BUILD DECISIONS

Signal Beam: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Signal Beam L5 + Power this run + one gold evolution choice → Signal Beam +.

  1. Signal Beam · L5
  2. Power ×1
  3. Separate gold evolution choices ×1
  4. Signal Beam +

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: 35.56 → 62.22 · Base power / support per stack: 14.5 → 26.1 · Activation interval: 0.45 → 0.45 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 unitsL5Signal Beam +
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
L1100.610 / 3——1016.67
L2100.610 / 4——1016.67
L314.50.610 / 4——1423.33
L414.50.4510 / 4——1431.11
L514.50.4520 / 5——1431.11
L5 + Power14.50.4520 / 5——1635.56
Signal Beam + ✦26.10.4530 / 7——2862.22

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.

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

  1. Accelgor32.54 Strategy score

    Natural pool or default starter

    Damage per second: 25With maintained support: 25Damage per enemy hit: 124.61Earned Bonds: 0Resource cost: 0

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

  2. Pheromosa32.32 Strategy score

    Natural pool or default starter

    Damage per second: 25With maintained support: 25Damage per enemy hit: 125Earned Bonds: 0Resource cost: 0

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

  3. Vikavolt30.93 Strategy score

    Natural pool or default starter

    Damage per second: 25With maintained support: 25Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

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

  4. Volcarona30.67 Strategy score

    Natural pool or default starter

    Damage per second: 23.33With maintained support: 23.33Damage per enemy hit: 105.14Earned Bonds: 0Resource cost: 0

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

  5. Genesect30.24 Strategy score

    Natural pool or default starter

    Damage per second: 23.33With maintained support: 23.33Damage per enemy hit: 92.06Earned 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 Signal Beam 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
16.67Damage per secondCurrent stacks
16.67With 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. Signal Beam: level 1 → 5, obtain Power, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Bug 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
11016.67
21016.67
31423.33
41431.11
51431.11
Signal Beam + ✦2555.56

Maximum level → evolved, at the same conditions: 31.11 → 55.56 DPS. Signal Beam: level 5 → 5, obtain Power, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Signal Beam100.6 s16.6716.2

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 flash that bounces between enemies.

Bouncing projectile · Bug · 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
1100.6 s1340 world units/s1.6 s0.12 rad73
2100.6 s1340 world units/s1.6 s0.12 rad74
314.50.6 s1340 world units/s1.6 s0.12 rad74
414.50.45 s1340 world units/s1.6 s0.12 rad74
514.50.45 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.

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

Learnable moves

PokémonTypesAttack multiplierStarting move
CaterpieBug×0.86Bug Bite
MetapodBug×0.84Bug Bite
ButterfreeBug / Flying×1.2Bug Bite
WeedleBug / Poison×0.89Bug Bite
KakunaBug / Poison×0.84Bug Bite
BeedrillBug / Poison×1.2Bug Bite
ParasBug / Grass×1.08Bug Bite
ParasectBug / Grass×1.22Bug Bite
VenonatBug / Poison×1Bug Bite
VenomothBug / Poison×1.2Bug Bite
ScytherBug / Flying×1.31Bug Bite
PinsirBug×1.39Bug Bite
LedybaBug / Flying×0.92Bug Bite
LedianBug / Flying×1Bug Bite
SpinarakBug / Poison×1.03Bug Bite
AriadosBug / Poison×1.2Bug Bite
YanmaBug / Flying×1.11Bug Bite
PinecoBug×1.06Bug Bite
ForretressBug / Steel×1.2Bug Bite
ScizorBug / Steel×1.42Bug Bite
ShuckleBug / Rock×0.76Bug Bite
HeracrossBug / Fighting×1.39Bug Bite
WurmpleBug×0.95Bug Bite
SilcoonBug×0.89Bug Bite
BeautiflyBug / Flying×1.25Bug Bite
CascoonBug×0.89Bug Bite
DustoxBug / Poison×0.97Bug Bite
SurskitBug / Water×0.97Bug Bite
MasquerainBug / Flying×1.25Bug Bite
NincadaBug / Ground×0.95Bug Bite
NinjaskBug / Flying×1.2Bug Bite
ShedinjaBug / Ghost×1.2Bug Bite
VolbeatBug×1.1Bug Bite
IllumiseBug×1.1Bug Bite
AnorithRock / Bug×1.22Rock Throw
ArmaldoRock / Bug×1.39Rock Throw
KricketotBug×0.84Bug Bite
KricketuneBug×1.17Bug Bite
BurmyBug×0.86Bug Bite
WormadamBug / Grass×1.13Bug Bite
MothimBug / Flying×1.22Bug Bite
CombeeBug / Flying×0.86Bug Bite
VespiquenBug / Flying×1.14Bug Bite
SkorupiPoison / Bug×0.97Sludge
YanmegaBug / Flying×1.34Bug Bite
SewaddleBug / Grass×0.99Bug Bite
SwadloonBug / Grass×1.05Bug Bite
LeavannyBug / Grass×1.27Bug Bite
VenipedeBug / Poison×0.95Bug Bite
WhirlipedeBug / Poison×1Bug Bite
ScolipedeBug / Poison×1.25Bug Bite
DwebbleBug / Rock×1.06Bug Bite
KarrablastBug×1.11Bug Bite
EscavalierBug / Steel×1.44Bug Bite
JoltikBug / Electric×1.01Bug Bite
GalvantulaBug / Electric×1.23Bug Bite
AccelgorBug×1.25Bug Bite
DurantBug / Steel×1.3Bug Bite
LarvestaBug / Fire×1.17Bug Bite
VolcaronaBug / Fire×1.44Bug Bite
GenesectBug / Steel×1.36Bug Bite
ScatterbugBug×0.89Bug Bite
SpewpaBug×0.85Bug Bite
VivillonBug / Flying×1.2Bug Bite
GrubbinBug×1.04Bug Bite
CharjabugBug / Electric×1.15Bug Bite
VikavoltBug / Electric×1.5Bug Bite
CutieflyBug / Fairy×1Bug Bite
RibombeeBug / Fairy×1.22Bug Bite
DewpiderWater / Bug×0.92Water Gun
AraquanidWater / Bug×1.08Water Gun
WimpodBug / Water×0.89Bug Bite
GolisopodBug / Water×1.39Bug Bite
BuzzwoleBug / Fighting×1.46Bug Bite
PheromosaBug / Fighting×1.45Bug Bite
BlipbugBug×0.84Bug Bite
DottlerBug / Psychic×0.97Bug Bite
OrbeetleBug / Psychic×1.14Bug Bite
SizzlipedeFire / Bug×1.06Ember
CentiskorchFire / Bug×1.33Ember
SnomIce / Bug×0.95Ice Beam
FrosmothIce / Bug×1.39Ice Beam
KleavorBug / Rock×1.44Bug Bite
TarountulaBug×0.93Bug Bite
SpidopsBug×1.13Bug Bite
NymbleBug×0.95Bug Bite
LokixBug / Dark×1.26Bug Bite
RellorBug×0.97Bug Bite
Slither WingBug / Fighting×1.44Bug Bite

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.

—

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