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PokéSurvivor Wiki: Pokémon stats, move levels and evolutions, held items, permanent upgrades, type matchups, bosses and legendary rifts.
Full Pokédex
Learn more →All moves & evolutions
Learn more →All move evolutions & card requirements
Move evolution is a run-card choice after a base move reaches its maximum and its stat prerequisite is satisfied. The table links every mapped base move to its evolved name and required card.
Learn more →Held items
Learn more →Permanent upgrade ladders
Each Pokémon has its own purchased levels. Upgrade ladders show cost, cap and benefit so a coin budget can be converted into a concrete set of purchases.
Learn more →Run stat cards & evolution prerequisites
Run cards alter this run’s attributes and are counted for move evolution. Permanent upgrades use a different storage and application system.
Learn more →Types
Learn more →Regional gacha & pity
Nine regions have separate pools and pity counters. Rarity is selected first, then a Pokémon from the effective pool; a featured Pokémon has no separate boost in the pinned rules.
Learn more →Shinies: wild, gacha and rifts
Shiny generation has three different source rules. Sprite eligibility and collection writes matter: a shiny roll, an encounter and an acquired variant are separate events.
Learn more →Legendary rifts: reference rules
Rifts are conditional map encounters that transfer the group to a legendary arena. The host controls selection in co-op, and the regular map enemies are stored during the arena.
Learn more →18 type arenas
A legendary arena is themed after one of the legend’s types. Its layout, obstacles and forced weather change the fight; dual-type legends do not always use the same arena.
Learn more →Legendary
Learn more →Boss schedule & combat models
Scheduled bosses are strong non-legendary Pokémon selected from power ranges. Rift legendaries are separate encounters with their own rewards, timer and scaling.
Learn more →Enemy pools, behaviors & scaling
Each run samples a cast from BST ranges, then applies this game’s combat templates and behavior rules. The original main-series BST defines pool membership, not final enemy HP.
Learn more →Weather multipliers & hazards
Weather uses the attack’s type, not simply the attacker’s species. It applies to enemy attacks too, with smooth intensity changes at entry and exit.
Learn more →World, terrain & interactables
The world combines breakable props, blocking obstacles, liquid terrain and interactable rewards. Navigation and the time spent beside an object are part of your survival plan.
Learn more →Run events & treasure thieves
Hordes, golden hour and lost-Pokémon escorts create temporary objectives. Treasure thieves are separate short chases; decide whether the opportunity is safe before leaving your route.
Learn more →Mission conditions & rewards
Mission templates define eligible events, goal choices and rewards. Your account’s active mission set is seeded separately; this database lists possible templates rather than claiming today’s assignment.
Learn more →Achievement conditions & medals
Achievements are awarded from recorded account conditions. They include collections, best-run marks, progression totals and individual legendary defeats; read the condition instead of guessing from the title.
Learn more →Bonds & active groups
A Bond changes the move-slot structure: attacks in a fused active slot execute together and the fusion frees ordinary slot space. It is not a permanent collection unlock.
Learn more →All 29 starters
The personality test recommends a partner, but you may reject that result and select another starter. The starter table compares actual game stats and starting behavior, not main-series competitive strength.
Learn more →