BUILD DECISIONS

Freeze-Dry: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Freeze-Dry L5 + Power this run + one gold evolution choice → Freeze-Dry +.

  1. Freeze-Dry · L5
  2. Power ×1
  3. Separate gold evolution choices ×1
  4. Freeze-Dry +

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: 43.33 → 77.5 · Base power / support per stack: 43.68 → 78.62 · Activation interval: 1.2 → 1.2 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 unitsL5Freeze-Dry +
Stun duration1.5 s2.1 s
Damage per hit43.6878.62
Radius / reach7597.5
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1241.610 / 0——2616.25
L233.61.610 / 0——3622.5
L333.61.610 / 0——3622.5
L433.61.610 / 0——3622.5
L543.681.210 / 0——4739.17
L5 + Power43.681.210 / 0——5243.33
Freeze-Dry + ✦78.621.210 / 0——9377.5

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.

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

  1. Glaceon31.32 Strategy score

    Natural pool or default starter

    Damage per second: 25.63With maintained support: 25.63Damage per enemy hit: 87.45Earned Bonds: 0Resource cost: 0

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

  2. Vanilluxe30.25 Strategy score

    Natural pool or default starter

    Damage per second: 23.75With maintained support: 23.75Damage per enemy hit: 95.71Earned Bonds: 0Resource cost: 0

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

  3. Kyurem30.21 Strategy score

    Natural pool or default starter

    Damage per second: 21.25With maintained support: 21.25Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

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

  4. Cryogonal29.43 Strategy score

    Natural pool or default starter

    Damage per second: 21.88With maintained support: 21.88Damage per enemy hit: 115.25Earned Bonds: 0Resource cost: 0

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

  5. Regice29.11 Strategy score

    Natural pool or default starter

    Damage per second: 22.5With maintained support: 22.5Damage per enemy hit: 90.42Earned 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 Freeze-Dry 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
16.25Damage per secondCurrent stacks
16.25With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
97.77Damage 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. Freeze-Dry: 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
12616.25
23622.5
33622.5
43622.5
54739.17
Freeze-Dry + ✦8570.83

Maximum level → evolved, at the same conditions: 39.17 → 70.83 DPS. Freeze-Dry: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Freeze-Dry261.6 s16.2516.2

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 sudden chill marked on the ground that freezes whoever it catches.

Delayed stun zone · Ice · Special · 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: 60 · Stun duration: 1 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
1241.6 s601 s
233.61.6 s601 s
333.61.6 s751 s
433.61.6 s751.5 s
543.681.2 s751.5 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.

Freeze-Dry + · 5 · Power
Damage per hitActivation intervalRadius / reachStun duration
78.6241.2 s97.52.1 s

Learnable moves

PokémonTypesAttack multiplierStarting move
DewgongWater / Ice×1.08Water Gun
CloysterWater / Ice×1.22Water Gun
JynxIce / Psychic×1.33Ice Beam
LaprasWater / Ice×1.17Water Gun
ArticunoIce / Flying×1.22Ice Beam
SneaselDark / Ice×1.22Bite
SwinubIce / Ground×0.97Ice Beam
PiloswineIce / Ground×1.25Ice Beam
DelibirdIce / Flying×1.06Ice Beam
SmoochumIce / Psychic×1.17Ice Beam
SnoruntIce×0.97Ice Beam
GlalieIce×1.14Ice Beam
SphealIce / Water×1Ice Beam
SealeoIce / Water×1.11Ice Beam
WalreinIce / Water×1.22Ice Beam
RegiceIce×1.25Ice Beam
SnoverGrass / Ice×1.04Vine Whip
AbomasnowGrass / Ice×1.21Vine Whip
WeavileDark / Ice×1.36Bite
GlaceonIce×1.42Ice Beam
MamoswineIce / Ground×1.42Ice Beam
FroslassIce / Ghost×1.14Ice Beam
VanilliteIce×1.06Ice Beam
VanillishIce×1.14Ice Beam
VanilluxeIce×1.31Ice Beam
CubchooIce×1.08Ice Beam
BearticIce×1.42Ice Beam
CryogonalIce×1.22Ice Beam
KyuremDragon / Ice×1.42Dragon Rage
AmauraRock / Ice×1.07Rock Throw
AurorusRock / Ice×1.24Rock Throw
BergmiteIce×1.08Ice Beam
AvaluggIce×1.34Ice Beam
CrabominableFighting / Ice×1.43Karate Chop
SnomIce / Bug×0.95Ice Beam
FrosmothIce / Bug×1.39Ice Beam
EiscueIce×1.14Ice Beam
ArctozoltElectric / Ice×1.25Thunder Shock
ArctovishWater / Ice×1.2Water Gun
GlastrierIce×1.5Ice Beam
CetoddleIce×1.07Ice Beam
CetitanIce×1.32Ice Beam
Iron BundleIce / Water×1.38Ice Beam
FrigibaxDragon / Ice×1.11Dragon Rage
ArctibaxDragon / Ice×1.22Dragon Rage
BaxcaliburDragon / Ice×1.5Dragon Rage

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