Guide updated
Loaded moves and evolution choices
- Shadow Ball · level 5 · evolution selected → Shadow Ball + · level 5 + Reflexes; choose its gold card separately
- Nasty Plot · level 5 · base move · No evolution
- Harden · level 5 · base move · No evolution
Bonds required: 2 · Run cards: Power ×1 · Reflexes ×1 · Armor ×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 ×1.06, special ×1.5; Defense 60, Special Defense 80. 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.
- Acquisition: Spectrier is a rarity-5 Galar partner, not a free starter. Obtain the normal playable form through that region’s gacha. An ordinary rift defeat record does not grant normal ownership; the rare rift shiny route is separate.
- 0 Bonds: keep the real starting Shadow Ball active at level 1. It has 19 base damage, 0.66 s base cooldown and piercing projectiles. Move around the pack and aim through clear lanes; learning a separate support move does not make it run with Shadow Ball.
- Evolution order: upgrade Shadow Ball to level 5, take at least one Reflexes run card and select the gold Phantom Force offer. Permanent cooldown upgrades cannot replace that run card. If the card or gold offer is missing, keep using the unevolved attack; progress does not require waiting in place.
- 1 Bond: learn Nasty Plot and fuse it with Shadow Ball only after earning the Bond. Keep this combined group active so damage and attack stacks work together. The intermediate preset uses level-3 Shadow Ball and level-1 Nasty Plot, with no assumed cards, item or evolution.
- 2 Bonds and the completed group: learn Harden, add it with the second earned Bond and upgrade both supports as opportunities allow. Power improves damage and Armor supplements defense; only Reflexes is the Shadow Ball evolution prerequisite. The completed preset sets each of these three cards to one and all three moves to level 5.
- Missing parts: without Nasty Plot, keep the damage move active; if Harden appears first and survival is urgent, it is a legal first-Bond alternative. Without Harden, retain the one-Bond attack pair and use HP, Armor, regeneration or immediate healing cards as needed. Without a Bond, switch between separate damage options instead of assuming simultaneous fire.
- Equipment and targets: use Leftovers if found; Quick Claw is a cooldown alternative, while an empty item slot remains playable. Ghost damage is ×0.3 against a single Normal type and ×0.6 against a single Dark type in this game. A learned Tackle can cover a single Normal target better, but still compare dual types and move levels. Hex is another legal Ghost attack; its status bonus requires a target that is already affected.
- Read the loaded state as a planning example, not an imported save or measured DPS. Enter your actual upgrades, cards, item and target in the tools. Complete new rift/Bond opportunities before 28:00; at Judgment after 30:00, dodge invincible Arceus instead of trying to defeat it.
Requirements
| Held items | Run stat cards |
|---|---|
| Leftovers | Reflexes · Power · Armor |
Strengths
- Immediate ranged Ghost damage and 133 movement support a mobile opening without waiting for another attack.
- Only one attack evolution is required; the same route remains usable at 0, 1 or 2 earned Bonds.
Trade-offs
- The formed route still deals only Ghost damage; Normal and Dark resistance can outweigh the attack multiplier. This ranged group has no active-melee 25% damage reduction.
- The full preset assumes two earned Bonds, three level-5 moves, the Reflexes recipe and its gold evolution choice; Leftovers is a found item, not a guaranteed drop.
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
