BUILD DECISIONS

Mist Ball: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Mist Ball L5 + Reflexes this run + one gold evolution choice → Mist Ball +.

  1. Mist Ball · L5
  2. Reflexes ×1
  3. Separate gold evolution choices ×1
  4. Mist Ball +

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: 108.04 → 192.36 · Base power / support per stack: 26.39 → 47.5 · Activation interval: 0.38 → 0.38 s · Emitted count: 3 → 5

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 unitsL5Mist Ball +
Damage per hit26.3947.5
Projectile / object count35
Spread parameter0.160.19
Projectile radius810.4
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1130.5510 / 0——2036.36
L2130.5520 / 0——2036.36
L318.850.5520 / 0——2952.73
L418.850.4120 / 0——2970.3
L526.390.4130 / 0——4199.39
L5 + Reflexes26.390.3830 / 0——41108.04
Mist Ball + ✦47.50.3850 / 0——73192.36

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. Mewtwo48.09 Strategy score

    Natural pool or default starter

    Damage per second: 43.64With maintained support: 43.64Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

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

  2. Deoxys46.52 Strategy score

    Natural pool or default starter

    Damage per second: 43.64With maintained support: 43.64Damage per enemy hit: 115.25Earned Bonds: 0Resource cost: 0

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

  3. Necrozma44.11 Strategy score

    Natural pool or default starter

    Damage per second: 40With maintained support: 40Damage per enemy hit: 90.11Earned Bonds: 0Resource cost: 0

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

  4. Azelf43.93 Strategy score

    Natural pool or default starter

    Damage per second: 40With maintained support: 40Damage per enemy hit: 102.44Earned Bonds: 0Resource cost: 0

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

  5. Reuniclus43.82 Strategy score

    Natural pool or default starter

    Damage per second: 40With maintained support: 40Damage per enemy hit: 100Earned 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 Mist Ball 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
36.36Damage per secondCurrent stacks
36.36With 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. Mist Ball: level 1 → 5, obtain Reflexes, 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
12036.36
22036.36
32952.73
42970.3
54199.39
Mist Ball + ✦73176.97

Maximum level → evolved, at the same conditions: 99.39 → 176.97 DPS. Mist Ball: level 5 → 5, obtain Reflexes, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Mist Ball200.55 s36.3636.31

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 ball of mist that chases the enemy and slows it down.

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

Mist Ball slow and the separate projectile fix

Mist Ball is a homing special attack whose direct hits apply slow. An October 20 player report says that the original slowed enemies in solo play but not in co-op. The original update explicitly fixes evolved Mist Ball projectile direction and count; that statement alone does not confirm that the reported co-op slow issue was fixed. Compare a normal enemy in solo, host and guest roles rather than judging the status from the projectile animation.

To evolve into Mist Ball +, reach level 5, take the Reflexes run card and choose the gold evolution card. A missed shot cannot apply its slow; verify contact before comparing status behavior. Record the domain and release when reporting a persistent difference, because original and community releases are independent.

Attack behavior diagram

Attack behavior diagram: Projectiles curve toward a moving targetSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Projectiles curve toward a moving target

Count: 1 · Projectile speed: 270 world units/s

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

Details

Projectiles steer toward a target. Count is emitted projectiles; a hit still needs contact.

Level-up card effects

LevelsEffect
2Count +1 · Spread ×1.3
3Damage ×1.45
4Cooldown ×0.75
5Count +1 · 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 intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusHoming strengthEnemy slowdown
1130.55 s1270 world units/s2 s0.12 rad8530%
2130.55 s2270 world units/s2 s0.156 rad8530%
318.850.55 s2270 world units/s2 s0.156 rad8530%
418.850.413 s2270 world units/s2 s0.156 rad8530%
526.390.413 s3270 world units/s2 s0.156 rad8530%

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.

Mist Ball + · 5 · Reflexes
Damage per hitActivation intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusHoming strengthEnemy slowdown
47.5020.413 s5270 world units/s2 s0.187 rad10.4530%

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.

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