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

What are the best ground type fusions in Pokémon Infinite Fusion? The short answer: Excadrill + Scizor (Ground/Steel, Technician) is the best all-around ground fusion, Krookodile + Tyranitar (Ground/Dark, Sand Stream) is the best sand-team anchor, and Flygon + Garchomp (Ground/Dragon) is the fastest offensive option. This guide ranks the 10 best ground-type fusions in Pokémon Infinite Fusion for your team, with exact head/body orders, resulting typings, formula-estimated 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.

Two desert creatures merging in a swirling sand energy vortex

How a Ground Fusion Gets Its Typing

The typing rule is simple: the head donates its primary type, the body donates its secondary type. A body with no secondary type donates its primary type instead. And the anti-redundancy rule says that if the head’s primary type matches the type the body would donate, the body donates its primary type instead, so the fusion never collapses into a redundant monotype.

Ground is one of the types where this rule rewards careful thinking, because several of the best Ground parents are dual-typed with Ground as their secondary type: Garchomp (Dragon/Ground), Swampert (Water/Ground), Nidoking (Poison/Ground), Mamoswine (Ice/Ground). Put one of those on the bottom and its secondary Ground type flows into the fusion, while the head decides the partner type. Put a Ground-primary parent like Excadrill, Krookodile, or Flygon on top, and you control the typing from the head.

The classic trap: Flygon (head) + Garchomp (body) does not give Ground/Ground, despite what you might expect from two Ground Pokémon. Flygon’s primary Ground clashes with Garchomp’s secondary Ground, so the anti-redundancy rule makes the body donate its primary Dragon instead: Ground/Dragon. That is actually a better outcome, because pure Ground/Dragon-ish redundancy would waste the partner type. Always verify the order in the Pokémon Infinite Fusion calculator before you fuse, and be aware that some older guides state the typing rule backwards (claiming single-typed bodies donate nothing, or that the head’s secondary type is used). The Fandom wiki’s Fusion FAQs document the correct rule, and every typing below follows it.

One more reason Ground rewards planning: Ground/Steel is the best defensive typing in the game, with an Electric immunity, a Poison immunity, and ten resistances. Two picks on this list reach it through different orders, and the ability to manufacture that typing on demand is one of fusion’s biggest advantages over the base games.

How the Stats Split Between Head and Body

The 2/3 rule decides every stat line below: Attack, Defense, and Speed lean two-thirds toward the body, while HP, Special Attack, and Special Defense lean two-thirds toward the head. Ground is an overwhelmingly physical type, so the physical attacker almost always goes on the bottom. That is why Excadrill, Tyranitar, and Garchomp appear as bodies in these rankings: their huge Attack stats get the two-thirds weight.

The exceptions prove the rule. Nidoking is a mixed attacker whose special movepool matters, so it works best as a body donating Sheer Force while a special-leaning head would waste its Attack. Krookodile heads the #2 pick despite being physical, because the head slot is where you buy the Ground primary type and the Sand Stream has to come from Tyranitar’s side. When you build your own, ask one question: which attacking stat am I using? Put that parent where the weight favors it. Our Pokémon fusion tool guide has more worked examples of the stat math.

Choosing the Ability That Makes the Fusion

Ground fusions get their identity from weather and trapping abilities more than any other type’s list. The fusion can use any ability either parent had at fusion time, and you pick between the two. Here is the shortlist that defines the picks below:

  • Sand Stream (Tyranitar, Hippowdon): summons a permanent sandstorm. Chips every non-immune opponent each turn, boosts Rock-type Special Defense by 50 percent, and enables the whole sand package below.
  • Sand Rush (Excadrill’s hidden ability): Speed doubles in sandstorm, and sand damage is ignored. Turns an 88-base-Speed parent into a revenge killer.
  • Sand Veil (Garchomp): 20 percent evasion in sandstorm, and sand damage is ignored. The luck-based alternative to Sand Rush.
  • Technician (Scizor): moves at 60 base power or below hit 50 percent harder. Turns Bullet Punch into a STAB priority nuke on the #1 pick.
  • Arena Trap (Dugtrio): opponents cannot switch out (unless Flying, Levitate, or holding Shed Shell). The reason the #10 pick exists.
  • Sheer Force (Nidoking’s hidden ability): moves with secondary effects hit 30 percent harder, and Life Orb recoil is negated. The wallbreaker ability.
  • Moxie (Krookodile’s hidden ability): +1 Attack per knockout. The snowball ability for the #2 pick.
  • Intimidate (various): drop the opponent’s Attack on entry. Useful on the bulkier picks to blunt physical revenge killers.
  • Levitate (Flygon): full immunity to Ground moves. On a Ground-type fusion, this erases one of the type’s own weaknesses.
  • Poison Heal (Gliscor’s hidden ability): heal 12.5 percent of max HP per turn when poisoned. Pair with a Toxic Orb and the #9 pick outlasts almost anything.
  • Multiscale (Dragonite’s hidden ability): damage halved at full HP. Gives the #8 pick a free setup turn it has no business getting.
  • Huge Power (Diggersby’s hidden ability): Attack is doubled. The entire reason the #10 pick hits like a truck.

The 10 Best Ground Fusions, Ranked

#1 Excadrill (Head) + Scizor (Body): The Technician Tank

Resulting type: Ground/Steel. Excadrill’s primary Ground plus Scizor’s secondary Steel (Scizor is Bug/Steel in 6.x, matching the official games) gives you the best defensive typing in the game: an Electric immunity, a Poison immunity, and resistances to Normal, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Dark, and Fairy, with weaknesses to only Water, Fighting, Ground, and Fire. This is the correct order, and it is the pairing most players never think to try.

Stats land around 132 Attack, 97 HP, 87 Defense, and 73 Speed. That Attack stat is elite, the bulk is real, and the Speed is just enough with priority in the kit. The mixed bulk (70 Special Defense) is the one soft spot, so this fusion prefers to take physical hits.

Ability: Technician (Scizor) is the pick, and it is what lifts this from good to the top of the list. Bullet Punch becomes a 90-effective-power STAB priority move that revenge-kills faster threats before they move, Earthquake is the spammable STAB nuke, and Swords Dance turns both into sweep tools. Iron Head gives a second STAB option that flinches.

What it beats: Electric types (immune), Poison types (immune), Rock, Steel, Fairy, Ice, and Psychic types, plus anything frail that Bullet Punch picks off. What threatens it: Fire and Fighting coverage (both common), strong special attackers, and bulky Water types that wall both STABs. Never stay in on a Fire move.

#2 Krookodile (Head) + Tyranitar (Body): The Sand Tyrant

Resulting type: Ground/Dark. Krookodile’s primary Ground plus Tyranitar’s secondary Dark gives you STAB on both Earthquake and Crunch, resistances to Poison, Rock, Ghost, and Dark, an Electric immunity, a Psychic immunity, and weaknesses to Water, Grass, Ice, Bug, Fighting, and Fairy.

Around 128 Attack, 100 Defense, 97 HP, and 71 Speed. Slower than you would like, but the bulk lets it take a hit, and the sand it summons chips everything else. This is a fusion that wins by attrition as much as by damage.

Ability: Sand Stream (Tyranitar) is mandatory, and it is the whole game plan: permanent sandstorm that wears down opponents, boosts your Rock-type teammates’ Special Defense, and enables Sand Rush and Sand Veil partners. Moxie (Krookodile’s hidden ability) is the snowball alternative, turning every knockout into +1 Attack, but giving up the weather is rarely worth it. Earthquake, Crunch, Stone Edge, and Stealth Rock is the classic set, and this fusion is one of the best Stealth Rock setters in the game because it forces so many switches.

What it beats: Electric, Psychic (immune), Ghost, Poison, Rock, and Fire types, and any team that cannot handle permanent sand chip. What threatens it: Water, Grass, and Fighting coverage, which is everywhere, and faster Ice Shard users. Build the rest of the team with sand-immune partners (Rock, Ground, Steel) so the weather never hurts you.

#3 Flygon (Head) + Garchomp (Body): The Desert Dragon

Resulting type: Ground/Dragon. Flygon’s primary Ground clashes with Garchomp’s secondary Ground, so the anti-redundancy rule hands you Dragon instead. Resistances to Fire, Poison, Rock, and Electric (immune), with weaknesses to Ice (4x), Dragon, and Fairy. The 4x Ice weakness is the price of admission, and it is a steep one.

Roughly 120 Attack, 101 Speed, and 89 HP. This is the fastest ground fusion on the list by a wide margin, and the Speed is the entire point: it outruns the bulky walls that check the slower picks and hits them before they move.

Ability: Levitate (Flygon) erases the Ground weakness, which matters more than it looks, since opposing Ground types are everywhere. Sand Veil from Garchomp is the alternative for sand teams, adding evasion on top of the Speed. Earthquake, Outrage or Dragon Claw, U-turn, and Fire Punch or Stone Edge give nearly perfect coverage. This fusion plays as a fast pivot: come in on an Electric immunity, threaten with 120 Attack, U-turn out.

What it beats: Electric (immune), Fire, Poison, Rock, and Steel types, plus slower Dragon types with its own Dragon STAB. What threatens it: anything with Ice Shard or Ice Beam, which hits for 4x damage, and faster Fairy types. This fusion must never stay in on an Ice move, not even a weak one.

#4 Hippowdon (Head) + Steelix (Body): The Immovable Wall

Resulting type: Ground/Steel. Hippowdon’s primary Ground clashes with Steelix’s secondary Ground, so the anti-redundancy rule gives you Steelix’s primary Steel instead. Same elite defensive typing as the #1 pick: Electric and Poison immunities, ten resistances, and only four weaknesses. Two different routes to the best typing in the game, which tells you how valuable it is.

Around 104 Attack, 97 HP, and a staggering 173 Defense, with 71 Special Defense. This fusion does not attack so much as refuse to die. Physical attackers bounce off 173 Defense, and the HP gives it the staying power to outlast anything.

Ability: Sand Stream (Hippowdon) makes this a defensive weather setter: come in, summon sand, set Stealth Rock, and watch physical attackers fail to break you. Sturdy from Steelix is the alternative, guaranteeing survival of any single hit at full HP, which pairs beautifully with the wall role. Earthquake, Heavy Slam, Slack Off or Rest, and Stealth Rock is the set. Unlike the #1 pick, this one is pure defense: it wins by never leaving.

What it beats: every physical attacker without a super-effective STAB move, Electric types (immune), and anything worn down by sand chip plus Stealth Rock. What threatens it: strong special attackers (71 Special Defense is exploitable), Water and Fighting coverage, and Taunt users that stop the setup. Keep a special wall behind it.

Ground-type rock monster battling a steel beast in desert

#5 Rhyperior (Head) + Aggron (Body): The Solid Rock Breaker

Resulting type: Ground/Rock. Rhyperior’s primary Ground plus Aggron’s secondary Rock gives you the classic EdgeQuake combination in one typing: STAB on both Stone Edge and Earthquake, resistances to Normal, Fire, Poison, Flying, and Rock, an Electric immunity, and weaknesses to Water, Grass, Fighting, Ground, Ice, and Steel. Offensively perfect, defensively shaky.

Roughly 130 Attack, 98 HP, and 147 Defense. The Attack is top-tier, the physical bulk is enormous, and the 40 Speed means this fusion never moves first against anything relevant. It does not need to: it switches into something it threatens and breaks whatever comes in.

Ability: Solid Rock (Rhyperior’s hidden ability) reduces super-effective damage by 25 percent, which patches the long weakness list just enough to matter. That is the difference between surviving a Water move and not. Lightning Rod from Rhyperior is the alternative, granting an Electric immunity on top of the Ground immunity for double Electric denial. Earthquake, Stone Edge, Megahorn or Avalanche, and Swords Dance is the set. This is a wallbreaker, not a sweeper: bring it in on free switches.

What it beats: Fire, Electric (immune), Poison, Rock, Flying, Bug, and Ice types, and any wall without the physical bulk to survive 130 Attack. What threatens it: Water and Grass coverage (both 4x), faster Fighting types, and anything with priority. It needs free switches, so pair it with slow U-turn or Volt Switch users.

#6 Lucario (Head) + Nidoking (Body): The Sheer Force Wallbreaker

Resulting type: Fighting/Ground. Lucario’s primary Fighting plus Nidoking’s secondary Ground gives you one of the best offensive typings in the game: STAB Earthquake and Close Combat hit nearly everything, with resistances to Bug, Rock, Poison, and Dark, and weaknesses to Water, Grass, Ice, Flying, Psychic, and Fairy.

Around 107 Attack, 92 HP, and 85 Speed, with 100 Special Attack in reserve. The mixed stats are the point: this fusion runs physical, special, or mixed sets, which means walls cannot hide behind their better defense.

Ability: Sheer Force (Nidoking’s hidden ability) is one of the best abilities in the game: moves with secondary effects hit 30 percent harder, and Life Orb recoil is negated. That means a Life Orb with zero downside. Earth Power, Sludge Wave, Thunderbolt, and Ice Beam on the special side, or Earthquake, Poison Jab, and Thunder Punch physically. Justified from Lucario is the consolation pick if you cannot source the hidden ability. This fusion breaks stall teams by itself.

What it beats: Steel, Rock, Poison, Electric, Dark, and Normal types, plus defensive cores that rely on a single physical wall. What threatens it: faster Psychic and Flying types, and priority Aqua Jet. It is frail for a wallbreaker, so it needs to attack first or not at all.

#7 Tyranitar (Head) + Garchomp (Body): The Sand Offense Core

Resulting type: Rock/Ground. Tyranitar’s primary Rock plus Garchomp’s secondary Ground (no clash) gives you EdgeQuake STAB with a different defensive profile than #5: resistances to Normal, Fire, Poison, Flying, and Rock, an Electric immunity, and weaknesses to Water, Grass, Fighting, Ground, Ice, and Steel.

Roughly 132 Attack, 105 HP, and 88 Speed, with 95 Special Defense that becomes effectively 142 in sand thanks to the Rock-type Special Defense boost. This is the offensive counterpart to the #2 pick: same weather, completely different game plan.

Ability: Sand Stream (Tyranitar) again, but here it serves the offense: the sand boosts this fusion’s own Special Defense while chipping opponents, and Sand Veil from Garchomp adds evasion on top. Stone Edge, Earthquake, Crunch, and Dragon Dance is the set, and Dragon Dance is what separates this from #2: one boost turns 132 Attack and 88 Speed into a sweep. This fusion is the reason sand teams run a Dragon Dance sweeper.

What it beats: Fire, Flying, Bug, Ice, Poison, and Electric (immune) types, and anything slower after a Dragon Dance. What threatens it: Water and Grass coverage before the boost, faster Fighting types, and priority Mach Punch. Set up only on forced switches.

#8 Dragonite (Head) + Swampert (Body): The Multiscale Menace

Resulting type: Dragon/Ground. Dragonite’s primary Dragon plus Swampert’s secondary Ground gives you resistances to Fire, Poison, Rock, and Electric (immune), with weaknesses to Ice (4x), Dragon, and Fairy. The same dragon-ground profile as #3, built for bulk instead of speed.

Around 127 Attack, 94 HP, 92 Defense, and 73 Speed. Slower than #3 but far bulkier, and the ability is what makes this pick special: it gets a setup turn that fast frail sweepers can only dream of.

Ability: Multiscale (Dragonite’s hidden ability) halves all damage taken at full HP. That means this fusion always survives the first hit, which means it always gets its Dragon Dance off. Earthquake, Outrage, Dragon Dance, and Roost or Waterfall is the set. Damp from Swampert is the alternative, blocking Explosion and Self-Destruct, but Multiscale is the reason this fusion exists. One Dragon Dance behind Multiscale, and 127 Attack starts ending games.

What it beats: Electric (immune), Fire, Poison, and Rock types, and anything that cannot break Multiscale and stop the Dragon Dance in the same turn. What threatens it: Ice Shard (4x, and priority bypasses the bulk), faster Dragon types, and multi-hit moves that break Multiscale before the real attack lands. Keep it away from Weavile.

#9 Gliscor (Head) + Skarmory (Body): The Unkillable Pivot

Resulting type: Ground/Flying. Gliscor’s primary Ground plus Skarmory’s secondary Flying gives you a double Ground immunity (Flying type plus Levitate-style avoidance), an Electric immunity, and resistances to Bug, Fighting, Poison, and Grass, with weaknesses to Water and Ice (4x).

Roughly 88 Attack, 72 HP, 132 Defense, and 82 Speed. The Attack is modest, but this fusion is not here to sweep: it is here to switch into Earthquakes all day and never die.

Ability: Poison Heal (Gliscor’s hidden ability) heals 12.5 percent of max HP every turn when poisoned, which combined with a Toxic Orb means this fusion out-heals most damage it takes. Sturdy from Skarmory is the alternative, guaranteeing survival of one lethal hit. Earthquake, Roost, Toxic or Stealth Rock, and U-turn or Taunt is the set. This is the pivot that holds a team together: it switches into Ground and Fighting moves aimed at your sweepers, heals off the damage, and U-turns back out.

What it beats: Ground (double immune), Electric (immune), Fighting, Bug, and Poison types, and any stall war it can Toxic. What threatens it: Ice Beam (4x weakness), strong special attackers, and Taunt. It walls physical attackers; do not ask it to take special hits.

#10 Diggersby (Head) + Dugtrio (Body): The Early-Game Trapper

Resulting type: Normal/Ground. Diggersby’s primary Normal plus Dugtrio’s primary Ground (it has no secondary type, so the primary is donated) gives you STAB Earthquake and STAB Return with a Ghost immunity, resistances to Rock and Electric (immune), and weaknesses to Water, Grass, Ice, and Fighting.

Around 112 Attack before the ability, 70 HP, and 102 Speed. Fast for a trapper, strong enough for the early game, and both parents are obtainable long before the late-game picks on this list. Check the Infinite Fusion dex for encounter details in your version.

Ability: Huge Power (Diggersby’s hidden ability) doubles Attack, turning 112 into an effective 224, which is absurd for this stage of the game. Arena Trap (Dugtrio) means opponents cannot switch out, so whatever this fusion catches, it kills. Earthquake, Return, Quick Attack, and Swords Dance or Agility is the set. This fusion will carry you through the mid-game while you assemble the parents for the ranked picks above.

What it beats: anything slower that cannot switch out, which is most of the early and mid-game, plus Electric (immune) and Rock types. What threatens it: Fighting types, faster Water types, and Flying types or Levitate users that ignore Arena Trap. It falls off late-game, so plan its replacement.

Four More Worth Trying

Ten picks cannot cover everything, so here are four honorable mentions that just missed the ranking. Swampert (head) + Gastrodon (body) is a Water/Ground bulky pivot with Storm Drain, which absorbs Water moves aimed at your other ground fusions. Mudsdale (head) + Hippowdon (body) is a pure Ground physical wall with Stamina, stacking Defense every time it takes a hit. Seismitoad (head) + Swampert (body) is a Water/Ground rain-team option with Swift Swim for players who prefer rain over sand. And Sandslash (head) + Dugtrio (body) is the pure Ground alternative to the #10 pick, trading Huge Power for Sand Rush speed in sandstorm.

Covering a Ground Fusion’s Weak Spots

Every Ground type in the game shares three weaknesses: Water, Grass, and Ice. Your team needs answers to all three, or your ground fusion will spend every match running from the same threats. The fixes are straightforward: a Water type of your own handles opposing Water and Ground types, a Fire or Steel type covers Grass, and a Steel type (ideally one of the two Ground/Steel picks on this list) walls Ice.

Two practical patterns work well. The sand-core pattern builds around the #2 or #7 pick: Sand Stream plus two or three sand-immune partners (Rock, Ground, and Steel types take no sand damage), so the weather chips only the opponent. The pivot pattern pairs a ground fusion with slow U-turn or Volt Switch users, so it comes in on free switches instead of taking hits on the way in; the #9 pick does this job itself with U-turn. Build your six in the team builder and check that every weakness has at least one resist or immunity behind it.

One more note on the ability hunt. The best abilities on this list, Sand Rush, Sheer Force, Moxie, Poison Heal, Multiscale, and Huge Power, are all hidden abilities. Farm them through Outbreaks before you fuse, and put the rarer one on the body when you have a choice, since only the body keeps its hidden ability if you ever unfuse. A DNA Reverser fixes order mistakes for ₽300, so experiment freely. And if you are still on an older build, download Pokémon Infinite Fusion 6.7.2 first: the typing rules above assume the current version.

Team of six ground-type creatures on a rocky desert plateau

Ground Fusion Questions, Answered

Which order keeps Ground STAB? It depends on the parents, not a fixed rule. Ground STAB survives when Ground appears in the final typing, which comes from the head’s primary type or the body’s secondary type. Excadrill (head) + Scizor (body) keeps Ground through the head. Lucario (head) + Nidoking (body) keeps it through the body’s secondary type. When in doubt, run the pair through the fusion calculator and read the typing before fusing.

Why is Garchomp better as a body than a head? As a head, Garchomp donates Dragon, and you lose the Ground type entirely unless the body brings it. As a body, Garchomp donates its secondary Ground plus its 130 Attack, 95 Defense, and 102 Speed with the two-thirds body weight, which is exactly what a physical ground fusion wants. The #3 and #7 picks both use Garchomp on the bottom for this reason.

What is the best Ground/Steel fusion? Two picks on this list reach it: Excadrill (head) + Scizor (body) for offense with Technician, and Hippowdon (head) + Steelix (body) for defense with Sand Stream. Pick the offensive one for sweeping and the defensive one for stalling. Both are correct; they just do different jobs.

Which ground fusion is best against the Elite Four? Ground hits Poison super effectively, which matters against Agatha’s Poison types, and the Electric immunity blanks anything running Thunderbolt. The #1 pick’s Steel typing also walls most of what the Elite Four throws. That said, Lorelei’s Ice types are a nightmare for every ground fusion on this list, so bring a dedicated Ice answer and do not rely on Ground alone.

Can the fusion keep a hidden ability? Yes. The fusion can use any ability either parent had at fusion time, including hidden abilities, and you choose between the two parents’ abilities. Only the body retains the hidden ability if you unfuse, so put rare hidden abilities on the body.

Do fusions learn both parents’ moves? Fusions can learn moves from either parent’s learnset, which is why move coverage matters as much as stats when you choose parents. Check both learnsets in the Infinite Fusion dex before committing to a pair.

Start With the Order, Then Build the Team

If you build one ground fusion, make it Excadrill + Scizor in the correct order: Ground/Steel typing, Technician-boosted Bullet Punch, 132 Attack, and a build path that works on any team. If you want a weather core that grinds opponents down, Krookodile + Tyranitar’s Sand Stream does the job. And if you need speed, Flygon + Garchomp’s 101 Speed outruns the walls that check everything else on this list.

Ground rewards players who get the order right and hunt the ability first. Double-check the typing math, farm the hidden ability through Outbreaks, cover the Water, Grass, and Ice weaknesses with teammates, and your pick among the best ground type fusions in Pokémon Infinite Fusion will hit like the tier list says it should. The Fandom wiki’s Fusion FAQs page documents every rule these rankings rely on, from the anti-redundancy typing to the 2/3 stat split, and Smogon’s dex pages for Excadrill and Garchomp confirm the base stats behind the estimates.

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