Skip to content
PokéSurvivor.org

PokéSurvivor moves and their evolutions

64 moves across all 18 types, 59 of which evolve. Filter by type or by delivery kind, or read the whole table — it is the complete reference for what your Pokémon fires when you are not looking.

64
moves
59
evolvable
15
delivery kinds
18
types

How moves work in a run

You equip a small number of moves and your Pokémon fires the active one automatically. Levelling up is how you acquire them: the card pool offers new moves, upgrades to moves you already hold, and boosts to the partner itself.

Moves level up to 5. Reaching the cap is only half of an evolution — you also need the specific upgrade card that move requests, and only then does the golden evolution card enter the pool. Because four moves in the game deal no damage at all, they never evolve: they are permanent stat engines instead.

The 15 delivery kinds

Kind describes how a move is delivered, and it is the fastest way to understand a move you have never seen. Two moves of different types with the same kind solve the same problem in a fight.

All 64 moves

The card column shows which upgrade unlocks the evolution. A dash means the move never evolves — those are the stat buffers.

64 of 64 shown

  • TackleNormalMelee

    Charges in an arc at everything in front of you.

    Evolves intoTake DownCard needed: Vigor

    ×1.9 damage, more range and hits in 360°

  • Quick AttackNormalDash

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

    Evolves intoExtreme SpeedCard needed: Sprint

    ×1.9 damage, more distance and less cooldown

  • Swords DanceNormalBuff

    Deals no damage: builds ATTACK while active.

    —

  • AgilityNormalBuff

    Deals no damage: builds SPEED while active.

    —

  • HardenNormalBuff

    Deals no damage: builds DEFENSE while active.

    —

  • Body SlamNormalMelee

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

    Evolves intoGiga ImpactCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Hyper VoiceNormalBurst

    A sound wave that spreads in every direction.

    Evolves intoUproarCard needed: Reflexes

    +6 projectiles, ×1.6 damage and +1 pierce

  • SubstituteNormalTurret

    A decoy that stays behind shooting for you.

    Evolves intoDouble TeamCard needed: Armor

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

  • EmberFireProjectile

    A fireball at the nearest enemy.

    Evolves intoFire BlastCard needed: Power

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

  • FlamethrowerFireSpray

    A short fan of flames that burns.

    Evolves intoOverheatCard needed: Reflexes

    ×1.7 damage, +4 shots and +1 pierce

  • Fire SpinFireOrbit

    Flames that spin around you. Constant defense.

    Evolves intoSacred FireCard needed: Synthesis

    +2 orbs, ×1.7 damage and more radius

  • Heat WaveFireBurst

    Explodes in flames in every direction.

    Evolves intoEruptionCard needed: Vigor

    +6 projectiles, ×1.6 damage and +1 pierce

  • Will-O-WispFireTurret

    Leaves a floating flame that fires on its own and burns.

    Evolves intoInfernoCard needed: Reflexes

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

  • Flame WheelFireTrail

    You run wrapped in fire, leaving a trail of flames.

    Evolves intoFlare BlitzCard needed: Sprint

    ×1.8 damage, bigger and longer-lasting pools

  • Water GunWaterProjectile

    A piercing jet. Reliable at any range.

    Evolves intoScaldCard needed: Power

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

  • BubbleWaterBurst

    A fan of bubbles that slows whatever they touch.

    Evolves intoSurfCard needed: Sprint

    +6 projectiles, ×1.6 damage and +1 pierce

  • Hydro PumpWaterBeam

    A slow but devastating water blast.

    Evolves intoHydro CannonCard needed: Power

    ×1.8 damage, a 50% wider and longer beam

  • Aqua RingWaterBuff

    Deals no damage: builds health REGENERATION.

    —

  • Bubble BeamWaterSpray

    A short fan of bubbles that slows.

    Evolves intoAqua TailCard needed: Power

    ×1.7 damage, +4 shots and +1 pierce

  • Vine WhipGrassMelee

    Long-range whips in a wide arc.

    Evolves intoPower WhipCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Razor LeafGrassBoomerang

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

    Evolves intoLeaf StormCard needed: Reflexes

    ×1.8 damage, +1 boomerang and more range

  • Petal BlizzardGrassOrbit

    A cyclone of leaves spins widely around you.

    Evolves intoPetal DanceCard needed: Synthesis

    +2 orbs, ×1.7 damage and more radius

  • Grass KnotGrassAura

    Roots that snare and pound everything near you.

    Evolves intoFrenzy PlantCard needed: Vigor

    ×1.8 damage and 35% more radius

  • Thunder ShockElectricProjectile

    A lightning-fast bolt that pierces several enemies.

    Evolves intoThunderCard needed: Power

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

  • DischargeElectricAura

    A permanent electric field around you.

    Evolves intoElectric TerrainCard needed: Armor

    ×1.8 damage and 35% more radius

  • ThunderboltElectricChain

    A bolt that jumps from one enemy to the next.

    Evolves intoZap CannonCard needed: Reflexes

    ×1.7 damage and +3 jumps

  • Ice BeamIceBeam

    An icy beam that almost freezes foes solid.

    Evolves intoBlizzardCard needed: Power

    ×1.8 damage, a 50% wider and longer beam

  • Powder SnowIceAura

    A blizzard around you that slows foes.

    Evolves intoIcy WindCard needed: Sprint

    ×1.8 damage and 35% more radius

  • HailIceMeteors

    Hailstones fall on enemies and slow them.

    Evolves intoAvalancheCard needed: Reflexes

    ×1.7 damage, +2 meteors and more radius

  • Karate ChopFightingMelee

    A sharp, powerful blow straight ahead.

    Evolves intoClose CombatCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Aura SphereFightingProjectile

    An energy sphere that never misses.

    Evolves intoFocus BlastCard needed: Reflexes

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

  • SludgePoisonProjectile

    Toxic sludge that poisons on impact.

    Evolves intoSludge BombCard needed: Power

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

  • Poison StingPoisonProjectile

    A quick poisonous sting.

    Evolves intoPoison JabCard needed: Sprint

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

  • ToxicPoisonTrail

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

    Evolves intoPoison GasCard needed: Synthesis

    ×1.8 damage, bigger and longer-lasting pools

  • Toxic SpikesPoisonMines

    Poison spikes that badly poison when they burst.

    Evolves intoGunk ShotCard needed: Synthesis

    ×1.8 damage, +2 mines and a bigger blast

  • Mud ShotGroundBurst

    Splashes mud around and slows foes.

    Evolves intoEarth PowerCard needed: Power

    +6 projectiles, ×1.6 damage and +1 pierce

  • BulldozeGroundAura

    Shakes the ground: damages and slows everything nearby.

    Evolves intoEarthquakeCard needed: Power

    ×1.8 damage and 35% more radius

  • BonemerangGroundBoomerang

    A bone that flies out and back, hitting hard.

    Evolves intoBone RushCard needed: Power

    ×1.8 damage, +1 boomerang and more range

  • SpikesGroundMines

    Scatters spikes that burst when stepped on.

    Evolves intoFissureCard needed: Power

    ×1.8 damage, +2 mines and a bigger blast

  • GustFlyingOrbit

    Whirlwinds that escort you.

    Evolves intoHurricaneCard needed: Sprint

    +2 orbs, ×1.7 damage and more radius

  • Wing AttackFlyingMelee

    A wide wing sweep that pushes foes back.

    Evolves intoBrave BirdCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Aerial AceFlyingDash

    You dive and slash everything you pass through.

    Evolves intoAcrobaticsCard needed: Sprint

    ×1.9 damage, more distance and less cooldown

  • ConfusionPsychicProjectile

    A wave that homes in on its target.

    Evolves intoPsyshockCard needed: Reflexes

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

  • PsybeamPsychicBeam

    A wide, heavy-hitting psychic beam.

    Evolves intoFuture SightCard needed: Power

    ×1.8 damage, a 50% wider and longer beam

  • PsychicPsychicBurst

    A radial mental burst that seeks enemies.

    Evolves intoExpanding ForceCard needed: Magnet

    +6 projectiles, ×1.6 damage and +1 pierce

  • Psycho CutPsychicBoomerang

    Psychic blades that come back to you.

    Evolves intoPsychic FangsCard needed: Reflexes

    ×1.8 damage, +1 boomerang and more range

  • Bug BiteBugMelee

    A quick bite in a short arc.

    Evolves intoX-ScissorCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • String ShotBugMines

    Leaves webs on the ground that trap and greatly slow whoever steps on them.

    Evolves intoSticky WebCard needed: Reflexes

    ×1.8 damage, +2 mines and a bigger blast

  • Bug BuzzBugAura

    A constant vibration that pounds everything nearby.

    Evolves intoSwarmCard needed: Synthesis

    ×1.8 damage and 35% more radius

  • Rock ThrowRockProjectile

    A heavy boulder that pushes the enemy back.

    Evolves intoStone EdgeCard needed: Power

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

  • Rock SlideRockMeteors

    Rocks fall from the sky onto nearby enemies.

    Evolves intoStealth RockCard needed: Reflexes

    ×1.7 damage, +2 meteors and more radius

  • LickGhostMelee

    A ghostly lick that briefly paralyzes.

    Evolves intoShadow PunchCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Shadow BallGhostProjectile

    A shadowy orb that pierces several foes.

    Evolves intoPhantom ForceCard needed: Reflexes

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

  • HexGhostChain

    A curse that jumps between enemies. Much more damage if they are burned, poisoned or slowed.

    Evolves intoPoltergeistCard needed: Magnet

    ×1.7 damage and +3 jumps

  • Dragon RageDragonBeam

    Draconic flames in a straight line.

    Evolves intoDraco MeteorCard needed: Power

    ×1.8 damage, a 50% wider and longer beam

  • Dragon DanceDragonBuff

    Deals no damage: builds ATTACK faster than Swords Dance.

    —

  • BiteDarkMelee

    A quick bite that knocks foes back.

    Evolves intoCrunchCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Dark PulseDarkBurst

    A wave of dark energy in every direction.

    Evolves intoSnarlCard needed: Sprint

    +6 projectiles, ×1.6 damage and +1 pierce

  • Night ShadeDarkAura

    A shadow surrounds you and consumes what is near.

    Evolves intoNightmareCard needed: Synthesis

    ×1.8 damage and 35% more radius

  • Metal ClawSteelMelee

    A steel swipe in an arc.

    Evolves intoIron HeadCard needed: Power

    ×1.9 damage, more range and hits in 360°

  • Flash CannonSteelBeam

    A piercing beam of metallic light.

    Evolves intoSteel BeamCard needed: Armor

    ×1.8 damage, a 50% wider and longer beam

  • Meteor MashSteelMeteors

    Two steel meteors that crush where they land.

    Evolves intoMagnet BombCard needed: Power

    ×1.7 damage, +2 meteors and more radius

  • Fairy WindFairyBurst

    A magical breeze in every direction.

    Evolves intoMoonblastCard needed: Power

    +6 projectiles, ×1.6 damage and +1 pierce

  • Dazzling GleamFairyAura

    A flash of light all around you.

    Evolves intoMisty TerrainCard needed: Synthesis

    ×1.8 damage and 35% more radius

Reading the evolution table

An evolution is a different attack, not a bigger number. Moves swap roles as they evolve: a short melee arc becomes a 360° sweep, a single projectile gains pierce, a turret starts firing faster. That is why the evolution column is the most useful part of this page.

There are seven upgrade cards used as evolution keys: Power, Vigor, Reflexes, Sprint, Armor, Synthesis and Magnet. Power is by far the most common, so damage-focused builds tend to evolve sooner than utility builds.

Which move should you actually take?

A short set of starting points, organised by the problem you are trying to solve.

Open the type chart →

Move questions

How many moves are there?

64 across the 18 types. 59 of them can evolve; the five that cannot are all buff moves that deal no damage.

How do I evolve a move?

Max the move's level, then obtain the specific upgrade card it asks for. The golden evolution card then appears in the level-up pool.

Do type matchups matter for buff moves?

No. Swords Dance, Agility, Harden and Aqua Ring deal no damage, so the type chart never applies to them.

Is a higher type better than a higher kind?

Neither in isolation. Type decides whether the damage lands for ×1.6 or ×0.6, and kind decides whether the damage reaches the enemies that are actually threatening you.

What is the best move in the game?

There is no single answer, because you only carry a few moves and they have to cover three jobs: crowd clearing, single-target damage and movement safety. A good build is a set, not a card.

Can I have two moves of the same type?

Yes, and it is often sensible: a same-type pair keeps your damage consistent, at the cost of being caught out by anything that resists that type.

Ready to try a run?

The game is free, opens in a tab and saves your progress in the cloud if you make an account. Pick a partner and see how long you last.