BUILD DECISIONS

Dynamic Punch: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Dynamic Punch L5 + Power this run + one gold evolution choice → Dynamic Punch +.

  1. Dynamic Punch · L5
  2. Power ×1
  3. Separate gold evolution choices ×1
  4. Dynamic Punch +

Still needed: 4 level upgrades · run card needed · gold choice not entered.

Permanent upgrades do not replace the run card. Each evolved move consumes its own gold choice; a ready recipe does not guarantee an offer.

Max level → evolution, with the same Pokémon and resource modifiers

Damage per second: 70.59 → 127.84 · Base power / support per stack: 60.06 → 108.11 · Activation interval: 1.28 → 1.28 s · Emitted count: 1 → 1

The extra max-level + card row and evolution row share the required run card. They show a target after the displayed requirements are met, without adding cards or a gold choice to your current inputs.

Original values and unitsL5Dynamic Punch +
Stun duration1.35 s1.89 s
Damage per hit60.06108.11
Radius / reach67.587.75
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1331.710 / 0——4526.47
L246.21.710 / 0——6337.06
L346.21.710 / 0——6337.06
L446.21.710 / 0——6337.06
L560.061.2810 / 0——8264.31
L5 + Power60.061.2810 / 0——9070.59
Dynamic Punch + ✦108.111.2810 / 0——163127.84

More projectiles or contacts increase potential coverage. Single-target damage uses only the hits and uptime you enter.

Adjust this run +

Changing species resets species-specific moves, TM teaching and traits. Shared resource and target inputs remain. Candidate links always carry that candidate’s legal context.

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

Top 5 legal fits for these resources

Conditional strategy score, not measured win rate. Each candidate uses only this move (plus one legal matching L1 attack for support); cards, equipment, nature, targets and version stay the same. A selected ability applies only to species with that ability.

68 legal candidates · 0 TM-only candidates still need teaching.

  1. Conkeldurr39.12 Strategy score

    Natural pool or default starter

    Damage per second: 34.12With maintained support: 34.12Damage per enemy hit: 92.06Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  2. Hariyama38.59 Strategy score

    Natural pool or default starter

    Damage per second: 31.76With maintained support: 31.76Damage per enemy hit: 108.12Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  3. Zamazenta38.2 Strategy score

    Natural pool or default starter

    Damage per second: 31.76With maintained support: 31.76Damage per enemy hit: 86.1Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  4. Machamp37.82 Strategy score

    Natural pool or default starter

    Damage per second: 32.94With maintained support: 32.94Damage per enemy hit: 97.77Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  5. Passimian37.63 Strategy score

    Natural pool or default starter

    Damage per second: 31.76With maintained support: 31.76Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

All default starters (0)
PokémonLearning relation
Current reference build
Legal with the entered resourcesOriginal game · d567c6da

Use Dynamic Punch together in group 1, with the resources listed below.

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
26.47Damage per secondCurrent stacks
26.47With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
125Damage 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. Dynamic Punch: level 1 → 5, obtain Power, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Karate Chop 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
14526.47
26337.06
36337.06
46337.06
58264.31
Dynamic Punch + ✦148116.08

Maximum level → evolved, at the same conditions: 64.31 → 116.08 DPS. Dynamic Punch: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Dynamic Punch451.7 s26.4726.56

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.

A tremendous punch where the ground warns: it stuns whoever it catches.

Delayed stun zone · Fighting · Physical · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: A marked warning becomes a damaging stun areaSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
A marked warning becomes a damaging stun area

Radius: 54 · Stun duration: 0.9 s

Schematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.

Details

The marked zone triggers after a 0.45-second warning. Surviving enemies are stunned for the listed duration; bosses use 35% of that duration. Only targets inside at impact are affected.

Level-up card effects

LevelsEffect
2Damage ×1.4
3Radius ×1.25
4Stun duration ×1.5
5Cooldown ×0.75 · Damage ×1.3

Levels

These are the initialized move parameters at each level, before player upgrades, type effectiveness and weather. Damage is per hit, not universal single-target DPS. Full-circle arcs display as 360°.

LevelsDamage per hitActivation intervalRadius / reachStun duration
1331.7 s540.9 s
246.21.7 s540.9 s
346.21.7 s67.50.9 s
446.21.7 s67.51.35 s
560.061.275 s67.51.35 s

Move evolution

Reach the move’s maximum level, take its required stat card during this run, then choose its evolution card. Permanent upgrades do not substitute for that card.

Dynamic Punch + · 5 · Power
Damage per hitActivation intervalRadius / reachStun duration
108.1081.275 s87.751.89 s

Learnable moves

PokémonTypesAttack multiplierStarting move
MankeyFighting×1.14Karate Chop
PrimeapeFighting×1.28Karate Chop
PoliwrathWater / Fighting×1.22Water Gun
MachopFighting×1.14Karate Chop
MachokeFighting×1.25Karate Chop
MachampFighting×1.42Karate Chop
HitmonleeFighting×1.36Karate Chop
HitmonchanFighting×1.28Karate Chop
HeracrossBug / Fighting×1.39Bug Bite
TyrogueFighting×0.89Karate Chop
HitmontopFighting×1.22Karate Chop
CombuskenFire / Fighting×1.17Ember
BlazikenFire / Fighting×1.36Ember
BreloomGrass / Fighting×1.42Vine Whip
MakuhitaFighting×1.03Karate Chop
HariyamaFighting×1.36Karate Chop
MedititeFighting / Psychic×0.92Karate Chop
MedichamFighting / Psychic×1.03Karate Chop
MonfernoFire / Fighting×1.13Ember
InfernapeFire / Fighting×1.27Ember
RioluFighting×1.08Karate Chop
LucarioFighting / Steel×1.33Karate Chop
CroagunkPoison / Fighting×1.04Sludge
ToxicroakPoison / Fighting×1.28Sludge
GalladePsychic / Fighting×1.39Confusion
PigniteFire / Fighting×1.21Ember
EmboarFire / Fighting×1.38Ember
TimburrFighting×1.14Karate Chop
GurdurrFighting×1.28Karate Chop
ConkeldurrFighting×1.47Karate Chop
SawkFighting×1.39Karate Chop
ScraggyDark / Fighting×1.11Bite
ScraftyDark / Fighting×1.2Bite
MienfooFighting×1.17Karate Chop
MienshaoFighting×1.39Karate Chop
CobalionSteel / Fighting×1.2Metal Claw
TerrakionRock / Fighting×1.41Rock Throw
VirizionGrass / Fighting×1.2Vine Whip
KeldeoWater / Fighting×1.41Water Gun
ChesnaughtGrass / Fighting×1.29Vine Whip
PanchamFighting×1.15Karate Chop
PangoroFighting / Dark×1.38Karate Chop
HawluchaFighting / Flying×1.21Karate Chop
CrabrawlerFighting×1.15Karate Chop
CrabominableFighting / Ice×1.43Karate Chop
StuffulNormal / Fighting×1.11Tackle
BewearNormal / Fighting×1.39Tackle
PassimianFighting×1.36Karate Chop
Hakamo-oDragon / Fighting×1.11Dragon Rage
Kommo-oDragon / Fighting×1.31Dragon Rage
BuzzwoleBug / Fighting×1.46Bug Bite
PheromosaBug / Fighting×1.45Bug Bite
MarshadowFighting / Ghost×1.39Karate Chop
ClobbopusFighting×1.07Karate Chop
GrapploctFighting×1.35Karate Chop
ZamazentaFighting×1.36Karate Chop
KubfuFighting×1.2Karate Chop
UrshifuFighting / Dark×1.42Karate Chop
SneaslerFighting / Poison×1.42Karate Chop
QuaquavalWater / Fighting×1.36Water Gun
PawmoElectric / Fighting×1.11Thunder Shock
PawmotElectric / Fighting×1.33Thunder Shock
AnnihilapeFighting / Ghost×1.33Karate Chop
Great TuskGround / Fighting×1.42Mud Shot
Slither WingBug / Fighting×1.44Bug Bite
Iron HandsFighting / Electric×1.47Karate Chop
Iron ValiantFairy / Fighting×1.42Fairy Wind
KoraidonFighting / Dragon×1.44Karate Chop

Current evolved attacks

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.

Original and embedded edition

These additions apply to the pinned original release 1a52cc838c. The embedded community game uses its separate published rules snapshot: its Meteor Mash and legacy evolution names are retained by the Community model, and the new original-only Orbs, Plate scoring and item-break assumptions are not applied to it.

Current original category

Physical · d567c6da · 2026-10-20

Uses physical Attack against the target’s Defense. Physical Attack support applies; Special Attack support does not.

These figures describe the cited original-source snapshot. The embedded community edition has its own release; consult its version notes for adapted rules.

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 →

TM compatibility

Only the listed compatible, off-type TMs can add new moves. Type + Normal natural moves need no TM. Teaching consumes one unused TM permanently; known moves cannot be taught twice. Taught moves join level-up cards and non-buff starting choices. Compatibility alone does not mean already learned.

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Abilities

HP, weather and target conditions are explicit inputs. Ability startup precedes cards/items. Frame-based random/proc effects are reported separately; sustained DPS still needs your hit/occupancy assumptions. Hustle expectation averages rounded weak/normal branches. Absorb/dodge grant 0.3s invulnerability; pure damage bypasses them.

Abilities