BUILD DECISIONS

Extrasensory: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Extrasensory L5 + Armor this run + one gold evolution choice → Extrasensory +.

  1. Extrasensory · L5
  2. Armor ×1
  3. Separate gold evolution choices ×1
  4. Extrasensory +

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: 53.33 → 96.67 · Base power / support per stack: 31.36 → 56.45 · Activation interval: 0.9 → 0.9 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 unitsL5Extrasensory +
Damage per hit31.3656.45
Radius / reach115143.75
Knockback impulse480672
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1161.210 / 0——2520.83
L222.41.210 / 0——3428.33
L322.41.210 / 0——3428.33
L422.40.910 / 0——3437.78
L531.360.910 / 0——4853.33
L5 + Armor31.360.910 / 0——4853.33
Extrasensory + ✦56.450.910 / 0——8796.67

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.

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

  1. Mewtwo33.18 Strategy score

    Natural pool or default starter

    Damage per second: 25With maintained support: 25Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

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

  2. Deoxys30.94 Strategy score

    Natural pool or default starter

    Damage per second: 24.17With maintained support: 24.17Damage per enemy hit: 115.25Earned Bonds: 0Resource cost: 0

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

  3. Necrozma30.11 Strategy score

    Natural pool or default starter

    Damage per second: 22.5With maintained support: 22.5Damage per enemy hit: 90.11Earned Bonds: 0Resource cost: 0

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

  4. Alakazam30.02 Strategy score

    Natural pool or default starter

    Damage per second: 23.33With maintained support: 23.33Damage per enemy hit: 119.58Earned Bonds: 0Resource cost: 0

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

  5. Azelf29.93 Strategy score

    Natural pool or default starter

    Damage per second: 22.5With maintained support: 22.5Damage per enemy hit: 102.44Earned 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 Extrasensory 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
20.83Damage per secondCurrent stacks
20.83With 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. Extrasensory: level 1 → 5, obtain Armor, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Confusion 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
12520.83
23428.33
33428.33
43437.78
54853.33
Extrasensory + ✦8796.67

Maximum level → evolved, at the same conditions: 53.33 → 96.67 DPS. Extrasensory: level 5 → 5, obtain Armor, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Extrasensory251.2 s20.8320.48

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 mental wave that damages and pushes away everyone near you.

Repelling wave · Psychic · Special · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: An outward wave damages and repels nearby targetsSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
An outward wave damages and repels nearby targets

Radius: 92 · Knockback strength: 320

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

Details

The wave hits nearby enemies once per cast and pushes them outward. Knockback strength describes displacement behavior; it is not extra damage.

Level-up card effects

LevelsEffect
2Damage ×1.4
3Radius ×1.25
4Cooldown ×0.75
5Knockback strength ×1.5 · Damage ×1.4

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 / reachKnockback impulse
1161.2 s92320
222.41.2 s92320
322.41.2 s115320
422.40.9 s115320
531.360.9 s115480

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.

Extrasensory + · 5 · Armor
Damage per hitActivation intervalRadius / reachKnockback impulse
56.4480.9 s143.75672

Learnable moves

PokémonTypesAttack multiplierStarting move
AbraPsychic×1.28Confusion
KadabraPsychic×1.36Confusion
AlakazamPsychic×1.44Confusion
SlowpokeWater / Psychic×1.06Confusion
SlowbroWater / Psychic×1.25Water Gun
DrowzeePsychic×0.96Confusion
HypnoPsychic×1.1Confusion
ExeggcuteGrass / Psychic×1.03Vine Whip
ExeggutorGrass / Psychic×1.39Vine Whip
StarmieWater / Psychic×1.25Water Gun
Mr. MimePsychic / Fairy×1.25Confusion
JynxIce / Psychic×1.33Ice Beam
MewtwoPsychic×1.55Confusion
MewPsychic×1.25Confusion
NatuPsychic / Flying×1.08Confusion
XatuPsychic / Flying×1.22Confusion
EspeonPsychic×1.42Confusion
SlowkingWater / Psychic×1.25Water Gun
UnownPsychic×1.1Confusion
WobbuffetPsychic×0.88Confusion
GirafarigNormal / Psychic×1.2Tackle
SmoochumIce / Psychic×1.17Ice Beam
LugiaPsychic / Flying×1.2Confusion
CelebiPsychic / Grass×1.25Confusion
RaltsPsychic / Fairy×0.95Confusion
KirliaPsychic / Fairy×1.06Confusion
GardevoirPsychic / Fairy×1.39Confusion
MedititeFighting / Psychic×0.92Karate Chop
MedichamFighting / Psychic×1.03Karate Chop
SpoinkPsychic×1.08Confusion
GrumpigPsychic×1.2Confusion
LunatoneRock / Psychic×1.22Rock Throw
SolrockRock / Psychic×1.22Rock Throw
BaltoyGround / Psychic×0.92Mud Shot
ClaydolGround / Psychic×1.08Mud Shot
ChimechoPsychic×1.22Confusion
WynautPsychic×0.83Confusion
BeldumSteel / Psychic×1Metal Claw
MetangSteel / Psychic×1.11Metal Claw
MetagrossSteel / Psychic×1.44Metal Claw
LatiasDragon / Psychic×1.31Dragon Rage
LatiosDragon / Psychic×1.42Dragon Rage
JirachiSteel / Psychic×1.25Metal Claw
DeoxysPsychic×1.52Confusion
ChinglingPsychic×1.06Confusion
BronzorSteel / Psychic×0.83Metal Claw
BronzongSteel / Psychic×1.19Metal Claw
Mime Jr.Psychic / Fairy×1.08Confusion
GalladePsychic / Fighting×1.39Confusion
UxiePsychic×1.11Confusion
MespritPsychic×1.28Confusion
AzelfPsychic×1.39Confusion
CresseliaPsychic×1.11Confusion
VictiniPsychic / Fire×1.25Confusion
MunnaPsychic×1.07Confusion
MusharnaPsychic×1.29Confusion
WoobatPsychic / Flying×1Confusion
SwoobatPsychic / Flying×1.12Confusion
SigilyphPsychic / Flying×1.27Confusion
GothitaPsychic×1Confusion
GothoritaPsychic×1.11Confusion
GothitellePsychic×1.22Confusion
SolosisPsychic×1.28Confusion
DuosionPsychic×1.39Confusion
ReuniclusPsychic×1.39Confusion
ElgyemPsychic×1.17Confusion
BeheeyemPsychic×1.39Confusion
MeloettaNormal / Psychic×1.4Tackle
DelphoxFire / Psychic×1.33Ember
EspurrPsychic×1.05Confusion
MeowsticPsychic×1.16Confusion
InkayDark / Psychic×1Bite
MalamarDark / Psychic×1.21Bite
HoopaPsychic / Ghost×1.52Confusion
BruxishWater / Psychic×1.28Water Gun
Tapu LelePsychic / Fairy×1.42Confusion
CosmogPsychic×0.86Confusion
CosmoemPsychic×0.86Confusion
SolgaleoPsychic / Steel×1.45Confusion
LunalaPsychic / Ghost×1.45Confusion
NecrozmaPsychic×1.4Confusion
DottlerBug / Psychic×0.97Bug Bite
OrbeetleBug / Psychic×1.14Bug Bite
HatennaPsychic×1.01Confusion
HattremPsychic×1.17Confusion
HatterenePsychic / Fairy×1.45Confusion
IndeedeePsychic / Normal×1.28Confusion
CalyrexPsychic / Grass×1.14Confusion
WyrdeerNormal / Psychic×1.28Tackle
ArmarougeFire / Psychic×1.39Ember
FlittlePsychic×1Confusion
VeluzaWater / Psychic×1.26Water Gun
FarigirafNormal / Psychic×1.31Tackle
Scream TailFairy / Psychic×1.06Fairy Wind
Iron LeavesGrass / Psychic×1.42Vine Whip
MunkidoriPoison / Psychic×1.42Sludge

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

Special · d567c6da · 2026-10-20

Uses Special Attack against the target’s Special Defense. Nasty Plot applies; physical 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