Venusaur at level 32; Ferroseed is a mid-to-late-game catch evolving into Ferrothorn. A realistic mid-game build with endgame value.

#2 Celebi (Head) + Shaymin-Sky (Body) — The Serene Flinch Machine

Type: Grass/Flying | Key stats: 118 Speed, 107 Sp. Attack, 100 HP | Abilities: Natural Cure, Serene Grace

600 BST with Serene Grace doubling every move’s secondary effect chance. Celebi’s head donates the Grass primary typing and 100/100/100 bulk; Shaymin-Sky’s body donates 127 Speed and the Flying secondary typing. Seed Flare drops Special Defense 80% of the time, Air Slash flinches 60% of the time, and Earth Power or Dazzling Gleam covers the gaps — opponents simply do not get to move.

Serene Grace is the entire point: 118 Speed plus 60% flinch Air Slash plus 80% Special Defense-drop Seed Flare is the most oppressive special sequence in the game. Natural Cure (from Celebi) is the honest alternative — switch out to cure any status, which matters against the Toxic and Thunder Wave users this fusion baits. The flaws: 4x Ice weakness and weakness to Fire, Flying, Poison, and Rock — five weaknesses means it cannot switch in carelessly despite 100/83/92 bulk. Timid nature, Seed Flare, Air Slash, Earth Power or Dazzling Gleam, Substitute or Recover. Our legendary fusions breakdown covers the event hunts.

How to get the base Pokémon: Celebi is an event/post-game encounter; Shaymin-Sky is a late/post-game legendary encounter. Strictly endgame — but the best special Grass fusion in the game.

#3 Sceptile (Head) + Kartana (Body) — The Paper Blade Sweeper

Type: Grass/Steel | Key stats: 149 Attack, 113 Speed, 109 Defense | Abilities: Overgrow, Unburden, Beast Boost

149 Attack and 113 Speed with Beast Boost raising Attack after every KO. Sceptile’s head donates the Grass primary typing and 105 Special Attack; Kartana’s body donates 181 Attack and the Steel secondary typing. Leaf Blade, Smart Strike, Psycho Cut or Sacred Sword, and Swords Dance sweep teams once the Fire types are removed — and Grass/Steel’s nine resistances make the setup turn survivable.

Beast Boost is the default: with 149 Attack as its highest stat, every KO snowballs the sweep harder. Unburden (from Sceptile) is the spicy alternative — consume a White Herb or Berry and outspeed everything in the game. The 4x Fire weakness and 67/66 bulk are the honest flaws: this is a glass cannon that must never switch into Fire coverage. 109 Defense is a pleasant surprise for a sweeper, though. Jolly nature, Swords Dance, Leaf Blade, Smart Strike, Sacred Sword or Psycho Cut. Check exact locations in the Infinite Fusion Dex.

How to get the base Pokémon: Treecko is an early-to-mid-game catch evolving into Sceptile at level 36; Kartana is a post-game Ultra Beast encounter. A late-game project with sweep-everything upside.

#4 Venusaur (Head) + Blastoise (Body) — The Venustoise Classic

Type: Grass/Water | Key stats: 102 Sp. Defense, 95 Sp. Attack, 94 Defense | Abilities: Overgrow, Chlorophyll, Torrent, or Rain Dish

The fan-favorite starter fusion: 80/94/102 bulk on a Grass/Water typing with only three weaknesses (Fire, Flying, Bug). Venusaur’s head donates the Grass primary typing and 100 Special Attack; Blastoise’s body donates its Water secondary typing and 100 Defense. Giga Drain, Scald, Sludge Bomb, and Rapid Spin make it the most versatile pivot on this list — it switches into Water and Ground attacks for free, threatens burns, and clears hazards.

Rain Dish (from Blastoise) is the sneaky premium pick on rain teams: heal 1/16 HP every turn while Scald burns everything. Chlorophyll doubles Speed in sun for a weather-war flex. The 79 Speed is the honest flaw — it moves after real threats, so this is a pivot and wall, not a sweeper. It is also the easiest build on this list if you picked either starter, and our best fusion combinations guide ranks it among the all-time greats. Calm nature, Giga Drain, Scald, Sludge Bomb, Rapid Spin or Toxic.

How to get the base Pokémon: Bulbasaur is the classic starter pick (also catchable in the wild later), evolving into Venusaur at level 32; Squirtle is the Water starter pick (also catchable in the wild later), evolving into Blastoise at level 36. Very accessible.

#5 Breloom (Head) + Machamp (Body) — The Spore Technician

Type: Grass/Fighting | Key stats: 130 Attack, 80 Defense | Abilities: Effect Spore, Poison Heal, Technician, Guts, No Guard, or Steadfast

130 Attack with Technician-boosted Mach Punch priority and 100% accurate Spore. Breloom’s head donates the Grass primary typing and 130 Attack; Machamp’s body donates 130 Attack and the Fighting secondary typing. Spore puts anything to sleep, Swords Dance doubles the damage, Bullet Seed and Mach Punch pick off faster threats, and Drain Punch or Close Combat deletes whatever wakes up.

Technician is the default: Mach Punch (40 BP becomes 60) and Bullet Seed hits become real damage behind 130 Attack. Poison Heal (from Breloom) with a Toxic Orb is the wild alternative — heal every turn while ignoring every other status. Guts (from Machamp) turns burns into a 50% Attack boost. The flaws: 60 Speed loses to everything fast, and weaknesses to Fire, Flying, Psychic, Ice, Poison, and Fairy are a nightmare matchup spread — this sweeps teams that lack answers and dies to teams that have them. Adamant nature, Spore, Swords Dance, Mach Punch, Bullet Seed or Close Combat.

How to get the base Pokémon: Shroomish is a mid-game grass-area catch evolving into Breloom at level 23; Machop is one of the earliest cave catches, evolving into Machamp. Extremely accessible for a top-tier pick.

Two plant creatures fusing inside a swirling green energy vortex

#6 Torterra (Head) + Garchomp (Body) — The Single-Weakness Bulwark

Type: Grass/Dragon | Key stats: 123 Attack, 99 HP, 98 Defense | Abilities: Overgrow, Shell Armor, Sand Veil, or Rough Skin

Five Grass weaknesses traded for one: Ice (4x). Torterra’s head donates the Grass primary typing and 109 Attack; Garchomp’s body donates 130 Attack and the Dragon secondary typing. Grass/Dragon resists Water, Electric, Grass, and Ground while hitting Water and Ground super effectively — and 123 Attack with Wood Hammer, Earthquake, Dragon Claw, and Stealth Rock makes it a wallbreaker that also sets hazards.

Rough Skin (from Garchomp) is the premium pick: contact attackers eat chip damage on a 99/98 physical wall. Shell Armor (from Torterra) blocks critical hits entirely — excellent on a setup tank. The 4x Ice weakness is the honest flaw: one Ice Beam from anything fast ends it, so scout before it switches in. 87 Speed is workable with the bulk behind it. Impish or Adamant nature, Wood Hammer, Earthquake, Dragon Claw, Stealth Rock or Swords Dance.

How to get the base Pokémon: Turtwig is an early-to-mid-game catch evolving into Torterra at level 32; Gible is a late-game cave hunt evolving into Garchomp at level 48. A mid-to-late-game build worth the wait.

#7 Roserade (Head) + Gengar (Body) — The Technician Assassin

Type: Grass/Poison | Key stats: 127 Sp. Attack, 103 Speed, 95 Sp. Defense | Abilities: Natural Cure, Poison Point, Technician, Cursed Body, or Levitate

127 Special Attack and 103 Speed with Technician boosting every 60-BP-and-under move by 50%. Roserade’s head donates the Grass primary typing and 125 Special Attack; Gengar’s body donates its Poison secondary typing and 110 Speed. Magical Leaf (90 effective), Sludge Bomb, Shadow Ball, and Sleep Powder give it perfect coverage — Grass/Poison resists Water, Electric, Grass, Fighting, and Fairy with only four weaknesses.

Technician is the pick: Magical Leaf never misses and hits at 90 effective power, while Hidden Power coverage gets the same boost. Natural Cure (from Roserade) is the honest alternative — sleep off Toxic and Thunder Wave by switching, which this fast pivot does constantly. The flaws: 60/62 physical bulk folds to any strong neutral hit, and it cannot take the Ice, Fire, Flying, or Psychic moves its typing invites. Timid nature, Magical Leaf, Sludge Bomb, Shadow Ball, Sleep Powder or Toxic Spikes.

How to get the base Pokémon: Budew is a mid-game catch evolving into Roserade with a Shiny Stone; Gastly is the early Lavender catch evolving into Gengar. Very accessible for a special attacker this strong.

#8 Decidueye (Head) + Aegislash (Body) — The Stance-Change Archer

Type: Grass/Ghost | Key stats: 125 Defense (shield), 136 effective Attack (blade), 83 Sp. Defense | Abilities: Overgrow, Long Reach, Stance Change

The only fusion on this list that is two Pokémon at once: Stance Change swaps between a 125-Defense shield wall and a 136-effective-Attack blade nuke. Decidueye’s head donates the Grass primary typing and 107 Attack; Aegislash’s body donates its Ghost secondary typing and 150/150 offensive/defensive stats. Grass/Ghost is immune to Normal and Fighting, resists Water, Electric, Grass, and Ground — and Shadow Sneak plus Spirit Shackle trap whatever it cannot wall.

Stance Change is non-negotiable — it is the entire pick. King’s Shield scouts and drops the opponent’s Attack, Swords Dance behind the shield form becomes safe, and then Shadow Sneak, Spirit Shackle, and Leaf Blade sweep. The flaws: 63 Speed means it moves last in both stances, and 4x… no — Grass/Ghost’s weaknesses (Fire, Ice, Flying, Ghost, Dark) are all common coverage. This is a prediction fighter: win the King’s Shield mind games and it sweeps; lose them and it dies. Adamant nature, Swords Dance, Shadow Sneak, Spirit Shackle or Shadow Claw, Leaf Blade.

How to get the base Pokémon: Rowlet is an early-to-mid-game catch evolving into Decidueye at level 34; Honedge is a mid-game catch evolving into Aegislash with a Dusk Stone. Mid-game accessible, endgame viable.

#9 Tangrowth (Head) + Amoonguss (Body) — The Regenerator Core

Type: Grass/Poison | Key stats: 105 HP, 102 Sp. Attack, 90 Attack | Abilities: Chlorophyll, Leaf Guard, Regenerator, or Effect Spore

The wall that refuses to die: Regenerator heals one-third of its HP every time it switches out. Tangrowth’s head donates the Grass primary typing and 110 Special Attack; Amoonguss’s body donates its Poison secondary typing and 114 HP. Giga Drain, Sludge Bomb, Spore, and Clear Smog or Toxic make it a pivot that damages, spreads status, and comes back at full health — Grass/Poison’s Water, Electric, Grass, Fighting, and Fairy resistances make the switch-in free half the time.

Regenerator (from Amoonguss) is the entire strategy: switch in on a resisted Water or Electric move, fire off Spore or Sludge Bomb, switch out healed. Effect Spore is the honest alternative — contact attackers risk sleep, poison, or paralysis just by touching it. The 37 Speed and 4x… weaknesses to Fire, Ice, Flying, and Psychic are the flaws — this never sweeps, it grinds. It is also the best Spore user on the list that is not legendary-locked. Bold nature, Giga Drain, Sludge Bomb, Spore, Clear Smog or Synthesis.

How to get the base Pokémon: Tangela is a mid-game grass-area catch evolving into Tangrowth by learning Ancient Power; Foongus is a mid-game catch evolving into Amoonguss at level 39. Both mid-game, no legendaries — the best support fusion on this list.

#10 Vileplume (Head) + Tentacruel (Body) — The Story-Mode MVP

Type: Grass/Water | Key stats: 100 Sp. Attack, 100 Sp. Defense, 83 Speed | Abilities: Chlorophyll, Effect Spore, Clear Body, Liquid Ooze, or Rain Dish

The best Grass fusion you can build before the fourth gym. Vileplume’s head donates the Grass primary typing and 110 Special Attack; Tentacruel’s body donates its Water secondary typing and 120 Special Defense. 100/100 special stats on a Grass/Water typing with only three weaknesses (Fire, Flying, Bug) — Giga Drain, Scald, Sludge Bomb, and Sleep Powder carry entire stretches of the story. Grass/Water resists Water, Electric, Grass, Fighting, and Steel, which is exactly the coverage the early gyms throw at you.

Effect Spore punishes the contact attackers that dominate the early game; Clear Body (from Tentacruel) blocks stat drops from the Intimidate users that show up mid-game. Rain Dish is the weather option. The flaws: 77/72 physical bulk and no boosting move — it is a story workhorse, not a late-game sweeper, and it gets outclassed by Venustoise (#4) once both starters are available. But nothing on this list is buildable this early. Modest nature, Giga Drain, Scald, Sludge Bomb, Sleep Powder.

How to get the base Pokémon: Oddish is one of the earliest grass catches, evolving into Vileplume with a Leaf Stone; Tentacool is an early Surf/fishing catch evolving into Tentacruel at level 30. Build it the moment you get Cut.

The Fire Problem: Every Grass Team’s Homework

Grass’s nightmare matchup is Fire: Fire hits Grass super effectively, and nearly every team in the game carries a Fire move for exactly this reason. Five of the ten fusions above are 4x weak to Fire (both Grass/Steel picks), and the rest are 2x weak. The fusions above handle it three ways:

  • Water coverage on the fusion itself. Venustoise and the Vileplume + Tentacruel build both run Scald — Fire switch-ins eat a super effective Water move instead of getting a free turn. If your Grass core has no Water, Ice, Ground, or Rock coverage, you do not have a Fire answer — fix it on the team builder.
  • Speed and status. Breloom + Machamp’s Spore and Celebi + Shaymin-Sky’s flinches do not care about type matchups — a sleeping or flinching Fire type deals no damage. Disruption is Grass’s honest answer to coverage it cannot tank.
  • A dedicated Fire counter on the team. The honest solution: do not ask your Grass fusion to beat Fire types alone. Pair every Grass core with a Water or Rock teammate — a Water-type fusion walls every Fire attacker in the game. Our best Electric-type fusions guide has picks that resist Fire’s common partners too.

Test the matchup in the fusion calculator: plug in your Grass fusion against common Fire threats and check whether you survive the hit and KO back. If the answer is no, the team is not finished.

Where to Catch Grass Types in Pokémon Infinite Fusion

Grass hunting is generous. Oddish and Bellsprout are among the earliest catches in the game, evolving into Vileplume and Victreebel with stones. Bulbasaur is the classic starter pick (also catchable in the wild later) for the Venusaur builds. Shroomish, Tangela, and Foongus are all mid-game grass-area catches for the Breloom, Tangrowth, and Amoonguss halves. Budew and Honedge are mid-game finds for the Roserade and Aegislash builds; Tentacool is an early Surf catch.

The late-game halves — Ferroseed, Gible, and Treecko’s final evolutions — reward patient hunters, while the legendary halves (Celebi, Shaymin, Kartana) are post-game encounters. Check exact locations in the Infinite Fusion Dex and preview every combination in the Pokémon fusion tool. New to the game? Download Pokémon Infinite Fusion (version 6.7.2) and start your Grass-type squad today.

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Best Grass Fusions FAQ

What is the best Grass fusion in Pokémon Infinite Fusion?

Venusaur (head) + Ferrothorn (body) is the best Grass-type fusion in Pokémon Infinite Fusion. Grass/Steel typing with 115 Defense, 105 Special Defense, Iron Barbs chip damage, and Leech Seed recovery makes it the hardest Grass fusion to break in the game. It is a mid-game build — Vileplume + Tentacruel is the best early-game alternative.

What beats Grass-type fusions?

Fire, Ice, Poison, Flying, and Bug hit Grass super effectively. Fire is the most dangerous because of its coverage and the 4x weakness on both Grass/Steel fusions — never leave a Grass/Steel fusion in on a Fire move. Ice is the runner-up: it deletes the Grass/Dragon and Grass/Flying picks. Every Grass team needs a Water or Rock teammate as the dedicated Fire answer.

Are Grass fusions good against Erika’s gym?

Counter-intuitively, no — Erika’s Grass gym resists your Grass STAB, and her fusions carry Poison coverage that hits Grass super effectively. Bring Fire, Flying, or Ice answers instead, and save your Grass fusions for Misty’s Water gym and the Ground-heavy late game, where Grass STAB deletes everything. Our best fusion combinations guide covers gym-by-gym picks.

Should the Grass Pokémon be the head or the body?

The head, in most cases. The head donates the Grass primary typing (with its Water, Electric, and Ground resistances) and two-thirds of the special stats. Grass’s best attackers are special-leaning, so the head slot maximizes them. Body-slot Grass is a niche trick for donating abilities like Regenerator (Amoonguss) or Poison Heal (Breloom) without taking the Grass typing.

What is the best Grass fusion for a Nuzlocke?

Tangrowth + Amoonguss (105 HP, Regenerator healing on every switch, Spore) or Venusaur + Ferrothorn (115 Defense, Leech Seed, eleven resistances). Both forgive mistakes, which is what matters when one faint ends the run. Grass’s bulk and status game make it one of the safest types for Nuzlocke play.

Which Grass fusion is best for beginners?

Vileplume + Tentacruel — both halves are caught in the first hours of the game, the Grass/Water typing has only three weaknesses, and 100/100 special stats carry the entire early story. Graduate to Venustoise (Venusaur + Blastoise) once both starters are available, then to the Venusaur + Ferrothorn wall for the late game.

Final Verdict: The Best Grass-Type Fusions, Ranked

The best Grass-type fusions in Pokémon Infinite Fusion pair elite defensive typings with game-defining abilities: Venusaur + Ferrothorn for the unkillable Grass/Steel wall, Celebi + Shaymin-Sky for 600-BST Serene Grace dominance, and Sceptile + Kartana for Beast Boost sweeping. Cover your Fire weakness, preview every combination in the fusion calculator, and build the squad on the team builder — this unofficial fan guide will keep the rankings current as version 6.7.2 evolves.

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