Guide updated
Loaded moves and evolution choices
- Dragon Rage · level 5 · evolution selected → Dragon Rage + · level 5 + Power; choose its gold card separately
- Dark Pulse · level 5 · evolution selected → Dark Pulse + · level 5 + Sprint; choose its gold card separately
- Nasty Plot · level 5 · base move · No evolution
Bonds required: 2 · Run cards: Power ×1 · Reflexes ×1 · Sprint ×1
Optional item if found: Leftovers
Keep attacks and support in one active group with enough Bonds. Each evolution requires its own level, card and gold choice. New rift portals stop appearing at 28:00; an already open portal remains usable for its lifetime.
What to do
- Current original: physical ×1.46, special ×1; Defense 71, Special Defense 101. Physical support affects physical moves only; Nasty Plot affects special moves. Single-type Pokémon get ×1.2 on matching moves; dual-types do not. Enter actual active stacks and target defenses in the planner.
- Dragon Rage and Dark Pulse are both special in this game. This ranged route uses Roaring Moon’s ×1.00 special attack, not its ×1.46 physical attack. Nasty Plot improves the selected pair; physical alternatives such as Bite change both the attack category and positioning.
- Acquisition and identity: Roaring Moon is the rarity-5 Paldea entry #1005, named Bramaluna in the source and existing entity URL. Unlock it through the Paldea gacha before choosing it. Its record is not a normal rift-unlock reward; the name variants refer to the same Pokémon.
- 0 Bonds: keep the real starting Dragon Rage active. At level 1 its beam has 24 base damage, 1.00 s cooldown and radius 230. Line up enemies in open space and move sideways out of warnings. Do not replace the active damage slot with Nasty Plot alone.
- First evolution: upgrade Dragon Rage to level 5, take the Power run card and choose gold Draco Meteor. This is still the game’s Dragon beam behavior; its evolution name does not import main-series meteor or Special Attack-drop mechanics. Without the recipe card or gold choice, keep the unevolved beam.
- 1 Bond and Dark coverage: learn Dark Pulse when it appears. Before a Bond, it is an alternative active slot; after earning one, fuse it with Dragon Rage to fire the beam and radial Dark wave together. The intermediate preset uses level-3 Dragon Rage and level-1 Dark Pulse without cards, item or evolution.
- Second evolution: Dark Pulse level 5 needs a Sprint run card, then its own gold Snarl selection. Power for Dragon Rage does not fulfill this recipe. Reflexes improves firing frequency but cannot replace Sprint. The completed preset includes one Power, one Sprint and one Reflexes card, with both gold evolutions already selected.
- 2 Bonds: learn Nasty Plot and add it with the second earned Bond. Keep all three moves in the active group so its attack stacks support both damage moves; the completed preset sets all three to level 5. If the support appears before Dark Pulse, Dragon Rage + Nasty Plot is a legal one-Bond detour, with Dark Pulse added later.
- Target choice: Dark damage is ×1.6 against a single Psychic or Ghost type and neutral against a single Steel type, where Dragon is ×0.6. Fairy remains a shared problem: Dragon is ×0.3 and Dark ×0.6 against a single Fairy type. Check the whole dual-type matchup; two damage types do not guarantee universal coverage.
- Missing Dark Pulse: keep the upgraded Dragon beam. Bite is a legal Dark melee alternative with a Power recipe, but its shorter reach changes positioning. Missing Nasty Plot: retain the one-Bond damage pair; if Harden has been learned, a second earned Bond can add it for defense. Swords Dance and Dragon Dance do not strengthen this pair of special attacks. Missing Sprint: use unevolved Dark Pulse; do not label it Snarl yet.
- Use found Leftovers for recovery or Quick Claw for frequency; without either, continue with healing and survival cards. This beam/nova/buff group has no active-melee reduction. Enter your real cards, target and landed projectiles in the tools rather than reading emitted waves as hits on one enemy. Finish new Bond opportunities before 28:00 and dodge invincible Arceus at Judgment after 30:00.
Requirements
| Held items | Run stat cards |
|---|---|
| Leftovers | Power · Sprint · Reflexes |
Strengths
- The real Dragon beam is available immediately; Dark Pulse adds radial coverage and a different damage type once learned and fused.
- The route gives a usable single-attack opening and one-Bond pair before the two-evolution, two-Bond endpoint.
Trade-offs
- Dragon and Dark both lose damage against Fairy; alignment, obstacles and landed projectiles limit actual damage even after the group is formed.
- The full endpoint needs Power and Sprint for different recipes, two gold choices, two earned Bonds and all three moves at level 5; none is assumed at the opening.
Your result also depends on upgrade choices, enemy spawns and how you dodge.
Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: d567c6da
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/data/pokedex.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/data/moves.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/entities/player.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/data/items.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/levelup.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/game.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/gacha.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/stats.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/combat.js
