Based on Pimez’s guide & community workbook

Read the strategy, understand the choices, then look up the exact numbers without leaving the page.

01 / GUIDE

A practical run guide

Start with a repeatable attack plan, then use the reference library to choose the moves, partner and upgrades that support it. The sequence below is Pimez’s approach; the mechanics and tools help you adapt it to your own run.

Upgrade priorities and rift timing

  1. Establish damage

    Prioritize two reliable ranged attacks and their levels. Fill four move slots early.

  2. First two rifts

    Bond the two attacks first, then add an attack buff.

  3. Delay expansion

    Finish offensive upgrades before opening more move slots; add Harden for defense.

  4. Resume reward hunting

    Return to rifts for tickets or item changes. At 30 minutes, prepare for Judgment.

Why the order matters

A run offers both new moves and upgrades. Taking extra attack types can widen your choices while also leaving more unfinished moves competing for level-up offers. Finish the attacks you actively use before expanding simply because another move looks strong.

Match offensive support to the attack category. Physical and special attacks are now distinct: Swords Dance supports physical attacks, while Nasty Plot supports special attacks. Inspect each move’s category in the library instead of assuming every attack buff affects every move.

Experience helps only if you can keep defeating enemies. Power and cooldown improve the attack loop; movement and defense help when your damage is adequate but you are getting hit. Fruit drops, healing areas and held items are different sources of sustain, so choose for the problem the run actually has.

Choose and maintain two support moves

The card system limits support moves to two. Casting maintains stacks; an expired effect has to be rebuilt. Keeping buffs in the active Bond group trades space for easier upkeep. Separate slots need deliberate switching.

Swords Dance

Physical offense; pair with physical moves.

Base power / stack: 13% · Cooldown: 0.85 s

Nasty Plot

Special offense; use with special moves.

Base power / stack: 13% · Cooldown: 0.85 s

Harden

Defensive support when avoiding every hit is difficult.

Base power / stack: 7% · Cooldown: 0.85 s

Agility

Mobility for repositioning; speed alone does not stop contact damage.

Base power / stack: 10% · Cooldown: 0.85 s

Aqua Ring

Regeneration support when you need sustained recovery.

Base power / stack: 1.6 · Cooldown: 0.9 s

Dragon Dance

Another physical attack buff. Compare its casting and stack values before choosing it over Swords Dance.

Base power / stack: 11% · Cooldown: 0.7 s

Choose moves first, then a partner

Identify the attack behavior you enjoy: a beam reaches along a line, a meteor covers a landing area, an aura demands nearby targets, and a trail depends on positioning. Use power together with cooldown, range and coverage; power divided by cooldown is not a measured boss DPS value.

Use the Pokémon finder with one or two exact types. Then compare starting moves, HP, speed, attack multipliers, size and acquisition. For Steel/Dragon, compare Dialga, Duraludon and Archaludon; the same typing does not make their openings or size identical.

Single-type partners have a smaller type-specific move pool; dual types offer broader coverage. Normal still has its common move pool. Choose between faster completion and additional attack options, then inspect weaknesses rather than assuming one or two types is always best.

Mechanics you need during a run

What carries over between runs?

Tickets unlock partners through regional gacha. Coins buy upgrades for the selected Pokémon. Missions and achievements add rewards. Permanent upgrades belong to that Pokémon; buying them for Bulbasaur does not upgrade Venusaur.

Can a Pokémon evolve?

Species are separate playable entries. A move evolves after reaching its maximum level and meeting its required run-card condition, then taking the evolution offer. Permanent upgrades do not replace the required card.

Why does only one move slot attack?

Only the active slot fires. Rift-earned Bonds combine up to four moves into that slot. Four separate slots are four choices, not four simultaneous attacks. The planner shows the active group and Bond cost.

How do type multipliers work?

The reference uses 1.6× for advantage, 0.6× for resistance and 0.3× for the usual immunity matchups. Dual-type multiplication is capped at 2.4×. Select a defender below to see the actual vulnerable types.

Which gacha pulls should I plan?

A ten-pull guarantees at least an Epic; a banner’s 70-pull counter guarantees Legendary rarity, not a particular Pokémon. Counters are regional. Choose the banner containing your target and use the gacha calculator for its individual odds.

What should I know before buying Repertoire?

This upgrade adds a random starting move. The listed cost is 1,500 coins. Pimez recommends avoiding the randomness when a specific support pair matters. Treat that as a build preference, and inspect your game version’s upgrade controls before spending.

How many held items can I equip?

One. Compare the benefit and cost of replacing it: Choice Band adds damage but prevents slot switching; Life Orb costs health. The native item cards below show every item with its effects and drawbacks.

Does reaching 30 minutes end the challenge?

At 30 minutes the Judgment encounter begins. Its Arceus is different from an ordinary rift encounter and is not a normal kill target. Survival after the transition is a separate challenge; use the long-run guide for that stage.

02 / COMPENDIUM

Reference library

Moves

Compare the community values below, filter by type and attack category, and expand a move for its evolution and level changes. Power is a per-hit/stack reference, not measured DPS.

65 results

NameTypeAttack behaviorCategoryBase power / stackCooldownLevels & details
TackleNormalMelee arcPhysical160.5 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Tackle +

Vigor · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Quick AttackNormalDashPhysical200.75 s
Levels & details

Rush along a path and hit targets crossed. Terrain limits the route.

Evolution: Quick Attack +

Sprint · Level 5

Level 2: Base power / stack x

Level 3: Area / width 50%

Level 4: No value recorded in the source

Level 5: Base power / stack 60% · Area / width wider

Level 6: Base power / stack x1.9 · Length far · Speed / cooldown less

Open full entry →
Body SlamNormalMelee arcPhysical360.95 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Body Slam +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Hyper VoiceNormalRadial burstSpecial121.15 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Hyper Voice +

Reflexes · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
SubstituteNormalTurretPhysical144 s
Levels & details

Places a turret that attacks nearby targets while it persists.

Evolution: Substitute +

Armor · Level 5

Level 2: Base power / stack 50%

Level 3: Speed / cooldown +35%

Level 4: Projectiles / stacks 1

Level 5: Base power / stack 40% · Duration 50%

Level 6: Base power / stack x1.8 · Projectiles / stacks 1 · Speed / cooldown x

Open full entry →
EmberFireProjectileSpecial180.52 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Ember +

Power · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
FlamethrowerFireCone spraySpecial70.7 s
Levels & details

Several shots cover a fan-shaped area. A large target may meet more of the spread.

Evolution: Flamethrower +

Reflexes · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Fire SpinFireOrbitSpecial140.3 s
Levels & details

Projectiles circle the partner. Keep enemies within the orbit’s path.

Evolution: Fire Spin +

Synthesis · Level 5

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 55%

Level 4: Area / width 25% · Speed / cooldown fast

Level 5: Base power / stack 55% · Projectiles / stacks 1

Level 6: Base power / stack x1.7 · Projectiles / stacks 2 · Area / width x

Open full entry →
Heat WaveFireRadial burstSpecial131.25 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Heat Wave +

Vigor · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
Will-O-WispFireTurretSpecial153.5 s
Levels & details

Places a turret that attacks nearby targets while it persists.

Evolution: Will-O-Wisp +

Reflexes · Level 5

Level 2: Base power / stack 50%

Level 3: Speed / cooldown +35%

Level 4: Projectiles / stacks 1

Level 5: Base power / stack 40% · Duration 50%

Level 6: Base power / stack x1.8 · Projectiles / stacks 1 · Speed / cooldown x

Open full entry →
Flame WheelFireDamage trailPhysical100.28 s
Levels & details

Leaves damaging areas along movement. Route enemies through the existing trail.

Evolution: Flame Wheel +

Sprint · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Water GunWaterProjectileSpecial140.44 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Water Gun +

Power · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
BubbleWaterRadial burstSpecial91 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Bubble +

Sprint · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
Hydro PumpWaterPiercing beamSpecial291.5 s
Levels & details

A beam covers a line. Align targets to use its reach and piercing.

Evolution: Hydro Pump +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 50% · Length x

Open full entry →
Bubble BeamWaterCone spraySpecial60.65 s
Levels & details

Several shots cover a fan-shaped area. A large target may meet more of the spread.

Evolution: Bubble Beam +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Vine WhipGrassMelee arcPhysical190.62 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Vine Whip +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Razor LeafGrassBoomerangPhysical100.9 s
Levels & details

Travels out and returns. Consider both parts of the path when positioning.

Evolution: Razor Leaf +

Reflexes · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Petal BlizzardGrassOrbitSpecial140.26 s
Levels & details

Projectiles circle the partner. Keep enemies within the orbit’s path.

Evolution: Petal Blizzard +

Synthesis · Level 5

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 55%

Level 4: Area / width 25% · Speed / cooldown fast

Level 5: Base power / stack 55% · Projectiles / stacks 1

Level 6: Base power / stack x1.7 · Projectiles / stacks 2 · Area / width x

Open full entry →
Grass KnotGrassPersistent auraSpecial90.55 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Grass Knot +

Vigor · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
Thunder ShockElectricProjectileSpecial130.4 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Thunder Shock +

Power · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
DischargeElectricPersistent auraSpecial80.45 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Discharge +

Armor · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
ThunderboltElectricChainSpecial210.95 s
Levels & details

Jumps between nearby targets. Crowds and single targets produce different coverage.

Evolution: Thunderbolt +

Reflexes · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Ice BeamIcePiercing beamSpecial201.1 s
Levels & details

A beam covers a line. Align targets to use its reach and piercing.

Evolution: Ice Beam +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 50% · Length x

Open full entry →
Powder SnowIcePersistent auraSpecial80.55 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Powder Snow +

Sprint · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
HailIceMeteorSpecial181.2 s
Levels & details

Impacts a landing area. Position enemies where the strike will land.

Evolution: Hail +

Reflexes · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 2 · Speed / cooldown -20%

Level 6: Base power / stack x1.7 · Projectiles / stacks 2 · Area / width x

Open full entry →
Karate ChopFightingMelee arcPhysical220.5 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Karate Chop +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Aura SphereFightingProjectileSpecial170.62 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Aura Sphere +

Reflexes · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
SludgePoisonProjectileSpecial170.6 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Sludge +

Power · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
Poison StingPoisonProjectilePhysical80.34 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Poison Sting +

Sprint · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
ToxicPoisonDamage trailSpecial60.3 s
Levels & details

Leaves damaging areas along movement. Route enemies through the existing trail.

Evolution: Toxic +

Synthesis · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Toxic SpikesPoisonMinePhysical111.1 s
Levels & details

Places a mine. Damage depends on targets reaching its trigger area.

Evolution: Toxic Spikes +

Synthesis · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Mud ShotGroundRadial burstSpecial111.1 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Mud Shot +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
BulldozeGroundPersistent auraPhysical110.7 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Bulldoze +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
BonemerangGroundBoomerangPhysical160.95 s
Levels & details

Travels out and returns. Consider both parts of the path when positioning.

Evolution: Bonemerang +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
SpikesGroundMinePhysical181.2 s
Levels & details

Places a mine. Damage depends on targets reaching its trigger area.

Evolution: Spikes +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
GustFlyingOrbitSpecial130.26 s
Levels & details

Projectiles circle the partner. Keep enemies within the orbit’s path.

Evolution: Gust +

Sprint · Level 5

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 55%

Level 4: Area / width 25% · Speed / cooldown fast

Level 5: Base power / stack 55% · Projectiles / stacks 1

Level 6: Base power / stack x1.7 · Projectiles / stacks 2 · Area / width x

Open full entry →
Wing AttackFlyingMelee arcPhysical170.55 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Wing Attack +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Aerial AceFlyingDashPhysical180.75 s
Levels & details

Rush along a path and hit targets crossed. Terrain limits the route.

Evolution: Aerial Ace +

Sprint · Level 5

Level 2: Base power / stack x

Level 3: Area / width 50%

Level 4: No value recorded in the source

Level 5: Base power / stack 60% · Area / width wider

Level 6: Base power / stack x1.9 · Length far · Speed / cooldown less

Open full entry →
PsybeamPsychicPiercing beamSpecial171.15 s
Levels & details

A beam covers a line. Align targets to use its reach and piercing.

Evolution: Psybeam +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 50% · Length x

Open full entry →
ConfusionPsychicProjectileSpecial130.58 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Confusion +

Reflexes · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
Psycho CutPsychicBoomerangPhysical90.8 s
Levels & details

Travels out and returns. Consider both parts of the path when positioning.

Evolution: Psycho Cut +

Reflexes · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
PsychicPsychicRadial burstSpecial101.35 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Psychic +

Magnet · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
Bug BiteBugMelee arcPhysical130.42 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Bug Bite +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
String ShotBugMinePhysical141.1 s
Levels & details

Places a mine. Damage depends on targets reaching its trigger area.

Evolution: String Shot +

Reflexes · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Bug BuzzBugPersistent auraSpecial80.45 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Bug Buzz +

Synthesis · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
Rock ThrowRockProjectilePhysical240.7 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Rock Throw +

Power · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
Rock SlideRockMeteorPhysical211.3 s
Levels & details

Impacts a landing area. Position enemies where the strike will land.

Evolution: Rock Slide +

Reflexes · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 2 · Speed / cooldown -20%

Level 6: Base power / stack x1.7 · Projectiles / stacks 2 · Area / width x

Open full entry →
LickGhostMelee arcPhysical140.48 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Lick +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Shadow BallGhostProjectileSpecial190.66 s
Levels & details

A directed projectile attacks a target. Piercing and projectile count affect coverage.

Evolution: Shadow Ball +

Reflexes · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 1 · Piercing 1

Level 6: Base power / stack x1.8 · Projectiles / stacks 2 · Piercing 2 · Area / width Big

Open full entry →
HexGhostChainSpecial170.9 s
Levels & details

A curse chains between targets. Burned, poisoned or slowed targets can take increased damage.

Evolution: Hex +

Magnet · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Dragon RageDragonPiercing beamSpecial241 s
Levels & details

A beam covers a line. Align targets to use its reach and piercing.

Evolution: Dragon Rage +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 50% · Length x

Open full entry →
BiteDarkMelee arcPhysical170.45 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Bite +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Dark PulseDarkRadial burstSpecial141.15 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Dark Pulse +

Sprint · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
Night ShadeDarkPersistent auraSpecial90.5 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Night Shade +

Synthesis · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
Meteor MashSteelMeteorPhysical341.4 s
Levels & details

Impacts a landing area. Position enemies where the strike will land.

Evolution: Meteor Mash +

Power · Level 5

Level 2: Projectiles / stacks 1

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: Projectiles / stacks 2 · Speed / cooldown -20%

Level 6: Base power / stack x1.7 · Projectiles / stacks 2 · Area / width x

Open full entry →
Flash CannonSteelPiercing beamSpecial231.05 s
Levels & details

A beam covers a line. Align targets to use its reach and piercing.

Evolution: Flash Cannon +

Armor · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 50% · Length x

Open full entry →
Metal ClawSteelMelee arcPhysical180.5 s
Levels & details

An attack close to the partner. Approach from an angle that limits contact damage.

Evolution: Metal Claw +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: No value recorded in the source

Open full entry →
Fairy WindFairyRadial burstSpecial111 s
Levels & details

Attack spreads around the partner. Reposition to bring targets into its coverage.

Evolution: Fairy Wind +

Power · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.6 · Projectiles / stacks 6 · Piercing 1

Open full entry →
Dazzling GleamFairyPersistent auraSpecial90.5 s
Levels & details

A persistent area damages nearby enemies. Targets must stay within its range.

Evolution: Dazzling Gleam +

Synthesis · Level 5

Level 2: No value recorded in the source

Level 3: No value recorded in the source

Level 4: No value recorded in the source

Level 5: No value recorded in the source

Level 6: Base power / stack x1.8 · Area / width 35%

Open full entry →
Swords DanceNormalSupport buffSupport13%0.85 s
Levels & details

Builds a support effect while cast. Match its stat to your build and refresh it.

Evolution: —

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 40%

Level 4: Duration x

Level 5: Base power / stack 40% · Projectiles / stacks 1

Open full entry →
Nasty PlotGame-source supplementNormalSupport buffSupport13%0.85 s
Levels & details

Builds a support effect while cast. Match its stat to your build and refresh it.

Evolution: —

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 40%

Level 4: Duration x

Level 5: Base power / stack 40% · Projectiles / stacks 1

Open full entry →
AgilityNormalSupport buffSupport10%0.85 s
Levels & details

Builds a support effect while cast. Match its stat to your build and refresh it.

Evolution: —

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 40%

Level 4: Duration x

Level 5: Base power / stack 40% · Projectiles / stacks 1

Open full entry →
HardenNormalSupport buffSupport7%0.85 s
Levels & details

Builds a support effect while cast. Match its stat to your build and refresh it.

Evolution: —

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 40%

Level 4: Duration x

Level 5: Base power / stack 40% · Projectiles / stacks 1

Open full entry →
Aqua RingWaterSupport buffSupport1.60.9 s
Levels & details

Builds a support effect while cast. Match its stat to your build and refresh it.

Evolution: —

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 40%

Level 4: Duration x

Level 5: Base power / stack 40% · Projectiles / stacks 1

Open full entry →
Dragon DanceDragonSupport buffSupport11%0.7 s
Levels & details

Builds a support effect while cast. Match its stat to your build and refresh it.

Evolution: —

Level 2: Projectiles / stacks 1

Level 3: Base power / stack 40%

Level 4: Duration x

Level 5: Base power / stack 40% · Projectiles / stacks 1

Open full entry →

Checks save only in this browser, separately from your game save.

Held items

Pimez · preferred

Lucky Egg

Experience multiplier ×1.3; actual pickups apply their own rounding.

Trade-off

Uses your single held-item slot.

Open full entry →
Pimez · preferred

Quick Claw

All move cooldowns ×0.8. Actual firing remains subject to each behavior’s limits.

Trade-off

Uses your single held-item slot.

Open full entry →
Pimez · useful

Assault Vest

Adds 20 percentage points separately from the 70% Armor-card pool; total reduction caps at 80%. Removing it preserves card defense.

Trade-off

Uses your single held-item slot.

Open full entry →
Pimez · useful

Focus Sash

A lethal hit leaves you at 1 HP, with a 60-second reactivation interval.

Trade-off

Lethal protection has a 60-second recovery.

Open full entry →
Pimez · useful

Shell Bell

Queue healing equal to 4% of damage dealt. The queue caps at 4 HP and drains at up to 4 HP/s.

Trade-off

Uses your single held-item slot.

Open full entry →
Pimez · useful

Leftovers

Recover 1.5% of maximum HP per second. The item stores the maximum HP at equip time.

Trade-off

Uses your single held-item slot.

Open full entry →
Pimez · useful

Rocky Helmet

On melee contact, reflect 15 + player level ×4 damage after the incoming hit.

Trade-off

Uses your single held-item slot.

Open full entry →
Pimez · trade-offs

Life Orb

Damage ×1.3. Eligible casts cost at least 1 HP or 1% maximum HP, without reducing you below 1 HP. Orbit and trail casts are exempt.

Trade-off

Casting can consume HP; plan recovery.

Open full entry →

Upgrade budget

Set current and target levels. The cost is the sum of only the levels you still need; the original full upgrade list totals 40,000 coins per Pokémon.

Total coins needed40,000

Vitality

+8 HP per level

Level 1–10
  1. Level 1: 60
  2. Level 2: 80
  3. Level 3: 110
  4. Level 4: 150
  5. Level 5: 200
  6. Level 6: 270
  7. Level 7: 360
  8. Level 8: 490
  9. Level 9: 660
  10. Level 10: 890
Remaining cost3,270

Strength

+4% additive attack per level

Level 1–10
  1. Level 1: 80
  2. Level 2: 110
  3. Level 3: 150
  4. Level 4: 210
  5. Level 5: 290
  6. Level 6: 400
  7. Level 7: 550
  8. Level 8: 760
  9. Level 9: 1,050
  10. Level 10: 1,450
Remaining cost5,050

Stride

+3% speed per level

Level 1–8
  1. Level 1: 70
  2. Level 2: 100
  3. Level 3: 140
  4. Level 4: 190
  5. Level 5: 270
  6. Level 6: 380
  7. Level 7: 530
  8. Level 8: 740
Remaining cost2,420

Reflexes

−3% cooldown per level

Level 1–8
  1. Level 1: 90
  2. Level 2: 130
  3. Level 3: 180
  4. Level 4: 260
  5. Level 5: 370
  6. Level 6: 520
  7. Level 7: 740
  8. Level 8: 1,050
Remaining cost3,340

Armor

+2 percentage points of reduction per level

Level 1–8
  1. Level 1: 80
  2. Level 2: 110
  3. Level 3: 160
  4. Level 4: 220
  5. Level 5: 310
  6. Level 6: 430
  7. Level 7: 600
  8. Level 8: 840
Remaining cost2,750

Synthesis

+0.2 HP/s per level

Level 1–5
  1. Level 1: 120
  2. Level 2: 180
  3. Level 3: 270
  4. Level 4: 410
  5. Level 5: 610
Remaining cost1,590

Magnet

+12% pickup radius per level

Level 1–6
  1. Level 1: 50
  2. Level 2: 70
  3. Level 3: 100
  4. Level 4: 140
  5. Level 5: 190
  6. Level 6: 270
Remaining cost820

Wisdom

+5% XP per level

Level 1–8
  1. Level 1: 100
  2. Level 2: 140
  3. Level 3: 200
  4. Level 4: 290
  5. Level 5: 410
  6. Level 6: 580
  7. Level 7: 820
  8. Level 8: 1,160
Remaining cost3,700

Fortune

+8% coins per level

Level 1–8
  1. Level 1: 120
  2. Level 2: 170
  3. Level 3: 250
  4. Level 4: 370
  5. Level 5: 530
  6. Level 6: 770
  7. Level 7: 1,120
  8. Level 8: 1,620
Remaining cost4,950

Repertoire

Start with two moves

Level 1–1
  1. Level 1: 1,500
Remaining cost1,500

Critical Hit

+3 percentage points of critical chance per level; critical damage ×1.5

Level 1–10
  1. Level 1: 90
  2. Level 2: 130
  3. Level 3: 180
  4. Level 4: 250
  5. Level 5: 350
  6. Level 6: 480
  7. Level 7: 680
  8. Level 8: 950
  9. Level 9: 1,330
  10. Level 10: 1,860
Remaining cost6,300

Reroll

+1 card reroll per run per level

Level 1–5
  1. Level 1: 150
  2. Level 2: 240
  3. Level 3: 380
  4. Level 4: 610
  5. Level 5: 980
Remaining cost2,360

Banish

Exclude one move from level-up offers per level

Level 1–3
  1. Level 1: 300
  2. Level 2: 570
  3. Level 3: 1,080
Remaining cost1,950

Types & weaknesses

Choose the defender’s exact types. See every incoming multiplier and the original combination count, then find matching Pokémon.

Find matching Pokémon →
Pokémon in the source combination4
Weaknesses3
Overlapping weaknesses1
Normal×0.6
Fire×1.6
Water×1
Grass×0.6
Electric×0.6
Ice×0.6
Fighting×1.6
Poison×0.3
Ground×2.4
Flying×0.36
Psychic×0.6
Bug×0.6
Rock×0.6
Ghost×1
Dragon×0.6
Dark×1
Steel×0.36
Fairy×0.6
Browse all 171 type combinations

Pokémon finder

All 1,020 source entries are retained. 966 match this site’s game catalog; the others remain community records. Select one type to include it, or two to match that exact pair.

1,020 results

#514 · Rarity —

Simisear

Fire

Region: Unova

Community record
#516 · Rarity —

Simipour

Water

Region: Unova

Community record
#520 · Rarity —

Tranquill

NormalFlying

Region: Unova

Community record
#522 · Rarity —

Blitzle

Electric

Region: Unova

Community record
#523 · Rarity —

Zebstrika

Electric

Region: Unova

Community record
#538 · Rarity —

Throh

Fighting

Region: Unova

Community record
#558 · Rarity —

Crustle

BugRock

Region: Unova

Community record
#564 · Rarity —

Tirtouga

WaterRock

Region: Unova

Community record
#565 · Rarity —

Carracosta

WaterRock

Region: Unova

Community record
#591 · Rarity —

Amoonguss

GrassPoison

Region: Unova

Community record
#592 · Rarity —

Frillish

WaterGhost

Region: Unova

Community record
#593 · Rarity —

Jellicent

WaterGhost

Region: Unova

Community record
#616 · Rarity —

Shelmet

Bug

Region: Unova

Community record
#618 · Rarity —

Stunfisk

GroundElectric

Region: Unova

Community record
#626 · Rarity —

Bouffalant

Normal

Region: Unova

Community record
#668 · Rarity —

Pyroar

FireNormal

Region: Kalos

Community record
#683 · Rarity —

Aromatisse

Fairy

Region: Kalos

Community record
#732 · Rarity —

Trumbeak

NormalFlying

Region: Alola

Community record
#733 · Rarity —

Toucannon

NormalFlying

Region: Alola

Community record
#735 · Rarity —

Gumshoos

Normal

Region: Alola

Community record
#756 · Rarity —

Shiinotic

GrassFairy

Region: Alola

Community record
#765 · Rarity —

Oranguru

NormalPsychic

Region: Alola

Community record
#837 · Rarity —

Rolycoly

Rock

Region: Galar

Community record
#838 · Rarity —

Carkol

RockFire

Region: Galar

Community record
#839 · Rarity —

Coalossal

RockFire

Region: Galar

Community record
#865 · Rarity —

Sirfetch'd

Fighting

Region: Galar

Community record
#866 · Rarity —

Mr. Rime

IcePsychic

Region: Galar

Community record
#870 · Rarity —

Falinks

Fighting

Region: Galar

Community record
#878 · Rarity —

Cufant

Steel

Region: Galar

Community record
#879 · Rarity —

Copperajah

Steel

Region: Galar

Community record
#893 · Rarity —

Zarude

DarkGrass

Region: Galar

Community record
#929 · Rarity —

Dolliv

GrassNormal

Region: Paldea

Community record
#931 · Rarity —

Squawkabilly

NormalFlying

Region: Paldea

Community record
#942 · Rarity —

Maschiff

Dark

Region: Paldea

Community record
#943 · Rarity —

Mabosstiff

Dark

Region: Paldea

Community record
#944 · Rarity —

Shroodle

PoisonNormal

Region: Paldea

Community record
#945 · Rarity —

Grafaiai

PoisonNormal

Region: Paldea

Community record
#947 · Rarity —

Brambleghast

GrassGhost

Region: Paldea

Community record
#948 · Rarity —

Toedscool

GroundGrass

Region: Paldea

Community record
#949 · Rarity —

Toedscruel

GroundGrass

Region: Paldea

Community record
#950 · Rarity —

Klawf

Rock

Region: Paldea

Community record
#954 · Rarity —

Rabsca

BugPsychic

Region: Paldea

Community record
#956 · Rarity —

Espathra

Psychic

Region: Paldea

Community record
#962 · Rarity —

Bombirdier

FlyingDark

Region: Paldea

Community record
#973 · Rarity —

Flamigo

FlyingFighting

Region: Paldea

Community record
#986 · Rarity —

Brute Bonnet

GrassDark

Region: Paldea

Community record
#990 · Rarity —

Iron Treads

GroundSteel

Region: Paldea

Community record
#993 · Rarity —

Iron Jugulis

DarkFlying

Region: Paldea

Community record
#999 · Rarity —

Gimmighoul

Ghost

Region: Paldea

Community record
#1001 · Rarity —

Wo-Chien

DarkGrass

Region: Paldea

Community record
#1002 · Rarity —

Chien-Pao

DarkIce

Region: Paldea

Community record
#1003 · Rarity —

Ting-Lu

DarkGround

Region: Paldea

Community record
#1008 · Rarity —

Miraidon

ElectricDragon

Region: Paldea

Community record
#1014 · Rarity —

Okidogi

PoisonFighting

Region: Paldea

Community record

Move growth

The workbook records upgrades by attack behavior. Select a pattern to read every recorded level. A blank source cell means no value was supplied, not zero. Use the move entry for move-specific effects.

Projectile · Level 2

Projectiles / stacks
1

Projectile · Level 3

No value recorded in the source

Projectile · Level 4

No value recorded in the source

Projectile · Level 5

Projectiles / stacks
1
Piercing
1

Projectile · Level 6

Base power / stack
x1.8
Projectiles / stacks
2
Piercing
2
Area / width
Big

Ricochet · Level 2

No value recorded in the source

Ricochet · Level 3

No value recorded in the source

Ricochet · Level 4

No value recorded in the source

Ricochet · Level 5

No value recorded in the source

Ricochet · Level 6

No value recorded in the source

Cone spray · Level 2

No value recorded in the source

Cone spray · Level 3

No value recorded in the source

Cone spray · Level 4

No value recorded in the source

Cone spray · Level 5

No value recorded in the source

Cone spray · Level 6

No value recorded in the source

Boomerang · Level 2

No value recorded in the source

Boomerang · Level 3

No value recorded in the source

Boomerang · Level 4

No value recorded in the source

Boomerang · Level 5

No value recorded in the source

Boomerang · Level 6

No value recorded in the source

Piercing beam · Level 2

No value recorded in the source

Piercing beam · Level 3

No value recorded in the source

Piercing beam · Level 4

No value recorded in the source

Piercing beam · Level 5

No value recorded in the source

Piercing beam · Level 6

Base power / stack
x1.8
Area / width
50%
Length
x

Charge beam · Level 2

No value recorded in the source

Charge beam · Level 3

No value recorded in the source

Charge beam · Level 4

No value recorded in the source

Charge beam · Level 5

No value recorded in the source

Charge beam · Level 6

No value recorded in the source

Chain · Level 2

No value recorded in the source

Chain · Level 3

No value recorded in the source

Chain · Level 4

No value recorded in the source

Chain · Level 5

No value recorded in the source

Chain · Level 6

No value recorded in the source

Radial burst · Level 2

No value recorded in the source

Radial burst · Level 3

No value recorded in the source

Radial burst · Level 4

No value recorded in the source

Radial burst · Level 5

No value recorded in the source

Radial burst · Level 6

Base power / stack
x1.6
Projectiles / stacks
6
Piercing
1

Meteor · Level 2

Projectiles / stacks
1

Meteor · Level 3

No value recorded in the source

Meteor · Level 4

No value recorded in the source

Meteor · Level 5

Projectiles / stacks
2
Speed / cooldown
-20%

Meteor · Level 6

Base power / stack
x1.7
Projectiles / stacks
2
Area / width
x

Geyser · Level 2

Base power / stack
40%

Geyser · Level 3

No value recorded in the source

Geyser · Level 4

No value recorded in the source

Geyser · Level 5

No value recorded in the source

Geyser · Level 6

No value recorded in the source

Damage trail · Level 2

No value recorded in the source

Damage trail · Level 3

No value recorded in the source

Damage trail · Level 4

No value recorded in the source

Damage trail · Level 5

No value recorded in the source

Damage trail · Level 6

No value recorded in the source

Mine · Level 2

No value recorded in the source

Mine · Level 3

No value recorded in the source

Mine · Level 4

No value recorded in the source

Mine · Level 5

No value recorded in the source

Mine · Level 6

No value recorded in the source

Turret · Level 2

Base power / stack
50%

Turret · Level 3

Speed / cooldown
+35%

Turret · Level 4

Projectiles / stacks
1

Turret · Level 5

Base power / stack
40%
Duration
50%

Turret · Level 6

Base power / stack
x1.8
Projectiles / stacks
1
Speed / cooldown
x

Orbit · Level 2

Projectiles / stacks
1

Orbit · Level 3

Base power / stack
55%

Orbit · Level 4

Area / width
25%
Speed / cooldown
fast

Orbit · Level 5

Base power / stack
55%
Projectiles / stacks
1

Orbit · Level 6

Base power / stack
x1.7
Projectiles / stacks
2
Area / width
x

Persistent aura · Level 2

No value recorded in the source

Persistent aura · Level 3

No value recorded in the source

Persistent aura · Level 4

No value recorded in the source

Persistent aura · Level 5

No value recorded in the source

Persistent aura · Level 6

Base power / stack
x1.8
Area / width
35%

Melee arc · Level 2

No value recorded in the source

Melee arc · Level 3

No value recorded in the source

Melee arc · Level 4

No value recorded in the source

Melee arc · Level 5

No value recorded in the source

Melee arc · Level 6

No value recorded in the source

Dash · Level 2

Base power / stack
x

Dash · Level 3

Area / width
50%

Dash · Level 4

No value recorded in the source

Dash · Level 5

Base power / stack
60%
Area / width
wider

Dash · Level 6

Base power / stack
x1.9
Length
far
Speed / cooldown
less

Spin · Level 2

Base power / stack
40%

Spin · Level 3

Area / width
25%

Spin · Level 4

Projectiles / stacks
1

Spin · Level 5

Base power / stack
30%
Speed / cooldown
-25%

Spin · Level 6

Base power / stack
x1.8
Projectiles / stacks
1
Area / width
x

Support buff · Level 2

Projectiles / stacks
1

Support buff · Level 3

Base power / stack
40%

Support buff · Level 4

Duration
x

Support buff · Level 5

Base power / stack
40%
Projectiles / stacks
1

Build drafts

Six attack selections from Pimez’s workbook. Load a draft into the planner with level-1 moves in separate slots; acquire and Bond the moves during the run. No items or upgrades are assumed.

Dated community observations and proposals

In the guide read on 20 October, Pimez reports multiplayer waiting-screen lockups, a boss bar without a spawned boss, and escort units becoming distant after entering a rift. These are community reports, not a confirmation that the current version still has each issue.

Proposals include a Repertoire toggle, declining the first held item, a shorter wait before Judgment, gentler Judgment scaling and a pause/quit escape for multiplayer problems. Proposed features are not presented here as existing controls. The guide marks a level-up selection delay and partner type search as addressed.