Game update · Article updated
Changes at a glance
- Physical/special categories and Nasty Plot
- Original controller and manual aim support
- Save button and final30-minute scheduling
- Collection filters, ranking reset and Judgment limits
Current cloud timing:30 minutes, not the old 10-minute note
In the final October 18 source (e4ba0e17; published version 7c1976458d), cloud uploads are scheduled 30 minutes after the first pending change. Gacha, finishing a run and simply changing tabs no longer request an immediate upload. Browser-local progress is still written immediately. Use the top-right Save button before changing devices and wait for a successful cloud message; a queue, offline message or disappearing red dot is not server confirmation.
The changelog and first-login notice still say 10 minutes; db.js in the final revision schedules 30. The code also tries to upload on sign-in if this device is newer, on closing/reloading and before an updater reload. Closing a browser is a best-effort attempt, not a guaranteed completed transfer. The prior 15-second urgent/two-hour ordinary schedule is historical. Account identity, collection union, per-device currency ledgers and upgrade maxima still matter.
Switch devices with a confirmed save
- On device A, verify cloud-account mode and the exact sign-in identity. Guest mode has no persistent save; a local account stays in that browser. Keep A’s site data and note a known Pokémon, upgrade and ticket balance.
- Stay online and press the top-right Save button. Successful cloud writes have a65-second minimum gap: a countdown means queued, not finished. Wait for the cloud-saved success message; retry after an offline/failure message while preserving the local copy. The red dot appears for pending/offline states and can disappear during upload.
- On B, use the same original cloud identity, load the merged state and compare the known collection entry and upgrade before spending. Returning to a long-hidden tab can pull after the 30-minute pull limit, but switching tabs does not force A to upload. A Save action stores permanent progress, not a resumable mid-run battle.
Physical/special is different from melee/ranged
The new original uses each Pokémon’s physical multiplier pa or special multiplier sa according to the move category. The old atk field is their maximum, not the multiplier for every move. Gengar has pa1.06/sa1.42; Kartana pa1.70/sa1.02; Spectrier pa1.06/sa1.50. For special Shadow Ball/Sludge on Gengar, favor the special side; for physical Vine Whip/Metal Claw on Kartana, favor physical. Range alone does not decide category.
Swords Dance and Dragon Dance now boost physical Attack only. For a special-damage group, replace that support in the live original with Nasty Plot if offered and fused into the active group. Nasty Plot is in the Normal shared learn pool, so every Pokémon can learn it: base cooldown 0.85s, +13% Special Attack per stack, up to5 base stacks lasting 7s. It deals no direct damage and has no evolution; its upgrades can alter stacks/effect. Learning it in an inactive slot does not buff the active attack, and the two-buff limit still matters.
Defensive factor = clamp((75/max(5,D))^0.35,0.78,1.25), using the defender’s Defense for physical or Special Defense for special. At D75 it is× 1; D150 is about× 0.785; D30 reaches× 1.25. For example, unevolved level 1 Shadow Ball with Gengar, no cards/upgrades/item/weather and D75 has 19×1.42=26.98 raw damage, rounded 27 before other conditions. The level 1 physical Lick uses 14×1.06=14.84, rounded 15. Arceus pure damage and traps ignore this defense factor. The pause summary shows damage actually dealt and DPS since a move was learned; that is not the atlas’s conditional perfect-contact DPS.
Original controller setup and button map
The October 18 original supports browser Gamepad API standard controllers. Connect USB/Bluetooth, press a controller button, focus the game and enable Settings → Controls → Controller; vibration has its own setting. This is original-browser support, separate from AYN Thor or another APK. Device/browser support still determines whether the browser exposes the pad.
In a run: left stick/D-pad moves; LB/RB or LT/RT cycles attacks; Start pauses; A skips the Arceus cinematic. In menus/cards: stick/D-pad selects, A activates, B goes back, Y rerolls available cards, and right stick scrolls. Labels follow standard Xbox-style positions, so PlayStation/Switch printed names can differ. A briefly dimmed new card is intentionally input-locked; wait before choosing.
Manual aim is a separate Accessibility option
Settings → Accessibility → Manual aim is off by default. Turn it on to aim with the mouse or right stick. Melee, beams, projectiles, boomerangs, dashes and cones can fire in that direction without an enemy target; chain attacks and meteors still wait for a target. If ranged attacks fly into empty space, turn Manual aim off to return to automatic targeting. Switching aim mode does not change the active Bond group.
Current Judgment: speed cap, poison and leaderboard reset
New rifts still stop at28:00 and Judgment starts at30:00 after pending rifts/choices. During Judgment only, speed above 130 counts at25%: a pre-cap speed 290 becomes 170. Summoned legendaries move at least 80% of the fastest living player’s speed. Arceus accelerates further after 5 minutes in the arena; after 7 minutes contact damage grows from 40% toward 100% of max HP at10 arena minutes, around run minute 40 if entry was on time. This is an escalating rule, not a guaranteed survival time.
Poison against huge-HP enemies now scales down its percentage component; do not extrapolate the old uncapped 1.2%-of-max-HP tick into Judgment bosses. At most 3 healers,3 shielders and 3 summoners coexist; bosses receive at most one support shield every 6s and support healing/shields are bounded by recent damage. All daily/weekly/monthly/yearly/all-time boards reset for these rules. A reset is not evidence that your collection was deleted; all-time positions outside the first 1,000 show#1000+ rather than an exact rank.
Current poison tick before other damage handling: E = H when maximum HP H ≤ 60,000; otherwise E = 60,000 × sqrt(H / 60,000). Each 0.6-second tick uses E × 0.012 × stacks + 1, with at most 8 stacks and 4-second status duration. Thus a single stack on H = 600,000 uses about 2,277.84 before rounding, not the old 7,201. Permanent HP growth does not make poison percentage damage grow linearly forever.
Collection, pause summary and required refresh
Collection now searches by name/dex number, combines owned/missing, rarity, shiny, favorite and type filters, and sorts by dex/name/rarity/recently acquired/most used. Mark favorites on the Pokémon detail; account favorites merge by the most recent add/remove action, while usage counts merge by maximum. A filter can hide an owned Pokémon: clear it before diagnosing lost progress. The pause summary shows move categories, dealt damage, actual DPS, effective stats, item and cards.
The author also fixes unsafe player-profile/leaderboard rendering and enforces a required refresh; current top 50 rows carry shiny appearance while older rows without that field remain accepted. Load the original’s required update rather than treating a stale tab or a third-party fork as this version. The original version.json matched 7c1976458d at this check; these are source/public-file observations, not a controller hardware test or gameplay session.
Which version does the calculator use?
The calculator catalog uses source snapshot d567c6da: 966 Pokémon, 103 base moves and 97 evolutions. Its combat model was checked against the fixed original source commit d567c6da. Damage uses physical or special attack and the matching target defense; a single-type Pokémon gets a ×1.2 bonus when its move matches that type. Physical and special buffs stay separate. The model also covers the current poison rule and Judgment speed/contact scaling. Existing links restore their inputs and recalculate with these rules; old results may change. The original twelve tools and the new three-choice helper are available: thirteen tools in total. Local records, import/export and sharing remain available.
Continue with the existing guide
Previous and next updates
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://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/data/changelog.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/core/db.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/core/gamepad.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/systems/stats.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/entities/player.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/data/moves.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/systems/judgment.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/ui/menu.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/js/net/ranking.js
- https://github.com/JPTER78/pokesurvivor/blob/e4ba0e173cb7e415f9815c924a48c5c25f516962/version.json