BUILD DECISIONS

Shadow Sneak: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Shadow Sneak L5 + Reflexes this run + one gold evolution choice → Shadow Sneak +.

  1. Shadow Sneak · L5
  2. Reflexes ×1
  3. Separate gold evolution choices ×1
  4. Shadow Sneak +

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: 80.52 → 148.15 · Base power / support per stack: 28.42 → 51.16 · Activation interval: 0.31 → 0.31 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 unitsL5Shadow Sneak +
Damage per hit28.4251.16
Projectile / object count35
Spread parameter0.160.19
Projectile radius79.1
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1140.4510 / 0——1226.67
L2140.4520 / 0——1226.67
L320.30.4520 / 0——1840
L420.30.3420 / 0——1853.33
L528.420.3430 / 0——2574.07
L5 + Reflexes28.420.3130 / 0——2580.52
Shadow Sneak + ✦51.160.3150 / 0——46148.15

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. Banette49.93 Strategy score

    Natural pool or default starter

    Damage per second: 48.89With maintained support: 48.89Damage per enemy hit: 105.14Earned Bonds: 0Resource cost: 0

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

  2. Houndstone48.44 Strategy score

    Natural pool or default starter

    Damage per second: 46.67With maintained support: 46.67Damage per enemy hit: 90.42Earned Bonds: 0Resource cost: 0

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

  3. Dusknoir47.23 Strategy score

    Natural pool or default starter

    Damage per second: 46.67With maintained support: 46.67Damage per enemy hit: 81.41Earned Bonds: 0Resource cost: 0

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

  4. Blacephalon46.66 Strategy score

    Natural pool or default starter

    Damage per second: 44.44With maintained support: 44.44Damage per enemy hit: 112.92Earned Bonds: 0Resource cost: 0

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

  5. Dragapult46.56 Strategy score

    Natural pool or default starter

    Damage per second: 42.22With maintained support: 42.22Damage 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 Shadow Sneak 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
26.67Damage per secondCurrent stacks
26.67With 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. Shadow Sneak: level 1 → 5, obtain Reflexes, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Shadow Ball 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
11226.67
21226.67
31840
41853.33
52574.07
Shadow Sneak + ✦46136.3

Maximum level → evolved, at the same conditions: 74.07 → 136.3 DPS. Shadow Sneak: level 5 → 5, obtain Reflexes, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Shadow Sneak120.45 s26.6727.69

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 shadow that slips along the ground to the enemy.

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

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: 300 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 strength
1140.45 s1300 world units/s1.8 s0.12 rad76
2140.45 s2300 world units/s1.8 s0.156 rad76
320.30.45 s2300 world units/s1.8 s0.156 rad76
420.30.338 s2300 world units/s1.8 s0.156 rad76
528.420.338 s3300 world units/s1.8 s0.156 rad76

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.

Shadow Sneak + · 5 · Reflexes
Damage per hitActivation intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusHoming strength
51.1560.338 s5300 world units/s1.8 s0.187 rad9.16

Learnable moves

PokémonTypesAttack multiplierStarting move
GastlyGhost / Poison×1.25Shadow Ball
HaunterGhost / Poison×1.33Shadow Ball
GengarGhost / Poison×1.42Shadow Ball
MisdreavusGhost×1.17Shadow Ball
ShedinjaBug / Ghost×1.2Bug Bite
SableyeDark / Ghost×1.11Bite
ShuppetGhost×1.11Shadow Ball
BanetteGhost×1.33Shadow Ball
DuskullGhost×0.92Shadow Ball
DusclopsGhost×1.08Shadow Ball
DrifloonGhost / Flying×1.03Shadow Ball
DrifblimGhost / Flying×1.2Shadow Ball
MismagiusGhost×1.28Shadow Ball
SpiritombGhost / Dark×1.21Shadow Ball
DusknoirGhost×1.25Shadow Ball
FroslassIce / Ghost×1.14Ice Beam
RotomElectric / Ghost×1.22Thunder Shock
GiratinaGhost / Dragon×1.25Shadow Ball
YamaskGhost×1Shadow Ball
CofagrigusGhost×1.22Shadow Ball
LitwickGhost / Fire×1.06Shadow Ball
LampentGhost / Fire×1.22Shadow Ball
ChandelureGhost / Fire×1.5Shadow Ball
GolettGround / Ghost×1.11Mud Shot
GolurkGround / Ghost×1.38Mud Shot
HonedgeSteel / Ghost×1.14Metal Claw
DoubladeSteel / Ghost×1.31Metal Claw
AegislashSteel / Ghost×0.97Metal Claw
PhantumpGhost / Grass×1.08Shadow Ball
TrevenantGhost / Grass×1.31Shadow Ball
PumpkabooGhost / Grass×1.06Shadow Ball
GourgeistGhost / Grass×1.2Shadow Ball
HoopaPsychic / Ghost×1.52Confusion
DecidueyeGrass / Ghost×1.29Vine Whip
SandygastGhost / Ground×1.08Shadow Ball
PalossandGhost / Ground×1.25Shadow Ball
MimikyuGhost / Fairy×1.2Shadow Ball
DhelmiseGhost / Grass×1.42Shadow Ball
LunalaPsychic / Ghost×1.45Confusion
MarshadowFighting / Ghost×1.39Karate Chop
BlacephalonFire / Ghost×1.53Ember
SinisteaGhost×1.11Shadow Ball
PolteageistGhost×1.44Shadow Ball
CursolaGhost×1.5Shadow Ball
RunerigusGround / Ghost×1.22Mud Shot
DreepyDragon / Ghost×1.03Dragon Rage
DrakloakDragon / Ghost×1.14Dragon Rage
DragapultDragon / Ghost×1.36Dragon Rage
SpectrierGhost×1.5Shadow Ball
BasculegionWater / Ghost×1.32Water Gun
SkeledirgeFire / Ghost×1.31Ember
CeruledgeFire / Ghost×1.39Ember
BramblinGrass / Ghost×1.06Vine Whip
GreavardGhost×1.04Shadow Ball
HoundstoneGhost×1.26Shadow Ball
AnnihilapeFighting / Ghost×1.33Karate Chop
Flutter ManeGhost / Fairy×1.44Shadow Ball
GholdengoSteel / Ghost×1.43Metal Claw
PoltchageistGrass / Ghost×1.11Vine Whip
SinistchaGrass / Ghost×1.37Vine Whip

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.

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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