BUILD DECISIONS

Mirror Shot: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Mirror Shot L5 + Power this run + one gold evolution choice → Mirror Shot +.

  1. Mirror Shot · L5
  2. Power ×1
  3. Separate gold evolution choices ×1
  4. Mirror Shot +

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: 39.58 → 72.92 · Base power / support per stack: 14.5 → 26.1 · Activation interval: 0.48 → 0.48 s · Emitted count: 2 → 3

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 unitsL5Mirror Shot +
Additional bounces57
Damage per hit14.526.1
Projectile / object count23
Spread parameter0.160.2
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1100.6410 / 3——1218.75
L2100.6410 / 4——1218.75
L314.50.6410 / 4——1828.13
L414.50.4810 / 4——1837.5
L514.50.4820 / 5——1837.5
L5 + Power14.50.4820 / 5——1939.58
Mirror Shot + ✦26.10.4830 / 7——3572.92

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.

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

  1. Dialga31.11 Strategy score

    Natural pool or default starter

    Damage per second: 23.44With maintained support: 23.44Damage per enemy hit: 84.83Earned Bonds: 0Resource cost: 0

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

  2. Melmetal30.14 Strategy score

    Natural pool or default starter

    Damage per second: 21.88With maintained support: 21.88Damage per enemy hit: 79.78Earned Bonds: 0Resource cost: 0

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

  3. Solgaleo29.93 Strategy score

    Natural pool or default starter

    Damage per second: 20.31With maintained support: 20.31Damage per enemy hit: 88.31Earned Bonds: 0Resource cost: 0

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

  4. Archaludon29.43 Strategy score

    Natural pool or default starter

    Damage per second: 21.88With maintained support: 21.88Damage per enemy hit: 82.49Earned Bonds: 0Resource cost: 0

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

  5. Heatran29.36 Strategy score

    Natural pool or default starter

    Damage per second: 21.88With maintained support: 21.88Damage per enemy hit: 88.6Earned 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 Mirror Shot 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
18.75Damage per secondCurrent stacks
18.75With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
102.44Damage 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. Mirror Shot: level 1 → 5, obtain Power, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Thunder Shock 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
11218.75
21218.75
31828.13
41837.5
51837.5
Mirror Shot + ✦3266.67

Maximum level → evolved, at the same conditions: 37.5 → 66.67 DPS. Mirror Shot: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Mirror Shot120.64 s18.7519.06

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 metallic flash that bounces between enemies.

Bouncing projectile · Steel · Special · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: Projectiles rebound between different targetsSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Projectiles rebound between different targets

Count: 1 · Projectile speed: 340 world units/s · Additional bounces: 3

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

Details

Each projectile can rebound to unhit enemies within 220 world units. Bounce count is additional targets after the first hit, not repeated hits on the same enemy.

Level-up card effects

LevelsEffect
2Additional bounces +1
3Damage ×1.45
4Cooldown ×0.75
5Count +1 · Additional bounces +1 · Spread ×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 intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusAdditional bounces
1100.64 s1340 world units/s1.6 s0.12 rad73
2100.64 s1340 world units/s1.6 s0.12 rad74
314.50.64 s1340 world units/s1.6 s0.12 rad74
414.50.48 s1340 world units/s1.6 s0.12 rad74
514.50.48 s2340 world units/s1.6 s0.156 rad75

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.

Mirror Shot + · 5 · Power
Damage per hitActivation intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusAdditional bounces
26.10.48 s3340 world units/s1.6 s0.203 rad77

Learnable moves

PokémonTypesAttack multiplierStarting move
MagnemiteElectric / Steel×1.22Thunder Shock
MagnetonElectric / Steel×1.36Thunder Shock
ForretressBug / Steel×1.2Bug Bite
SteelixSteel / Ground×1.17Metal Claw
ScizorBug / Steel×1.42Bug Bite
SkarmorySteel / Flying×1.14Metal Claw
MawileSteel / Fairy×1.17Metal Claw
AronSteel / Rock×1.08Metal Claw
LaironSteel / Rock×1.2Metal Claw
AggronSteel / Rock×1.31Metal Claw
BeldumSteel / Psychic×1Metal Claw
MetangSteel / Psychic×1.11Metal Claw
MetagrossSteel / Psychic×1.44Metal Claw
RegisteelSteel×1.11Metal Claw
JirachiSteel / Psychic×1.25Metal Claw
EmpoleonWater / Steel×1.31Water Gun
ShieldonRock / Steel×0.93Rock Throw
BastiodonRock / Steel×0.99Rock Throw
BronzorSteel / Psychic×0.83Metal Claw
BronzongSteel / Psychic×1.19Metal Claw
LucarioFighting / Steel×1.33Karate Chop
MagnezoneElectric / Steel×1.42Thunder Shock
ProbopassRock / Steel×1.11Rock Throw
DialgaSteel / Dragon×1.52Metal Claw
HeatranFire / Steel×1.42Ember
ExcadrillGround / Steel×1.44Mud Shot
EscavalierBug / Steel×1.44Bug Bite
FerroseedGrass / Steel×0.97Vine Whip
FerrothornGrass / Steel×1.22Vine Whip
KlinkSteel×1Metal Claw
KlangSteel×1.14Metal Claw
KlinklangSteel×1.25Metal Claw
PawniardDark / Steel×1.17Bite
BisharpDark / Steel×1.39Bite
DurantBug / Steel×1.3Bug Bite
CobalionSteel / Fighting×1.2Metal Claw
GenesectBug / Steel×1.36Bug Bite
HonedgeSteel / Ghost×1.14Metal Claw
DoubladeSteel / Ghost×1.31Metal Claw
AegislashSteel / Ghost×0.97Metal Claw
KlefkiSteel / Fairy×1.14Metal Claw
TogedemaruElectric / Steel×1.24Thunder Shock
SolgaleoPsychic / Steel×1.45Confusion
CelesteelaSteel / Flying×1.29Metal Claw
KartanaGrass / Steel×1.7Vine Whip
MagearnaSteel / Fairy×1.42Metal Claw
StakatakaRock / Steel×1.42Rock Throw
MeltanSteel×1.06Metal Claw
MelmetalSteel×1.49Metal Claw
CorviknightFlying / Steel×1.18Gust
PerrserkerSteel×1.31Metal Claw
DuraludonSteel / Dragon×1.36Metal Claw
TinkatinkFairy / Steel×0.95Fairy Wind
TinkatuffFairy / Steel×1Fairy Wind
TinkatonFairy / Steel×1.11Fairy Wind
VaroomSteel / Poison×1.08Metal Claw
RevavroomSteel / Poison×1.35Metal Claw
OrthwormSteel×1.17Metal Claw
KingambitDark / Steel×1.44Bite
GholdengoSteel / Ghost×1.43Metal Claw
ArchaludonSteel / Dragon×1.39Metal Claw

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