BUILD DECISIONS

Night Slash: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Night Slash L5 + Sprint this run + one gold evolution choice → Night Slash +.

  1. Night Slash · L5
  2. Sprint ×1
  3. Separate gold evolution choices ×1
  4. Night Slash +

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: 33.33 → 61.33 · Base power / support per stack: 20.02 → 36.04 · Activation interval: 0.75 → 0.75 s · Emitted count: 4 → 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 unitsL5Night Slash +
Damage per hit20.0236.04
Projectile / object count45
Radius / reach77.593
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L111130 / 0——1414
L215.4130 / 0——2020
L315.4130 / 0——2020
L415.4140 / 0——2020
L520.020.7540 / 0——2533.33
L5 + Sprint20.020.7540 / 0——2533.33
Night Slash + ✦36.040.7550 / 0——4661.33

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.

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

  1. Guzzlord26.77 Strategy score

    Natural pool or default starter

    Damage per second: 14With maintained support: 14Damage per enemy hit: 112.92Earned Bonds: 0Resource cost: 0

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

  2. Absol26.2 Strategy score

    Natural pool or default starter

    Damage per second: 19With maintained support: 19Damage per enemy hit: 108.12Earned Bonds: 0Resource cost: 0

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

  3. Yveltal26.16 Strategy score

    Natural pool or default starter

    Damage per second: 16With maintained support: 16Damage per enemy hit: 92.06Earned Bonds: 0Resource cost: 0

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

  4. Roaring Moon25.73 Strategy score

    Natural pool or default starter

    Damage per second: 16With maintained support: 16Damage per enemy hit: 101.94Earned Bonds: 0Resource cost: 0

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

  5. Urshifu25.26 Strategy score

    Natural pool or default starter

    Damage per second: 16With maintained support: 16Damage 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 Night Slash 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
14Damage per secondCurrent stacks
14With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
87.45Damage 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. Night Slash: level 1 → 5, obtain Sprint, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Bite 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
11414
22020
32020
42020
52533.33
Night Slash + ✦4661.33

Maximum level → evolved, at the same conditions: 33.33 → 61.33 DPS. Night Slash: level 5 → 5, obtain Sprint, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Night Slash141 s1441.98

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.

Spinning slashes that reach everything around you.

Repeated spin · Dark · Physical · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: Repeated circular strikes follow the playerSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Repeated circular strikes follow the player

Count: 3 · Radius: 62

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

Details

The listed number of strikes follow the player, with a 0.13-second interval. Count only strikes during which the target remains in range; timing follows game frames.

Level-up card effects

LevelsEffect
2Damage ×1.4
3Radius ×1.25
4Count +1
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 intervalProjectile / object countRadius / reach
1111 s362
215.41 s362
315.41 s377.5
415.41 s477.5
520.020.75 s477.5

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.

Night Slash + · 5 · Sprint
Damage per hitActivation intervalProjectile / object countRadius / reach
36.0360.75 s593

Learnable moves

PokémonTypesAttack multiplierStarting move
UmbreonDark×1.06Bite
MurkrowDark / Flying×1.17Bite
SneaselDark / Ice×1.22Bite
HoundourDark / Fire×1.14Bite
HoundoomDark / Fire×1.31Bite
TyranitarRock / Dark×1.44Rock Throw
PoochyenaDark×1Bite
MightyenaDark×1.2Bite
NuzleafGrass / Dark×1.08Vine Whip
ShiftryGrass / Dark×1.25Vine Whip
SableyeDark / Ghost×1.11Bite
CarvanhaWater / Dark×1.2Water Gun
SharpedoWater / Dark×1.36Water Gun
CacturneGrass / Dark×1.33Vine Whip
CrawdauntWater / Dark×1.36Water Gun
AbsolDark×1.42Bite
HonchkrowDark / Flying×1.39Bite
StunkyPoison / Dark×1.05Sludge
SkuntankPoison / Dark×1.21Sludge
SpiritombGhost / Dark×1.21Shadow Ball
DrapionPoison / Dark×1.2Sludge
WeavileDark / Ice×1.36Bite
DarkraiDark×1.44Bite
PurrloinDark×0.97Bite
LiepardDark×1.18Bite
SandileGround / Dark×1.1Mud Shot
KrokorokGround / Dark×1.15Mud Shot
KrookodileGround / Dark×1.34Mud Shot
ScraggyDark / Fighting×1.11Bite
ScraftyDark / Fighting×1.2Bite
ZoruaDark×1.14Bite
ZoroarkDark×1.36Bite
PawniardDark / Steel×1.17Bite
BisharpDark / Steel×1.39Bite
VullabyDark / Flying×1Bite
MandibuzzDark / Flying×1.06Bite
DeinoDark / Dragon×1.06Bite
ZweilousDark / Dragon×1.17Bite
HydreigonDark / Dragon×1.39Bite
GreninjaWater / Dark×1.27Water Gun
PangoroFighting / Dark×1.38Karate Chop
InkayDark / Psychic×1Bite
MalamarDark / Psychic×1.21Bite
YveltalDark / Flying×1.42Bite
IncineroarFire / Dark×1.33Ember
GuzzlordDark / Dragon×1.26Bite
NickitDark×0.96Bite
ThievulDark×1.18Bite
ImpidimpDark / Fairy×1Bite
MorgremDark / Fairy×1.11Bite
GrimmsnarlDark / Fairy×1.36Bite
ObstagoonDark / Normal×1.2Bite
MorpekoElectric / Dark×1.22Thunder Shock
UrshifuFighting / Dark×1.42Karate Chop
OverqwilDark / Poison×1.33Bite
MeowscaradaGrass / Dark×1.31Vine Whip
LokixBug / Dark×1.26Bug Bite
KingambitDark / Steel×1.44Bite
Chi-YuDark / Fire×1.44Bite
Roaring MoonDragon / Dark×1.46Dragon 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

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.

—

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