For early crowds choose Water Gun’s piercing line, Razor Leaf’s return path or Petal Blizzard’s nearby ring. For a moving boss use Confusion’s homing attack; Psybeam suits an unobstructed line. After a Bond, Swords Dance adds damage support, Aqua Ring recovery or Harden defense. Learnability, range and real contacts decide which choice works.

Moves to choose for each job

Scroll sideways to read every column.

MoveLevel-1 damage / cooldownUse and limitationEvolution card
Water Gun14 / 0.44 sEarly line clearing: one pierce from level 1; aim a pack along its path.Power
Razor Leaf10 / 0.9 sCrowds on both legs; each boomerang can contact a target twice, not every enemy twice.Reflexes
Petal Blizzard14 / 0.26 sNearby crowd ring; orbs require actual contacts. No damage to a boss outside the ring.Synthesis
Vine Whip19 / 0.62 sClose crowd clearing and active melee reduction; use pack edges, not the center.Power
Confusion13 / 0.58 sBoss pressure while moving: homing projectile. Psyduck starts with it despite its Water learn pool.Reflexes
Psybeam17 / 1.15 sStraight beam: align targets; walls stop it and each target is hit once per cast.Power
Swords Dance— / 0.85 sDamage support after a Bond; deals no direct damage when alone in the active slot.—
Aqua Ring— / 0.9 sRecovery support for Water partners; pair with Water Gun after earning a Bond.—
Harden— / 0.85 sNormal-pool defense support; learnable broadly, but still needs a damage attack.—

Named evolution recipes

After meeting both conditions, select the gold evolution card. Purchased permanent Attack/Cooldown upgrades do not satisfy these run-card conditions.

Scroll sideways to read every column.

Base attackResult at level 5 + cardRequired run card
EmberFire BlastPower
Water GunScaldPower
Vine WhipPower WhipPower
Razor LeafLeaf StormReflexes
ConfusionPsyshockReflexes
BubbleSurfSprint
Petal BlizzardPetal DanceSynthesis

Make the comparison fair

Compare the same move level, Pokémon attack multiplier, cards, item, target type and weather. Water Gun at level 1 deals 14 per hit with 0.44 s cooldown and pierces one extra target; Ember deals 18 per hit with 0.52 s and burn. That does not prove Ember always wins: piercing, burns, resistances and missed contacts change the result. An orbit’s cooldown/contact timer is not reduced by every ordinary cooldown bonus.

Try the explained example

Tools

Related pages