Manual inputs only. No game, save, screenshot or extension is read. No choice is executed.

Editable demonstration — replace these with your actual run and offers.

Conditional verdict

Close result: choose by the trade-offs below.

Conditions: Opening; target neutral; Current stacks.

Healing is up to 45% of maximum HP, capped by missing HP and adjusted by the ability. At full HP it is zero.

New moves enter an inactive free group. A support move can help speed, defense or regeneration without dealing damage. Fusion still needs a real Bond.

2. Stat card / healing · Sitrus Berry

Legal with the entered resources · Close result: choose by the trade-offs below. · Strategy points: 0

Immediate changeAfter this choiceChange from the current run
Damage per second40.910
Potential emitted output41.240
HP920
Movement speed1070
HP regenerated per second00
Damage per enemy hit124.610
Magnet780

Immediate HP restored: 0

Conditional later change

After maintaining the active support; no additional resources supplied.

Conditional later changeChange from the current run
Damage per second0
Potential emitted output0
HP0
Movement speed0
HP regenerated per second0
Damage per enemy hit0
Magnet0

Losses and conditions

Earned Bonds: 0; Bonds required: 0 → 0.

  • HP is already full, so this immediate heal restores no HP.

3. Stat card / healing · Magnet

Legal with the entered resources · Close result: choose by the trade-offs below. · Strategy points: 0

Immediate changeAfter this choiceChange from the current run
Damage per second40.910
Potential emitted output41.240
HP920
Movement speed1070
HP regenerated per second00
Damage per enemy hit124.610
Magnet101.4+23.4

Immediate HP restored: 0

Conditional later change

After maintaining the active support; no additional resources supplied.

Conditional later changeChange from the current run
Damage per second0
Potential emitted output0
HP0
Movement speed0
HP regenerated per second0
Damage per enemy hit0
Magnet+23.4

Losses and conditions

Earned Bonds: 0; Bonds required: 0 → 0.

    Strategy score uses the published goal weights, not win rate. Near tie: ≤0.5 points or ≤1%. DPS is conditional single-target delivery; status is separate. Offer score = immediate utility difference + 20% of positive later utility difference + positive later DPS/100 × (20 for boss, 10 otherwise) + healed HP/maxHP × (100 for survival, 70 otherwise) + 10 for an evolution prerequisite. These are declared priorities, not probabilities.

    Entered resources
    Legal with the entered resourcesOriginal game · d567c6da

    Keep Water Gun active. Upgrade it first; add the listed partners only after learning them and earning the required Bonds.

    Game edition: Original game. Execution rules: 5c97df2e.

    • Bonds required 0 · Earned Bonds 0
    • Separate gold evolution choices 0
    • Cards taken this run No run cards required
    • Held item No held item assumed
    • Permanent upgrades No permanent purchases assumed
    40.91Damage per secondCurrent stacks
    40.91With maintained supportSupport gain: 0 DPS
    0 /sHP regenerated per second
    124.61Damage per enemy hit

    DPS uses the entered contacts and target availability. Extra projectiles do not guarantee extra hits on one target. Only the support stacks entered as currently active are applied.

    Upgrade order and alternatives
    1. Water Gun: level 1 → 5, obtain Power, then select its separate gold evolution.

    Until the missing resources are obtained, keep the real starting move Water Gun at level 1 with 0 Bonds.

    Move-level growth at the same conditions

    Compare damage at each move level with the same Pokémon, ability and enemy. The final row shows the evolved attack.

    L1L2L3L4L5
    Move levelDamage per hitDamage per second
    11840.91
    21840.91
    32659.09
    42678.79
    52678.79
    Water Gun + ✦47142.42

    Maximum level → evolved, at the same conditions: 78.79 → 142.42 DPS. Water Gun: level 5 → 5, obtain Power, then select its separate gold evolution.

    Original values and units
    MoveDamage per hitActivation intervalDamage per secondPotential emitted output
    Water Gun180.44 s40.9141.24

    Separate status damage: 0 DPS · Status DPS after one modeled group contact: 0 DPS

    Burn and poison are shown separately. Shared stack limits prevent counting the same status once per move. This plan assumes the listed support stays active. Downtime or switching groups can reduce the benefit.

    • Inputs without a complete version use the displayed rules. Check the edition and build before comparing.
    Adjust this run

    Goal, edition, target, weather and incoming sample apply to every candidate. Resources and traits below belong to each candidate.

    Edit this candidate 1: Sobble

    Enter only moves, cards and Bonds already obtained. A stage label does not supply missing resources. Traits are entered conditions; select the nature and ability you actually have.

    Move 1
    Cards taken this run · Permanent upgrades · Permanently taught TMs
    Calculation conditions
    Actual nature / ability
    Full context (advanced inputs / import)

    All trait triggers, delivery, protection and starting unlock fields are editable here. Apply deliberately; invalid values remain visible.

    Actual offers (1–4)

    Keep between 1 and 4 actual offers; no missing option is invented.

    1. Actual offers (1–4)
    2. Actual offers (1–4)
    3. Actual offers (1–4)
    Comparison ↗

    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

    Data version →

    Kecleon Shop: natures, abilities & TMs

    Choose your Pokémon’s nature and ability, then add only moves it has learned. Kecleon Shop explains how to change these traits and learn TM moves.

    Current original snapshot and tool model

    Original public client eae98df1a1 (version timestamp 4 November 23:19:53 UTC), reviewed 5 November. Comparing complete normalized client modules found 101 unchanged and 13 changed/new modules. Executed catalog comparisons retain 966 Pokémon, 103 moves, 97 evolutions, 4,830 stat checks and 412 move-level transitions; gacha, combat, shop and progression formulas remain unchanged. All thirteen Wiki tools retain calculations, sharing and JSON recovery; use confirmed account balances for planning. Catalog source d567c6da, execution/upload model 5c97df2e, seasonal rules f7fbcfc4 and calendar d667c216 remain separately versioned.

    The game embedded here remains the independent survivorpoke.com/play/ release 3667bcad81 with selected f7 seasonal changes; Community calculations retain their own fixed model. The new original account service and online-pull behaviour have not been deployed into that embedded game by this Wiki update. These versions must not be treated as identical.

    Wiki configurations and game progress are separate

    This original update changes save/cache handling, not the combat catalog, prices, odds or calculator formulas. All 13 tools retain their inputs, calculations, share links and JSON import/export. A Wiki configuration restores tool inputs; it cannot recover an original account’s cloud/browser progress. After game recovery, use the actual restored balance and collection in the planners and tracker.

    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

    Data version →

    Calendar and calculator versions

    Pokémon, move levels, evolutions and legal learnsets stay at d567c6da; seasonal combat/rewards stay at f7fbcfc4 and damage/buff execution at 5c97df2e. Only the calendar is updated to d667c216. New planners use the extended window; old f7 calendar shares retain the former November 2 midnight end and show a calendar selector. The original public bundle 01d06d8e0c matched immutable d667c216 on October29. The embedded game remains a separate observed3667bcad81 build declaring selective f7 adaptation; this Wiki does not change it or claim that its calendar was extended. Community calculations remain fixed395a0e47/build559ca0a7c8.

    Which version does this use?

    Latest original execution rules: 5c97df2e (October 27); reviewed October 28. Pokémon, move, evolution and legal-learning data remain d567c6da; Halloween stays f7fbcfc4. All 13 tools are retained. New original calculations use the independent equipment pool and corrected buff transition. Previously versioned shares without an execution pin retain d567c6da behavior and display that pin; use Recalculate with current rules to migrate deliberately. Community remains its separate fixed snapshot and keeps its own rules. The iframe remains https://survivorpoke.com/play/. Source tests and projections do not establish that both live games behave identically. Public bytes observed October 28 match embedded build 3667bcad81, declared selective upstream f7fbcfc4. The Community calculator is the fixed 395a0e47 snapshot (build marker 559ca0a7c8), not a reproduction of that current embedded build.

    Assault Vest: 70% card pool, 80% final cap

    In original 5c97df2e, permanent Defense (2 percentage points per level, at most 8 levels) and Armor cards (6 points each) share a 70% pool. Assault Vest adds 20 points in a separate equipment pool; temporary defense is added too, then total reduction is capped at 80%. At 12 Armor cards, reduction is 70% without the vest and 80% with it; removing the vest leaves 70%. Active melee then separately multiplies incoming damage by 0.75. Pure damage and rescue checks keep their own rules. No HP regeneration is granted.

    Keep the stronger temporary speed boost

    Weak Armor, Steadfast and Rattled now use the corrected shared buff transition. Let n=min(incoming stack cap, old stacks+1). If old stacks × old amount is strictly greater than n × incoming amount, keep the old stacks/amount and the longer duration. Otherwise replace with n, the incoming amount and incoming duration; equality can shorten the timer. Example: Agility 3×10%, 1 second left, then Weak Armor 1×20% for 3 seconds → keep 3×10% for 3 seconds. Agility 5×10%, 7 seconds left, then Rattled 1×25% for 4 seconds → keep 5×10% for 7 seconds. The tool event sample computes the resulting stacks and multiplier; current DPS still uses the active buffs you entered, not hypothetical future hits.