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.
Melee
A close-range swing or charge that hits the arc in front of you.
Dash
You lunge across the screen, damaging everything along the path.
Buff
Deals no damage on its own: it steadily stacks a stat while it is active.
Burst
A radial shockwave that spreads outward in every direction at once.
Turret
Leaves a stationary summon behind that keeps firing on its own.
Projectile
Fires at the nearest enemy and keeps going through several of them.
Spray
A short forward cone of repeated hits with status effects.
Orbit
Orbs that revolve around you, defending your personal space constantly.
Trail
You leave damaging pools on the ground behind you as you move.
Beam
A slow, wide, high-damage line that pierces everything in its lane.
Boomerang
Travels outward and returns, cutting enemies on both the way out and back.
Aura
A permanent field around you that keeps damaging whatever is nearby.
Chain
Bounces from one enemy to the next, so it shines against packed hordes.
Meteors
Calls down strikes on enemies around you and slows what it hits.
Mines
Scatters ground traps that detonate for heavy area damage.
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.
Clear the screen
Burst, orbit and aura moves
These hit everything near you without aiming, which is exactly what you want while you are busy dodging. They also keep working while you run.
Kill one big thing
Beam and high-damage projectile moves
Rift legendaries and bosses do not care about area coverage. A beam that hits an entire lane converts a slow fight into a short one.
Fight in corridors
Piercing projectiles and boomerangs
When the map funnels enemies into a line, pierce multiplies your damage for free. Boomerangs hit twice on the same target.
Never stop moving
Dash and trail moves
Dashes reposition you as well as damage, and trails leave punishment behind you. Together they turn fleeing into a strategy instead of a retreat.
Do nothing but get stronger
Swords Dance, Agility, Harden, Aqua Ring
They deal no damage and never evolve, but they scale everything else you have. Good as a third or fourth slot, bad as an opening pick.
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.
- GuideControls on PC and phone, levelling, evolutions, builds, enemy behaviour, rifts, economy and co-op — plus the habits that extend a run.Read the guide →
- PokédexAll 966 partners with types, region, starter and legendary flags, searchable and filterable, each one linked to its type pages.Open the Pokédex →
- Legendaries & arenasThe 18 rift arenas with their terrain, and all 87 legendaries that can open them — plus a checklist to run before you step through.See the arenas →
- TypesThe full softened type chart, the five weather states, and one page per type covering matchups, moves, arena and eligible partners.Open the type chart →
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.