Guide updated
Current names for older evolution aliases
All 97 original evolved moves now display their base localized name followed by “ +”. Requirements and evolution modifiers stay the same; previous names remain searchable aliases. Meteor Mash is now damage 24, radius 48 and knockback 70 (previously 34/54/80); cooldown 1.4 s and count 2 are unchanged. Every level and evolved output is calculated from this updated base.
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| Earlier alias in this guide | Current original name |
|---|---|
| Nightmare | Night Shade + |
Which game modes are actually available?
Checked October 20, 2026: the original at pokesurvivor.com and the community edition embedded here use a survival run with solo or co-op play. Neither offers a Normal/Hard/Nightmare selector. A partner’s Normal/Shiny selector changes its form, not the difficulty.
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| Play option | How to enter / what it means |
|---|---|
| Solo survival | Start a run from Play. |
| Co-op: 2–4 players | Create or join a room through Friends; the host starts the shared run. |
| Legendary rifts | Enter a portal during a run for a timed arena fight. |
| Judgment of Arceus | A late phase of the same run at 30:00; no separate menu mode. |
How does the difficulty increase?
New enemy tiers join at 1:10, 2:40, 4:20, 6:20 and 8:20. Newly spawned enemies also gain time-based HP, damage and speed scaling, and the spawn rate rises. Older tiers can still appear, so a tier change does not replace every enemy at once.
Scheduled bosses arrive at 3:00, 6:00, 9:00, 12:00 and 15:00. Near the wild-enemy population cap, newly spawned elites get extra HP and damage. Finishing the fifth scheduled boss does not end the run or unlock a hard-mode menu.
Does co-op make enemies harder?
The original co-op rules scale ordinary spawn rate by 1 + 0.75 × (players − 1) and enemy HP by 1 + 0.3 × (players − 1). These are multipliers on the other time/species modifiers, not final enemy stats. Scheduled bosses and rift legends also apply an additional ×1.4 HP factor in a group. Team support and revives still affect how hard a run feels.
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| Players | Ordinary spawn rate | Enemy HP factor |
|---|---|---|
| 1 | ×1 | ×1 |
| 2 | ×1.75 | ×1.3 |
| 3 | ×2.5 | ×1.6 |
| 4 | ×3.25 | ×1.9 |
Rifts and the challenge after 30 minutes
Rifts lead to 18 arena types with a 120-second fight limit. New rifts stop opening at 28:00. At 30:00, the Judgment of Arceus starts after any pending rift or choice has finished. It is a phase of the existing run, not a difficulty you unlock and select later.
Judgment legends grow HP ×1.25 and contact/projectile damage ×1.15 per spawn, starting at index 0. Burn ticks every 0.5 s for 3 s; poison every 0.6 s for 4 s. On these legends, either deals round(1.5 × stacks), minimum 1 per nonzero tick, rather than ordinary HP-based poison. They drop XP only, with no orbs. At game 35:00, item destruction waits for the current cast/next action, then warns for 1.6 s before unequipping. Select “already broken” only once that happens; collection ownership is retained.
What can I change if it feels too easy?
On the community edition embedded on this site, Settings → Controls has separate options for automatic skill switching and automatic card choices. Turning them off gives you those decisions back; the selected move still fires automatically. These settings change assistance, not enemy HP or damage. The original web game already uses manual move switching and card choices.
- Keep playing past the fifth scheduled boss and prepare to reach the 30:00 Judgment.
- In our community edition, turn off automatic skill and card assistance for more manual decisions.
- For a voluntary fresh challenge, select a partner with fewer permanent upgrades; keep your existing upgrades and save.
Is Tower mode part of this web game?
Tower belongs to JayElDragon’s separate Android/Godot port, not the original browser game or our embedded community edition. The port author describes V2.0 as 30 floors, a boss every five floors and a beatable Arceus on floor 30. Its cards, balancing and saves are separate. If you saw Tower footage, check the app and version before following its advice here.
Can four-player co-op be used for AFK farming?
October 20 players of the original game reported surviving while AFK in a four-player run. That describes their group and build, not a separate idle mode or a reliable income rate. Four players raise ordinary spawn rate to ×3.25 and enemy HP to ×1.9 before other scaling; teammates’ damage, recovery and revives can hide your own risk. A strong team does not remove boss warnings, dangerous packs or the later Judgment.
For repeatable rewards, follow the coin or ticket route and compare what you actually earned after a finished run. Stay available for shared choices and let teammates know before leaving; unattended survival is not proof that every teammate receives the same drops or that the next run will be safe.
Tools
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: d567c6da
- https://pokesurvivor.com/en/guide/
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/core/settings.js
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/game.js
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/data/enemies.js
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/systems/spawner.js
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/net/coop.js
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/systems/rift.js
- https://github.com/JPTER78/pokesurvivor/blob/018e986f4c12f414dfa84193ee35b2959b1e325c/js/systems/judgment.js
- https://poke-survivor.org/community-edition/
- https://survivorpoke.com/version.json
- https://www.reddit.com/r/AndroidNativePorts/comments/1x6fjza/poke_survivors_20_big_content_update/
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/spawner.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/judgment.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/net/net.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/data/moves.js