PokeSurvivor

CHOOSE YOUR NEXT UPGRADE / POKESURVIVOR

PokeSurvivor Level-Up Cards and Move Evolutions

Compare all 65 moves by partner, Physical or Special category and evolution requirement. Check the cards, equipment and Bonds that fit your current run.
PLAN YOUR LOADOUT

Move & evolution cards

65 MOVES · 59 RECIPES
PARTNER ROSTER

Choose a Pokémon

966 / 966

Selected: BulbasaurHover for names · Click to view moves

Bulbasaur
#001 · Grass / Poison

Bulbasaur

17 level-up choicesStarts with Vine Whip ↓

Special attacks use Bulbasaur’s stronger side. Physical ×0.97 · Special ×1.06. Swords Dance and Dragon Dance boost physical attacks; Nasty Plot boosts special attacks. All six buff moves are support effects, not direct damage.

17 cards for Bulbasaur · Starting move first

Vine Whip

GrassPHYSICALSTARTING MOVE

Long-range whips in a wide arc.

BASE HIT 16COOLDOWN 0.62sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Power WhipLv. 5 + Power
Upgrade levels & evolution effect
  1. Lv.2 +40% damage
  2. Lv.3 +25% range
  3. Lv.4 -25% cooldown
  4. Lv.5 Hits in 360° and +50% damage

×1.9 damage, more range and hits in 360°

Vine Whip unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1160.62s
222.40.62s
322.40.62s
422.40.465s
533.60.465s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Tackle

NormalPHYSICAL

Charges in an arc at everything in front of you.

BASE HIT 13COOLDOWN 0.5sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Take DownLv. 5 + Vigor
Upgrade levels & evolution effect
  1. Lv.2 +40% damage
  2. Lv.3 +25% range
  3. Lv.4 -25% cooldown
  4. Lv.5 Hits in 360° and +50% damage

×1.9 damage, more range and hits in 360°

Tackle unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1130.5s
218.20.5s
318.20.5s
418.20.375s
527.30.375s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Quick Attack

NormalPHYSICAL

You dash at the enemy like lightning and hit everything on the way.

BASE HIT 20COOLDOWN 0.75sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Extreme SpeedLv. 5 + Sprint
Upgrade levels & evolution effect
  1. Lv.2 +40% damage
  2. Lv.3 +30% distance
  3. Lv.4 -25% cooldown
  4. Lv.5 +60% damage and wider

×1.9 damage, more distance and less cooldown

Quick Attack unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1200.75s
2280.75s
3280.75s
4280.563s
544.80.563s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Swords Dance

NormalBUFF

Deals no damage: builds (physical) ATTACK while active.

BASE HIT —COOLDOWN 0.85sMAX Lv. 5
Buff move · No evolution
Upgrade levels & evolution effect
  1. Lv.2 +1 max stack
  2. Lv.3 +40% power
  3. Lv.4 +50% duration
  4. Lv.5 +1 stack and +40% power

Buff values below are per stack: physical attack. Stacks expire; the cooldown is the interval between applications while active.

Swords Dance unmodified values by level
LEVEL% / STACKCOOLDOWN
113%0.85s
213%0.85s
318.2%0.85s
418.2%0.85s
525.48%0.85s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Nasty Plot

NormalBUFF

Deals no damage: builds SPECIAL ATTACK while active.

BASE HIT —COOLDOWN 0.85sMAX Lv. 5
Buff move · No evolution
Upgrade levels & evolution effect
  1. Lv.2 +1 max stack
  2. Lv.3 +40% power
  3. Lv.4 +50% duration
  4. Lv.5 +1 stack and +40% power

Buff values below are per stack: special attack. Stacks expire; the cooldown is the interval between applications while active.

Nasty Plot unmodified values by level
LEVEL% / STACKCOOLDOWN
113%0.85s
213%0.85s
318.2%0.85s
418.2%0.85s
525.48%0.85s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Agility

NormalBUFF

Deals no damage: builds SPEED while active.

BASE HIT —COOLDOWN 0.85sMAX Lv. 5
Buff move · No evolution
Upgrade levels & evolution effect
  1. Lv.2 +1 max stack
  2. Lv.3 +40% power
  3. Lv.4 +50% duration
  4. Lv.5 +1 stack and +40% power

Buff values below are per stack: movement speed. Stacks expire; the cooldown is the interval between applications while active.

Agility unmodified values by level
LEVEL% / STACKCOOLDOWN
110%0.85s
210%0.85s
314%0.85s
414%0.85s
519.6%0.85s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Harden

NormalBUFF

Deals no damage: builds DEFENSE while active.

BASE HIT —COOLDOWN 0.85sMAX Lv. 5
Buff move · No evolution
Upgrade levels & evolution effect
  1. Lv.2 +1 max stack
  2. Lv.3 +40% power
  3. Lv.4 +50% duration
  4. Lv.5 +1 stack and +40% power

Buff values below are per stack: damage reduction. Stacks expire; the cooldown is the interval between applications while active.

Harden unmodified values by level
LEVEL% / STACKCOOLDOWN
17%0.85s
27%0.85s
39.8%0.85s
49.8%0.85s
513.72%0.85s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Razor Leaf

GrassPHYSICAL

Two leaves that fly out and back, cutting both ways.

BASE HIT 10COOLDOWN 0.9sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Leaf StormLv. 5 + Reflexes
Upgrade levels & evolution effect
  1. Lv.2 +1 boomerang
  2. Lv.3 +45% damage
  3. Lv.4 +30% range
  4. Lv.5 +1 boomerang and +40% damage

×1.8 damage, +1 boomerang and more range

Razor Leaf unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1100.9s
2100.9s
314.50.9s
414.50.9s
520.30.9s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Petal Blizzard

GrassSPECIAL

A cyclone of leaves spins widely around you.

BASE HIT 14COOLDOWN 0.26sMAX Lv. 5

100% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Petal DanceLv. 5 + Synthesis
Upgrade levels & evolution effect
  1. Lv.2 +1 orb
  2. Lv.3 +55% damage
  3. Lv.4 +25% radius and spins faster
  4. Lv.5 +1 orb and +55% damage

+2 orbs, ×1.7 damage and more radius

Petal Blizzard unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1140.26s
2140.26s
321.70.26s
421.70.26s
533.6350.26s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Grass Knot

GrassSPECIAL

Roots that snare and pound everything near you.

BASE HIT 9COOLDOWN 0.55sMAX Lv. 5

100% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Frenzy PlantLv. 5 + Vigor
Upgrade levels & evolution effect
  1. Lv.2 +30% radius
  2. Lv.3 +45% damage
  3. Lv.4 Hits 40% more often
  4. Lv.5 +30% radius and +50% damage

×1.8 damage and 35% more radius

Grass Knot unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
190.55s
290.55s
313.050.55s
413.050.385s
519.5750.385s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Sludge

PoisonSPECIAL

Toxic sludge that poisons on impact.

BASE HIT 17COOLDOWN 0.6sMAX Lv. 5

100% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Sludge BombLv. 5 + Power
Upgrade levels & evolution effect
  1. Lv.2 +1 projectile
  2. Lv.3 +45% damage
  3. Lv.4 -25% cooldown
  4. Lv.5 +1 projectile and +1 pierce

×1.8 damage, +2 projectiles, +2 pierce and bigger

Sludge unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1170.6s
2170.6s
324.650.6s
424.650.45s
524.650.45s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Body Slam

NormalPHYSICAL

A full-weight tackle: slow, short and brutal.

BASE HIT 30COOLDOWN 0.95sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Giga ImpactLv. 5 + Power
Upgrade levels & evolution effect
  1. Lv.2 +40% damage
  2. Lv.3 +25% range
  3. Lv.4 -25% cooldown
  4. Lv.5 Hits in 360° and +50% damage

×1.9 damage, more range and hits in 360°

Body Slam unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1300.95s
2420.95s
3420.95s
4420.712s
5630.712s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Hyper Voice

NormalSPECIAL

A sound wave that spreads in every direction.

BASE HIT 12COOLDOWN 1.15sMAX Lv. 5

100% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ UproarLv. 5 + Reflexes
Upgrade levels & evolution effect
  1. Lv.2 +4 projectiles
  2. Lv.3 +40% damage
  3. Lv.4 -25% cooldown
  4. Lv.5 +4 projectiles and +1 pierce

+6 projectiles, ×1.6 damage and +1 pierce

Hyper Voice unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1121.15s
2121.15s
316.81.15s
416.80.862s
516.80.862s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Poison Sting

PoisonPHYSICAL

A quick poisonous sting.

BASE HIT 8COOLDOWN 0.34sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Poison JabLv. 5 + Sprint
Upgrade levels & evolution effect
  1. Lv.2 +1 projectile
  2. Lv.3 +45% damage
  3. Lv.4 -25% cooldown
  4. Lv.5 +1 projectile and +1 pierce

×1.8 damage, +2 projectiles, +2 pierce and bigger

Poison Sting unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
180.34s
280.34s
311.60.34s
411.60.255s
511.60.255s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Toxic

PoisonSPECIAL

You leave pools of poison that badly poison whoever steps on them.

BASE HIT 6COOLDOWN 0.3sMAX Lv. 5

100% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Poison GasLv. 5 + Synthesis
Upgrade levels & evolution effect
  1. Lv.2 +40% damage
  2. Lv.3 +40% duration
  3. Lv.4 Pools 30% bigger
  4. Lv.5 +50% damage and +30% radius

×1.8 damage, bigger and longer-lasting pools

Toxic unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
160.3s
28.40.3s
38.40.3s
48.40.3s
512.60.3s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Toxic Spikes

PoisonPHYSICAL

Poison spikes that badly poison when they burst.

BASE HIT 11COOLDOWN 1.1sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Gunk ShotLv. 5 + Synthesis
Upgrade levels & evolution effect
  1. Lv.2 +1 mine
  2. Lv.3 +50% damage
  3. Lv.4 +30% blast radius
  4. Lv.5 +1 mine and -25% cooldown

×1.8 damage, +2 mines and a bigger blast

Toxic Spikes unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1111.1s
2111.1s
316.51.1s
416.51.1s
516.50.825s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

Substitute

NormalPHYSICAL

A decoy that stays behind shooting for you.

BASE HIT 14COOLDOWN 4sMAX Lv. 5

92% of Bulbasaur’s stronger attack factor, before upgrades, enemy defenses and other damage modifiers.

→ Double TeamLv. 5 + Armor
Upgrade levels & evolution effect
  1. Lv.2 +50% damage
  2. Lv.3 Fires 35% faster
  3. Lv.4 +1 at a time
  4. Lv.5 +50% duration and +40% damage

×1.8 damage, +1 at a time and fires faster

Substitute unmodified values by level
LEVELDAMAGE / HITCOOLDOWN
1144s
2214s
3214s
4214s
529.44s

Base values before the partner’s physical or special attack, defending stats, typing, weather and run modifiers. Damage is per hit or tick, not measured DPS. Check damage factors →

New cards need a free slot. At most two buff moves can be learned; owned and banned moves are excluded from new-card offers.

BUILD YOUR FOUNDATION

Stat card collection

09 CARDS

These cards apply during the current run. One copy of a required card can unlock several move evolutions.

STAT CARD

Learning

8 / RUN

+12% experience gained.

Run progression
STAT CARD

Sitrus Berry

NO PICK LIMIT

Restores 45% of your HP right now.

Instant recovery

Power, Sprint, Reflexes, Magnet and Learning compound with each pick. Armor adds damage reduction with a 70% cap when applied; its 12-pick limit is separate from that cap. Permanent upgrades and held items can affect the starting value.

THE GOLD CARD MOMENT

The evolution recipe.

59 moves can evolve. The 6 buff moves cannot. Meet both requirements during the same run, then select the gold card at a level-up.

ϟMove level 5+♥Required stat card→◆Gold evolution card

The stat card can be taken before or after level 5. When at least one evolution is ready, the first ready evolution is guaranteed a place among the offered cards.

ONE PICK, MORE POSSIBILITIES

What does each card unlock?

Vigor3 recipes
Power24 recipes
Sprint8 recipes
Reflexes12 recipes
Armor3 recipes
Synthesis7 recipes
Magnet2 recipes
AFTER THE BOSS FIGHT

Boss rewards & special effects

11 ITEMS · BOND FUSION

A Boss reward can change your build without teaching you a new move. Keep equipment, Rift Bonds and the Boss’s own attacks separate when planning your next upgrade.

Standard map Boss

Drops a held item alongside other loot. Equip it for its run effect; it does not grant a new move or a Bond.

Compare all 11 held items →

Rift legendary

Drops a held item and grants one Bond on victory. Use the Bond after returning to the map to combine moves you already know.

See how fusion works →
ONE SLOT, MORE MOVES

Bonds from Rift victories

UP TO 4 MOVES / GROUP
  1. Win the Rift fight

    Defeat the legendary inside its Rift arena. Each victory adds one Bond. An ordinary map Boss does not grant one.

  2. Return to the main map

    The fusion choice opens after you leave the arena. If another choice screen is open, it waits until that screen closes.

  3. Pair two learned moves

    Without an unfinished group, choose two moves currently in separate slots. They become one slot and both run while that slot is active.

  4. Grow the unfinished group

    If a group already contains two or three moves, the next Bond adds one loose move to it. Four is the group limit. Once a group is full, another Bond can start a new pair if two loose moves remain.

Ember
Fire Spin
One active slotTwo learned moves, independent cooldowns

For example, learn Ember and Fire Spin on a compatible partner, then spend a Bond to group them. This frees one ordinary slot. Their levels and evolution state stay intact; a Bond does not turn either move into its evolution.

Unused Bonds, full groups and Choice Band
  • A Bond combines learned moves. It does not teach a Boss attack, add a fifth ordinary move slot or automatically evolve either move.
  • Fusion keeps the existing move objects, including their levels and evolution state. Their attacks use their own cooldowns; they do not share one new cooldown.
  • With only one loose move and no unfinished group, the Bond is saved until you learn another eligible move. Returning without a victory does not award a Bond.
  • Choice Band still blocks ordinary slot switching. Fusion keeps the current active slot if that slot survives the merge; otherwise it selects the fused group.
EQUIPMENT, NOT MOVE CARDS

All Boss-drop held items

11 EFFECTS · EQUIP ONE

Standard map Bosses and Rift legendaries drop a held item. Chests can also provide equipment. You can carry only one at a time; finding another opens a choice to keep your current item or replace it.

HELD ITEM

Leftovers

CURRENT RUN

You recover 1.5% of your HP per second.

Boss drop or chest · One held item at a time
HELD ITEM

Choice Band

CURRENT RUN

+40% damage, but you can't switch moves. Locks ordinary slot switching. If your active slot is a Bond group, its linked moves can still run together.

Boss drop or chest · One held item at a time
HELD ITEM

Quick Claw

CURRENT RUN

-20% cooldown on all your moves.

Boss drop or chest · One held item at a time
HELD ITEM

Focus Sash

CURRENT RUN

A hit that would knock you out leaves you at 1 HP (every 60 s).

Boss drop or chest · One held item at a time
HELD ITEM

Shell Bell

CURRENT RUN

You heal from the damage you deal. Damage dealt adds 4% to a healing reserve capped at 4 HP. That reserve is released at up to 4 HP per second.

Boss drop or chest · One held item at a time
HELD ITEM

Amulet Coin

CURRENT RUN

+50% PokéCoins at the end of the run.

Boss drop or chest · One held item at a time
HELD ITEM

Lucky Egg

CURRENT RUN

+30% experience.

Boss drop or chest · One held item at a time
HELD ITEM

Life Orb

CURRENT RUN

+30% damage, but each attack costs a little HP. Each affected cast costs the larger of 1 HP and 1% of max HP, stopping at 1 HP. Orbit and trail casts are excluded from this charge.

Boss drop or chest · One held item at a time
HELD ITEM

Choice Scarf

CURRENT RUN

+35% speed.

Boss drop or chest · One held item at a time
HELD ITEM

Rocky Helmet

CURRENT RUN

Foes that hit you in melee take damage.

Boss drop or chest · One held item at a time
HELD ITEM

Assault Vest

CURRENT RUN

+20% damage reduction. Adds 20 percentage points of damage reduction. Total player damage reduction is capped at 80%.

Boss drop or chest · One held item at a time

Judgment enemies are excluded from the standard Boss equipment-drop branch. Equipment is separate from move slots, evolution stat-card requirements and Rift Bonds. An item with an attack, regeneration or speed bonus does not count as an evolution’s required stat card.

ENEMY ATTACKS · NOT LEARNABLE

Recognize the Boss’s special attacks

7 SHARED PATTERNS

Each Boss uses four patterns: an area slam, either a charge or a leap, and two ranged patterns. The seven families below are shared across Bosses; they are not seven extra cards or attacks awarded after a win. Bosses enrage below half HP, which can shorten warnings or add projectiles.

Compare all seven patterns and their enraged variants
ENEMY ONLY

Area slam

A circular shockwave around the Boss. Leave the marked area before the hit.

Close-range circle → Shorter warning
ENEMY ONLY

Straight charge

The Boss charges along the line aimed at you when the cast starts. Move sideways out of that line.

Straight-line charge → Shorter warning
ENEMY ONLY

Leaping strike

A jump toward your marked position, followed by an area hit on landing. Keep moving away from the landing circle.

Marked landing circle → Shorter launch delay
ENEMY ONLY

Falling zones

Several delayed impact circles appear around your position. Move into clear ground instead of crossing another marker.

4 impact zones → 6 impact zones
ENEMY ONLY

Beam fan

Long beams spread toward your position. Read the lines on the ground and step into a gap before they fire.

3 beams → 5 beams
ENEMY ONLY

Projectile volley

A fan of projectiles fires toward you after the charge-up. Keep an open escape route across the fan.

7 projectiles → 9 projectiles
ENEMY ONLY

Radial burst

Projectiles spread outward in a ring. Keep enough distance to see a gap and move through it.

14 projectiles → 18 projectiles

Gold evolution cards still require a level-5 move and its run stat card. Temporary altar powers are another map reward, separate from Boss loot; check world events and altars →

Make every level count

Why am I offered these three cards?

The game draws distinct cards from a weighted candidate pool. New move cards need a free slot and respect the partner’s move pool and bans. At most two buff moves can be learned. Owned moves below level 5 can offer upgrades. Stat cards usually stop appearing at their pick limit; a missing evolution requirement is explicitly added to the pool.

Weights are relative, not fixed probabilities. New moves have weight 10, move upgrades 8, normal stat cards 4 with room or 7 when slots are full. A missing evolution stat card has weight 14; ready evolutions have weight 40, with the first one guaranteed.

Before those offers are drawn, the game samples up to six new moves. A move that matches your partner’s stronger attack side has sampling weight 2 instead of 1; buff moves also get weight 2. This favors suitable attacks but does not double their final card probability.

What happens when my four move slots are full?

New move cards stop appearing until a slot opens. A bond earned from defeating a rift legendary can fuse moves into one slot, making room for another move. A bonded slot can contain up to four moves.

Read the bond guide →
How do rerolls and permanent upgrades help?

Each run has one free reroll. Card reroll adds up to five more; Ban can exclude up to three new moves per partner. Repertoire starts you with one extra eligible attack move. These are purchased between runs and are separate from the stat cards above.

Which card should I pick first?

Choose one or two evolution goals before spreading levels across your whole loadout. Take a required stat card when it appears; it can support multiple recipes. Save a reroll for a choice that does not help your build or survival.

Read the evolution guide →

Rules checked · Game 7c1976458d. Report a correction →

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