PokéSurvivor move evolutions (all 59)
Last updated · Unofficial fan guide · Facts checked against the official site and game source
There are 64 moves across all 18 types and 59 of them can evolve. Here is every evolution, the stat card it needs and exactly what it gains.
How to evolve a move
- Learn the move from a level-up card.
- Upgrade it to its max level (level 5; four upgrade cards).
- Take the required stat card at least once in the same run. The requirement is tracked for the whole run, so you can take it early.
- A golden evolution card appears. Pick it.
Evolution bonuses depend on the move's kind, not its type. All projectiles get the same package (×1.8 damage, +2 projectiles, +2 pierce, bigger), all melee moves get ×1.9 damage, more range and a 360° swing, and so on. That makes it easy to compare: a Ground projectile and a Fire projectile scale the same way, so pick by type coverage and your partner's typing.
Requirements at a glance
Power is by far the most common requirement (24 moves), so taking an early Power card keeps most options open.
- Power (24): Body Slam, Ember, Water Gun, Hydro Pump, Bubble Beam, Vine Whip, Thunder Shock, Ice Beam, Karate Chop, Sludge, Mud Shot, Bulldoze, Bonemerang, Spikes, Wing Attack, Psybeam, Bug Bite, Rock Throw, Lick, Dragon Rage, Bite, Metal Claw, Meteor Mash, Fairy Wind
- Reflexes (12): Hyper Voice, Flamethrower, Will-O-Wisp, Razor Leaf, Thunderbolt, Hail, Aura Sphere, Confusion, Psycho Cut, String Shot, Rock Slide, Shadow Ball
- Sprint (8): Quick Attack, Flame Wheel, Bubble, Powder Snow, Poison Sting, Gust, Aerial Ace, Dark Pulse
- Synthesis (7): Fire Spin, Petal Blizzard, Toxic, Toxic Spikes, Bug Buzz, Night Shade, Dazzling Gleam
- Vigor (3): Tackle, Heat Wave, Grass Knot
- Armor (3): Substitute, Discharge, Flash Cannon
- Magnet (2): Psychic, Hex
Full move evolution table
| Move | Type | Kind | Evolves into | Needs | Evolution bonus |
|---|---|---|---|---|---|
| Tackle Charges in an arc at everything in front of you. | normal | Melee | Take Down | Vigor | ×1.9 damage, more range and hits in 360° |
| Quick Attack You dash at the enemy like lightning and hit everything on the way. | normal | Dash | Extreme Speed | Sprint | ×1.9 damage, more distance and less cooldown |
| Body Slam A full-weight tackle: slow, short and brutal. | normal | Melee | Giga Impact | Power | ×1.9 damage, more range and hits in 360° |
| Hyper Voice A sound wave that spreads in every direction. | normal | Burst | Uproar | Reflexes | +6 projectiles, ×1.6 damage and +1 pierce |
| Substitute A decoy that stays behind shooting for you. | normal | Turret | Double Team | Armor | ×1.8 damage, +1 at a time and fires faster |
| Ember A fireball at the nearest enemy. | fire | Projectile | Fire Blast | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Flamethrower A short fan of flames that burns. | fire | Spray | Overheat | Reflexes | ×1.7 damage, +4 shots and +1 pierce |
| Fire Spin Flames that spin around you. Constant defense. | fire | Orbit | Sacred Fire | Synthesis | +2 orbs, ×1.7 damage and more radius |
| Heat Wave Explodes in flames in every direction. | fire | Burst | Eruption | Vigor | +6 projectiles, ×1.6 damage and +1 pierce |
| Will-O-Wisp Leaves a floating flame that fires on its own and burns. | fire | Turret | Inferno | Reflexes | ×1.8 damage, +1 at a time and fires faster |
| Flame Wheel You run wrapped in fire, leaving a trail of flames. | fire | Trail | Flare Blitz | Sprint | ×1.8 damage, bigger and longer-lasting pools |
| Water Gun A piercing jet. Reliable at any range. | water | Projectile | Scald | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Bubble A fan of bubbles that slows whatever they touch. | water | Burst | Surf | Sprint | +6 projectiles, ×1.6 damage and +1 pierce |
| Hydro Pump A slow but devastating water blast. | water | Beam | Hydro Cannon | Power | ×1.8 damage, a 50% wider and longer beam |
| Bubble Beam A short fan of bubbles that slows. | water | Spray | Aqua Tail | Power | ×1.7 damage, +4 shots and +1 pierce |
| Vine Whip Long-range whips in a wide arc. | grass | Melee | Power Whip | Power | ×1.9 damage, more range and hits in 360° |
| Razor Leaf Two leaves that fly out and back, cutting both ways. | grass | Boomerang | Leaf Storm | Reflexes | ×1.8 damage, +1 boomerang and more range |
| Petal Blizzard A cyclone of leaves spins widely around you. | grass | Orbit | Petal Dance | Synthesis | +2 orbs, ×1.7 damage and more radius |
| Grass Knot Roots that snare and pound everything near you. | grass | Aura | Frenzy Plant | Vigor | ×1.8 damage and 35% more radius |
| Thunder Shock A lightning-fast bolt that pierces several enemies. | electric | Projectile | Thunder | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Discharge A permanent electric field around you. | electric | Aura | Electric Terrain | Armor | ×1.8 damage and 35% more radius |
| Thunderbolt A bolt that jumps from one enemy to the next. | electric | Chain | Zap Cannon | Reflexes | ×1.7 damage and +3 jumps |
| Ice Beam An icy beam that almost freezes foes solid. | ice | Beam | Blizzard | Power | ×1.8 damage, a 50% wider and longer beam |
| Powder Snow A blizzard around you that slows foes. | ice | Aura | Icy Wind | Sprint | ×1.8 damage and 35% more radius |
| Hail Hailstones fall on enemies and slow them. | ice | Meteors | Avalanche | Reflexes | ×1.7 damage, +2 meteors and more radius |
| Karate Chop A sharp, powerful blow straight ahead. | fighting | Melee | Close Combat | Power | ×1.9 damage, more range and hits in 360° |
| Aura Sphere An energy sphere that never misses. | fighting | Projectile | Focus Blast | Reflexes | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Sludge Toxic sludge that poisons on impact. | poison | Projectile | Sludge Bomb | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Poison Sting A quick poisonous sting. | poison | Projectile | Poison Jab | Sprint | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Toxic You leave pools of poison that badly poison whoever steps on them. | poison | Trail | Poison Gas | Synthesis | ×1.8 damage, bigger and longer-lasting pools |
| Toxic Spikes Poison spikes that badly poison when they burst. | poison | Mines | Gunk Shot | Synthesis | ×1.8 damage, +2 mines and a bigger blast |
| Mud Shot Splashes mud around and slows foes. | ground | Burst | Earth Power | Power | +6 projectiles, ×1.6 damage and +1 pierce |
| Bulldoze Shakes the ground: damages and slows everything nearby. | ground | Aura | Earthquake | Power | ×1.8 damage and 35% more radius |
| Bonemerang A bone that flies out and back, hitting hard. | ground | Boomerang | Bone Rush | Power | ×1.8 damage, +1 boomerang and more range |
| Spikes Scatters spikes that burst when stepped on. | ground | Mines | Fissure | Power | ×1.8 damage, +2 mines and a bigger blast |
| Gust Whirlwinds that escort you. | flying | Orbit | Hurricane | Sprint | +2 orbs, ×1.7 damage and more radius |
| Wing Attack A wide wing sweep that pushes foes back. | flying | Melee | Brave Bird | Power | ×1.9 damage, more range and hits in 360° |
| Aerial Ace You dive and slash everything you pass through. | flying | Dash | Acrobatics | Sprint | ×1.9 damage, more distance and less cooldown |
| Confusion A wave that homes in on its target. | psychic | Projectile | Psyshock | Reflexes | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Psybeam A wide, heavy-hitting psychic beam. | psychic | Beam | Future Sight | Power | ×1.8 damage, a 50% wider and longer beam |
| Psychic A radial mental burst that seeks enemies. | psychic | Burst | Expanding Force | Magnet | +6 projectiles, ×1.6 damage and +1 pierce |
| Psycho Cut Psychic blades that come back to you. | psychic | Boomerang | Psychic Fangs | Reflexes | ×1.8 damage, +1 boomerang and more range |
| Bug Bite A quick bite in a short arc. | bug | Melee | X-Scissor | Power | ×1.9 damage, more range and hits in 360° |
| String Shot Leaves webs on the ground that trap and greatly slow whoever steps on them. | bug | Mines | Sticky Web | Reflexes | ×1.8 damage, +2 mines and a bigger blast |
| Bug Buzz A constant vibration that pounds everything nearby. | bug | Aura | Swarm | Synthesis | ×1.8 damage and 35% more radius |
| Rock Throw A heavy boulder that pushes the enemy back. | rock | Projectile | Stone Edge | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Rock Slide Rocks fall from the sky onto nearby enemies. | rock | Meteors | Stealth Rock | Reflexes | ×1.7 damage, +2 meteors and more radius |
| Lick A ghostly lick that briefly paralyzes. | ghost | Melee | Shadow Punch | Power | ×1.9 damage, more range and hits in 360° |
| Shadow Ball A shadowy orb that pierces several foes. | ghost | Projectile | Phantom Force | Reflexes | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Hex A curse that jumps between enemies. Much more damage if they are burned, poisoned or slowed. | ghost | Chain | Poltergeist | Magnet | ×1.7 damage and +3 jumps |
| Dragon Rage Draconic flames in a straight line. | dragon | Beam | Draco Meteor | Power | ×1.8 damage, a 50% wider and longer beam |
| Bite A quick bite that knocks foes back. | dark | Melee | Crunch | Power | ×1.9 damage, more range and hits in 360° |
| Dark Pulse A wave of dark energy in every direction. | dark | Burst | Snarl | Sprint | +6 projectiles, ×1.6 damage and +1 pierce |
| Night Shade A shadow surrounds you and consumes what is near. | dark | Aura | Nightmare | Synthesis | ×1.8 damage and 35% more radius |
| Metal Claw A steel swipe in an arc. | steel | Melee | Iron Head | Power | ×1.9 damage, more range and hits in 360° |
| Flash Cannon A piercing beam of metallic light. | steel | Beam | Steel Beam | Armor | ×1.8 damage, a 50% wider and longer beam |
| Meteor Mash Two steel meteors that crush where they land. | steel | Meteors | Magnet Bomb | Power | ×1.7 damage, +2 meteors and more radius |
| Fairy Wind A magical breeze in every direction. | fairy | Burst | Moonblast | Power | +6 projectiles, ×1.6 damage and +1 pierce |
| Dazzling Gleam A flash of light all around you. | fairy | Aura | Misty Terrain | Synthesis | ×1.8 damage and 35% more radius |
Moves that do not evolve
Buff moves deal no damage; while active they build up a stat. They are never evolved, but they still occupy a slot, which is why bonds (fusing moves after beating a legendary) matter.
- Swords Dance (Normal): Deals no damage: builds ATTACK while active.
- Agility (Normal): Deals no damage: builds SPEED while active.
- Harden (Normal): Deals no damage: builds DEFENSE while active.
- Aqua Ring (Water): Deals no damage: builds health REGENERATION.
- Dragon Dance (Dragon): Deals no damage: builds ATTACK faster than Swords Dance.
Move kinds explained
- Projectile: shots at the nearest enemy.
- Melee: an arc around your Pokémon. While a melee move is active you take 25% less damage (12 Oct buff).
- Beam: a straight line that pierces everything.
- Orbit: orbs that circle you while active.
- Burst: a radial blast in every direction.
- Aura: constant damage in a circle around you.
- Boomerang: goes out and comes back, hitting both ways.
- Chain: hits one enemy and jumps to the next.
- Mines: ground traps that burst when stepped on.
- Meteors: fall on nearby enemies; a shadow warns first.
- Turret: leaves something that shoots on its own.
- Dash: you cross to the enemy hitting everything on the way.
- Trail: leaves damaging pools behind you.
- Spray: many short shots in a fan.
Want to know which of these are worth it? See the tier list and best builds.
FAQ
How do move evolutions work in PokéSurvivor?
Raise a move to its max level (5) and, at some point in the same run, take the stat card it requires (Power, Vigor, Sprint, Reflexes, Armor, Synthesis or Magnet). A golden evolution card then appears in your level-up choices.
What does Ember evolve into?
Ember evolves into Fire Blast with the Power card: ×1.8 damage, +2 projectiles, +2 pierce and bigger fireballs.
Which moves cannot evolve?
The five buff moves: Swords Dance, Agility, Harden, Aqua Ring and Dragon Dance. All other 59 moves evolve.
Does the stat card have to be taken after the move is maxed?
No. According to the game code, the requirement is that you took that stat card at any point during the current run.
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