Natures Guide: Best Nature for Every Fusion Role in Pokémon Infinite Fusion (6.7.2)

So your fusion has the right parents, the right ability, and the perfect typing, but something still feels off in battle. There is a good chance the culprit is its nature. In Pokémon Infinite Fusion, a nature raises one stat by 10 percent and lowers another by 10 percent, and that swing can decide whether your sweeper outspeeds a gym leader’s ace or watches it move first. The good news is that Infinite Fusion hands you more control over natures than any mainline game: when you fuse two Pokémon, you pick the fusion’s nature from what either parent has. This guide covers the full 25-nature chart, exactly how natures behave on fusions in version 6.7.2, how to change a nature after fusing, and the best nature for every fusion role, from physical sweepers to bulky walls.

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.

Bold aggressive fused monster attacking with red energy aura

Natures in Pokémon Infinite Fusion: how they work

Every Pokémon in Infinite Fusion has one of 25 natures. Twenty of them boost one stat by 10 percent while cutting a different stat by 10 percent. The remaining five are neutral and change nothing. HP is never affected by a nature, which is why you will never see a nature that raises or lowers it.

The modifier is applied at the end of the stat calculation, after base stats, IVs, and EVs. An Adamant fusion with 200 Attack, for example, ends up with 220 Attack while its Special Attack drops by a tenth. Ten percent sounds small until you realize it is roughly equivalent to a free 63 EVs in that stat. Nothing else in the game gives you that much power for a single menu choice.

Here is the full chart for quick reference. If you only memorize five of them, make it Adamant, Modest, Jolly, Timid, and Calm: those five cover the vast majority of fusion builds you will ever run.

NatureRaises (+10%)Lowers (-10%)
HardyNeutral: no effect
LonelyAttackDefense
BraveAttackSpeed
AdamantAttackSp. Attack
NaughtyAttackSp. Defense
BoldDefenseAttack
DocileNeutral: no effect
RelaxedDefenseSpeed
ImpishDefenseSp. Attack
LaxDefenseSp. Defense
TimidSpeedAttack
HastySpeedDefense
SeriousNeutral: no effect
JollySpeedSp. Attack
NaiveSpeedSp. Defense
ModestSp. AttackAttack
MildSp. AttackDefense
QuietSp. AttackSpeed
BashfulNeutral: no effect
RashSp. AttackSp. Defense
CalmSp. DefenseAttack
GentleSp. DefenseDefense
SassySp. DefenseSpeed
CarefulSp. DefenseSp. Attack
QuirkyNeutral: no effect

Picking your fusion’s nature: Infinite Fusion gives you the choice

This is the single biggest difference from the mainline games, and the reason natures are easier to optimize in Infinite Fusion. When you fuse two Pokémon, the game lets you choose the fusion’s nature from what either parent Pokémon has at the time. You are not stuck with whatever random nature your best-IV parent happened to roll: if one parent is Adamant and the other is Modest, you simply pick the one that fits the fusion’s role.

The practical habit this creates is simple. Before fusing, check both parents’ natures in their summaries and decide the fusion’s role first. A fusion built to be a physical attacker wants an Adamant parent available; a special wall wants a Calm or Careful one. Since natures are set at the moment of fusion, catching two or three extra copies of a parent species with different natures gives you real options at the fusion machine. The Infinite Fusion dex helps you plan which parents to hunt before you commit.

Once chosen, the nature applies to the fusion’s final stats exactly as it would in the mainline games. Trainer battles in the game itself confirm the standard modifiers: gym leader fusions run Adamant for +Attack/-Sp. Attack, Timid for +Speed/-Attack, and Modest for +Sp. Attack/-Attack, as documented on the wiki’s Gym Leaders page. There are no custom or rebalanced natures in Infinite Fusion, so the chart above is the one the game uses.

Natures and the fusion stat formula: why head and body order matters

Natures do not change how fusion stats are calculated, but the calculation changes which natures matter most for a given fusion. Infinite Fusion builds a fusion’s stats with a weighted average: physical stats (Attack, Defense, Speed) lean two-thirds toward the body Pokémon, while HP, Sp. Attack, and Sp. Defense lean two-thirds toward the head Pokémon.

This is why the classic advice holds: put the special attacker on top and the physical attacker on the bottom. If your fusion’s head is an Alakazam and its body is a Garchomp, the Special Attack mostly comes from the head and the Attack mostly comes from the body. The nature then multiplies whatever that weighted stat turns out to be. An Adamant nature on a fusion whose Attack is already body-boosted compounds the strength, while a Modest nature on that same fusion fights against the stat spread and wastes most of the bonus.

The takeaway: choose the nature that boosts the stat your head/body order already favors. A fusion with a physical body gets Adamant or Jolly; a fusion with a special head gets Modest or Timid. Fighting the order with a mismatched nature leaves damage on the table. Run the numbers in the fusion calculator if you want to see exactly how much a nature shifts the final stats before you commit DNA Splicers.

How to change a nature after fusing

Set the wrong nature and you are not locked in forever. Infinite Fusion offers a few routes back, though they are not all equally convenient.

The most direct route is the psychiatrist NPC on Cinnabar Island. The game’s version history notes that a psychiatrist NPC who changes natures was added on Cinnabar Island, and player reports from earlier versions describe a house in the southwest corner of the island where a character rerolls a Pokémon’s nature for ₽3,000. One caveat: those reports come from versions 5.1 and 5.2, and players noted the NPC’s location shifted between updates, so treat the exact spot and price as something to confirm in your own 6.7.2 playthrough rather than gospel. The reroll is random rather than chosen, so budget for a few tries if you are chasing one specific nature.

The second route is unfusing and refusing. When you unfuse a fusion, one of the two Pokémon keeps its nature (normally the body, or the head if the body is sent to the PC because your party is full) while the other gets a random nature. Refusing with the parents in different roles, or with a freshly caught parent carrying the nature you want, lets you set the nature correctly the second time around. DNA Splicers cost only ₽300 from any Poké Mart, so a deliberate refusion is often cheaper than gambling on random rerolls.

What you cannot do is use mints. Mints, the Gen VIII items that change a nature’s stat effect, have no confirmed presence in Infinite Fusion in any reliable source. Do not plan your team around an item that may not exist in this game. The fusion screen itself is your mint: pick the right parent nature and you never need one.

Calm fused monster meditating under waterfall with blue glow

Best nature for every fusion role

Now the practical part. Pick the role your fusion is supposed to fill, then pick the nature that boosts the stat the role lives on and lowers a stat the role never uses. The golden rule: never lower a stat your fusion depends on, and never boost one it ignores.

Physical attacker: Adamant

The workhorse nature of Infinite Fusion. Adamant raises Attack and lowers Sp. Attack, which is the perfect trade for any fusion whose moveset is fully physical. Most physical sweepers, from a Machamp-bodied bruiser to a Garchomp-bodied dragon, run Adamant by default. Choose it when every attacking move on the set uses Attack and nothing important is special. If your physical attacker carries even one key special coverage move, consider Jolly or Naive instead so that move still hits hard enough to matter.

Special attacker: Modest

The mirror image. Modest raises Sp. Attack and lowers Attack, ideal for fusions built around a special head like Alakazam, Gengar, or Mewtwo. Pick Modest when the fusion’s whole game plan is firing off special moves and it will never click a physical attack. The Attack drop is genuinely free on a pure special set, which is why Modest is the most efficient nature in the game for special sweepers.

Fast physical sweeper: Jolly

Speed ties win games, and Jolly is how physical attackers win them. Jolly raises Speed and lowers Sp. Attack, so you keep full physical power while outrunning threats that an Adamant fusion would lose to. Run Jolly on any physical attacker whose Speed stat is close to important benchmarks, or on frail sweepers that cannot afford to take a hit. If your sweeper is already fast enough to outrun everything relevant, Adamant’s extra power is the better pick.

Fast special sweeper: Timid

Timid does for special attackers what Jolly does for physical ones: +Speed, -Attack. This is the default nature for fast special sweepers, and it pairs beautifully with a special-leaning head in the fusion formula. A Timid Alakazam-headed fusion hits first and hits hard with special moves, and the Attack drop costs nothing because the set has no physical moves. When in doubt between Modest and Timid on a special attacker, Timid is usually safer: moving first lets a fragile sweeper attack before it gets hit at all.

Physical wall: Impish or Bold

Walls want to maximize bulk on the side they are built to take hits on, and the choice between Impish and Bold comes down to the moveset. Impish raises Defense and lowers Sp. Attack, which suits physical walls that attack with physical moves (a Steelix-bodied wall firing off Earthquakes, for instance). Bold raises Defense and lowers Attack, which suits walls that deal damage with special moves or status instead of physical attacks. A Bold wall that only uses Seismic Toss, status moves, and recovery loses nothing from the Attack drop.

Special wall: Calm or Careful

The same logic on the special side. Calm raises Sp. Defense and lowers Attack, fitting special walls with special or status-based offense. Careful raises Sp. Defense and lowers Sp. Attack, fitting special walls that hit back physically. Blissey and Chansey-headed special walls are the classic example: they rarely attack at all, so either nature works, and the choice is purely about which attacking stat you sacrifice. Special walls also appreciate the fusion formula, since Sp. Defense leans toward the head.

Mixed attacker: Brave, Quiet, or the fast variants

Mixed attackers are the trickiest role because they genuinely use both attacking stats. The standard answer is a nature that boosts one attacking stat while lowering Speed: Brave (+Attack, -Speed) for physically leaning mixed sets, Quiet (+Sp. Attack, -Speed) for specially leaning ones. These suit slow, bulky mixed attackers that were never going to outspeed anything anyway, like a Snorlax fusion running both Body Slam and Fire Blast.

If your mixed attacker is fast, flip the script: Hasty (+Speed, -Defense) or Naive (+Speed, -Sp. Defense) boost Speed while lowering a defense you accept losing, and Lonely (+Attack, -Defense), Naughty (+Attack, -Sp. Defense), Mild (+Sp. Attack, -Defense), or Rash (+Sp. Attack, -Sp. Defense) boost one attacking stat at the cost of bulk. Fast mixed attackers are glass cannons by design, so trading defense for the extra speed or power is usually the right call.

Bulky pivot and Trick Room tank: Relaxed, Sassy, Brave, Quiet

Slow, bulky fusions that switch in, take a hit, and fire back or pivot out want natures that trade Speed for bulk or power. Relaxed (+Defense, -Speed) and Sassy (+Sp. Defense, -Speed) are the defensive picks; Brave (+Attack, -Speed) and Quiet (+Sp. Attack, -Speed) are the offensive ones. These natures are also the backbone of Trick Room teams, where moving last is an advantage. A Quiet fusion under Trick Room hits like a truck and never worries about the Speed drop.

Support and hazard lead: Timid, Jolly, or Bold

Support fusions that set Stealth Rock, spread status, or fire off Taunt before the opponent moves usually want Speed above all else, so Timid or Jolly depending on which attacking stat they can spare. Pure walls doing support duty can run Bold or Impish instead. The key question is always the same: which stat does this fusion’s job actually need? A lead that only uses status moves does not care about either attacking stat, so pick the nature that boosts the most useful remaining stat.

Neutral natures: the ones to reroll

Hardy, Docile, Serious, Bashful, and Quirky raise and lower the same stat, which cancels out to zero effect. They are not harmful, but they are a wasted opportunity: every other nature gives you a free 10 percent somewhere. If a key fusion ends up with a neutral nature, it is worth one trip to the Cinnabar psychiatrist or one refusion to fix it. The only time a neutral nature is acceptable is on a mixed attacker where you genuinely cannot afford to lower any stat, and even then, one of the mixed natures above is usually better.

Pairing natures with EVs and held items

Natures and EV training pull in the same direction, so plan them together. The standard competitive spread is 252 EVs in the boosted stat, 252 in a second key stat (usually Speed or HP), and 4 in a third. A Jolly physical sweeper, for example, typically runs 252 Attack / 252 Speed / 4 HP, compounding the nature’s Speed boost with full Speed investment. Running a nature that boosts Attack while investing your EVs in Sp. Attack is a classic beginner mistake that leaves both stats mediocre.

Held items interact with the choice too. A Choice Scarf multiplies Speed by 1.5, which can let a sweeper run Adamant or Modest for extra power instead of Jolly or Timid and still outspeed its targets. A Choice Band does the reverse, letting an already-fast fusion double down on power. When theorycrafting, test the nature plus item combination in the team builder and the fusion tool before you spend time EV training, so the whole set works as one plan rather than three separate guesses.

Trainer hand offering glowing green mint leaf to fused monster

Natures FAQ

Can you change a fusion’s nature after fusing?

Yes. The psychiatrist NPC on Cinnabar Island can reroll a Pokémon’s nature (player reports from earlier versions describe a ₽3,000 fee for a random reroll, though the exact details in 6.7.2 are worth confirming in game). Alternatively, unfuse and refuse: you choose the fusion’s nature from either parent’s nature at the fusion screen, so catching a parent with the nature you want and refusing is a reliable fix that costs only a ₽300 DNA Splicer.

Do mints exist in Pokémon Infinite Fusion?

No reliable source confirms mints in Infinite Fusion. Mints are a mainline Gen VIII+ item, and the wiki’s item and NPC documentation does not list them for this game. The fusion screen’s nature choice and the Cinnabar psychiatrist are the game’s actual answers to nature fixing, so plan around those instead.

Does the head or the body decide the fusion’s nature?

Neither, directly. At the fusion screen you choose the fusion’s nature from what either parent has, regardless of which one becomes the head or the body. Head and body order affects stats, typing, and appearance, but nature is a free choice between the two parents’ natures.

Which nature is best for a fusion with both physical and special moves?

For slow mixed attackers, Brave (+Attack, -Speed) or Quiet (+Sp. Attack, -Speed), depending on which side hits harder. For fast mixed attackers, Naive (+Speed, -Sp. Defense) or Hasty (+Speed, -Defense). If one side is clearly stronger, consider dropping the weaker coverage move entirely and running a pure Adamant or Modest set instead: a focused nature on four good moves beats a compromised nature trying to support five.

Do neutral natures hurt your Pokémon?

They do not reduce any stat, but they waste the free 10 percent boost every other nature provides. On any fusion you plan to use seriously, a neutral nature (Hardy, Docile, Serious, Bashful, Quirky) is worth rerolling through the Cinnabar psychiatrist or a refusion.

Do natures work differently on fusions than in the mainline games?

The modifiers themselves are identical: +10% to one stat, -10% to another, HP untouched. What is different is control. Mainline games make you hunt, breed, or mint for the right nature, while Infinite Fusion lets you pick it from either parent at the moment of fusion. The strategy layer is the same (boost what the role needs, drop what it does not), but getting there is much easier. This guide was written for game version 6.7.2.

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