Guide updated
When damage seems ineffective, remove a healer, shielder or summoner instead of tunneling into the tank. Leave bomber circles, step sideways across charger lines and move away from jumper landing marks. Runners anticipate your route, so change direction rather than continuing the same loop. The table gives each behavior’s actual warning and response.
All 13 enemy behaviors: identify and react
Scroll sideways to read every column.
| Behavior | Warning, rule and response |
|---|---|
| Chaser | Moves directly toward you and hurts on contact. Keep a gap and clear an escape route. |
| Charger | Stops to aim for 0.55 s, then dashes for 0.42 s at ×3.4 movement speed. Move sideways during the pause. |
| Ranged attacker | Keeps its distance and fires projectiles. Approach through gaps rather than following a projectile line. |
| Tank | Slow, durable contact enemy. Its definition receives extra HP and damage, so avoid becoming trapped beside it. |
| Healer | Heals enemies within 150 units for 7% of their maximum HP, multiplied by up to ×2.5 with party attack scaling. Defeat it before durable enemies. |
| Shield support | Shields up to 6 nearby enemies within 160 units for 35% of their maximum HP. Shields last 8 s and the skill recharges in 6 s. Focus the support. |
| Summoner | Summons two small chasing allies, maintaining at most 4 living minions. Defeat the summoner to stop replenishment. |
| Bomber | A 62-unit circle warns of an explosion after 1 s, dealing ×1.4 its contact damage. Leave the circle instead of staying to finish it. |
| Beam attacker | A ground stripe shows a 360-unit beam with width 22 before it fires after 1 s. Step perpendicular to the stripe. |
| Area attacker | Marks 44-unit circles around your position; they detonate after 1.2 s. Keep moving out of the marked areas. |
| Fan shooter | Shoots 3 projectiles in early tiers or 5 later in a widening fan. Move through the gaps rather than directly away. |
| Jumper | Marks where you stood: a 50-unit landing circle detonates after 1.05 s. Move away from that spot during the jump. |
| Interceptor | A fast, fragile enemy anticipates your movement to cut off the escape route. Change direction and remove it before circling into it. |
Priority depends on the danger you actually see
A healer restores nearby enemies within 150 units; a shielder can protect six within 160. Kill the support causing the blockage, but first leave a warning that is about to resolve. A fast runner blocking your exit can be more urgent than a fragile healer across the map. The tier chooses a species cast, so behavior and screen warning are more useful than a fixed “Pokémon X at minute Y” list.
Try the explained example
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Related pages
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: a9b21f09
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/entities/enemy.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/data/enemies.js