BUILD DECISIONS

Whirlwind: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Whirlwind L5 + Sprint this run + one gold evolution choice → Whirlwind +.

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

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: 43.64 → 77.58 · Base power / support per stack: 27.44 → 49.39 · Activation interval: 0.83 → 0.83 s · Emitted count: 1 → 1

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 unitsL5Whirlwind +
Damage per hit27.4449.39
Radius / reach120150
Knockback impulse540756
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1141.110 / 0——1816.36
L219.61.110 / 0——2522.73
L319.61.110 / 0——2522.73
L419.60.8310 / 0——2530.3
L527.440.8310 / 0——3643.64
L5 + Sprint27.440.8310 / 0——3643.64
Whirlwind + ✦49.390.8310 / 0——6477.58

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.

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

  1. Tornadus28.76 Strategy score

    Natural pool or default starter

    Damage per second: 20.91With maintained support: 20.91Damage per enemy hit: 102.44Earned Bonds: 0Resource cost: 0

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

  2. Yveltal27.9 Strategy score

    Natural pool or default starter

    Damage per second: 18.18With maintained support: 18.18Damage per enemy hit: 92.06Earned Bonds: 0Resource cost: 0

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

  3. Rayquaza27.84 Strategy score

    Natural pool or default starter

    Damage per second: 19.09With maintained support: 19.09Damage per enemy hit: 93.82Earned Bonds: 0Resource cost: 0

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

  4. Enamorus26.3 Strategy score

    Natural pool or default starter

    Damage per second: 18.18With maintained support: 18.18Damage per enemy hit: 102.44Earned Bonds: 0Resource cost: 0

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

  5. Drifblim26.22 Strategy score

    Natural pool or default starter

    Damage per second: 15.45With maintained support: 15.45Damage per enemy hit: 120.52Earned 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 Whirlwind 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
16.36Damage per secondCurrent stacks
16.36With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
98.64Damage 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. Whirlwind: level 1 → 5, obtain Sprint, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Ember 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
11816.36
22522.73
32522.73
42530.3
53643.64
Whirlwind + ✦6477.58

Maximum level → evolved, at the same conditions: 43.64 → 77.58 DPS. Whirlwind: level 5 → 5, obtain Sprint, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Whirlwind181.1 s16.3616.55

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 gust of wind that sweeps away everyone near you.

Repelling wave · Flying · Special · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: An outward wave damages and repels nearby targetsSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
An outward wave damages and repels nearby targets

Radius: 96 · Knockback strength: 360

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

Details

The wave hits nearby enemies once per cast and pushes them outward. Knockback strength describes displacement behavior; it is not extra damage.

Level-up card effects

LevelsEffect
2Damage ×1.4
3Radius ×1.25
4Cooldown ×0.75
5Knockback strength ×1.5 · 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 intervalRadius / reachKnockback impulse
1141.1 s96360
219.61.1 s96360
319.61.1 s120360
419.60.825 s120360
527.440.825 s120540

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.

Whirlwind + · 5 · Sprint
Damage per hitActivation intervalRadius / reachKnockback impulse
49.3920.825 s150756

Learnable moves

PokémonTypesAttack multiplierStarting move
CharizardFire / Flying×1.3Ember
ButterfreeBug / Flying×1.2Bug Bite
PidgeyNormal / Flying×0.95Tackle
PidgeottoNormal / Flying×1.03Tackle
PidgeotNormal / Flying×1.14Tackle
SpearowNormal / Flying×1.03Tackle
FearowNormal / Flying×1.2Tackle
ZubatPoison / Flying×0.95Sludge
GolbatPoison / Flying×1.14Sludge
Farfetch’dNormal / Flying×1.2Tackle
DoduoNormal / Flying×1.17Tackle
DodrioNormal / Flying×1.31Tackle
ScytherBug / Flying×1.31Bug Bite
GyaradosWater / Flying×1.39Water Gun
AerodactylRock / Flying×1.28Rock Throw
ArticunoIce / Flying×1.22Ice Beam
ZapdosElectric / Flying×1.39Thunder Shock
MoltresFire / Flying×1.39Ember
DragoniteDragon / Flying×1.44Dragon Rage
HoothootNormal / Flying×0.9Tackle
NoctowlNormal / Flying×1.17Tackle
LedybaBug / Flying×0.92Bug Bite
LedianBug / Flying×1Bug Bite
CrobatPoison / Flying×1.2Sludge
TogeticFairy / Flying×1.14Fairy Wind
NatuPsychic / Flying×1.08Confusion
XatuPsychic / Flying×1.22Confusion
HoppipGrass / Flying×0.89Vine Whip
SkiploomGrass / Flying×0.95Vine Whip
JumpluffGrass / Flying×1Vine Whip
YanmaBug / Flying×1.11Bug Bite
MurkrowDark / Flying×1.17Bite
GligarGround / Flying×1.11Mud Shot
DelibirdIce / Flying×1.06Ice Beam
MantineWater / Flying×1.14Water Gun
SkarmorySteel / Flying×1.14Metal Claw
LugiaPsychic / Flying×1.2Confusion
Ho-OhFire / Flying×1.42Ember
BeautiflyBug / Flying×1.25Bug Bite
TaillowNormal / Flying×1Tackle
SwellowNormal / Flying×1.17Tackle
WingullWater / Flying×1Water Gun
PelipperWater / Flying×1.22Water Gun
MasquerainBug / Flying×1.25Bug Bite
NinjaskBug / Flying×1.2Bug Bite
SwabluNormal / Flying×0.92Tackle
AltariaDragon / Flying×1.08Dragon Rage
TropiusGrass / Flying×1.1Vine Whip
SalamenceDragon / Flying×1.44Dragon Rage
RayquazaDragon / Flying×1.52Dragon Rage
StarlyNormal / Flying×1Tackle
StaraviaNormal / Flying×1.11Tackle
StaraptorNormal / Flying×1.36Tackle
MothimBug / Flying×1.22Bug Bite
CombeeBug / Flying×0.86Bug Bite
VespiquenBug / Flying×1.14Bug Bite
DrifloonGhost / Flying×1.03Shadow Ball
DrifblimGhost / Flying×1.2Shadow Ball
HonchkrowDark / Flying×1.39Bite
ChatotNormal / Flying×1.21Tackle
MantykeWater / Flying×1.03Water Gun
TogekissFairy / Flying×1.36Fairy Wind
YanmegaBug / Flying×1.34Bug Bite
GliscorGround / Flying×1.22Mud Shot
PidoveNormal / Flying×1Tackle
UnfezantNormal / Flying×1.33Tackle
WoobatPsychic / Flying×1Confusion
SwoobatPsychic / Flying×1.12Confusion
SigilyphPsychic / Flying×1.27Confusion
ArchenRock / Flying×1.32Rock Throw
ArcheopsRock / Flying×1.47Rock Throw
DucklettWater / Flying×0.94Water Gun
SwannaWater / Flying×1.18Water Gun
EmolgaElectric / Flying×1.11Thunder Shock
RuffletNormal / Flying×1.16Tackle
BraviaryNormal / Flying×1.38Tackle
VullabyDark / Flying×1Bite
MandibuzzDark / Flying×1.06Bite
TornadusFlying×1.39Gust
ThundurusElectric / Flying×1.39Thunder Shock
LandorusGround / Flying×1.39Mud Shot
FletchlingNormal / Flying×0.97Tackle
FletchinderFire / Flying×1.1Ember
TalonflameFire / Flying×1.15Ember
VivillonBug / Flying×1.2Bug Bite
HawluchaFighting / Flying×1.21Karate Chop
NoibatFlying / Dragon×0.95Gust
NoivernFlying / Dragon×1.23Gust
YveltalDark / Flying×1.42Bite
RowletGrass / Flying×1Razor Leaf
DartrixGrass / Flying×1.11Vine Whip
PikipekNormal / Flying×1.11Tackle
OricorioFire / Flying×1.24Ember
MiniorRock / Flying×1.03Rock Throw
CelesteelaSteel / Flying×1.29Metal Claw
RookideeFlying×0.96Gust
CorvisquireFlying×1.07Gust
CorviknightFlying / Steel×1.18Gust
CramorantFlying / Water×1.17Gust
EnamorusFairy / Flying×1.44Fairy Wind
WattrelElectric / Flying×1Thunder Shock
KilowattrelElectric / Flying×1.28Thunder Shock

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