What to do
- Read liquid effects alongside Pokémon types.
- Clear a route before opening a locked chest.
Numbers & conditions
The original README lists power altars, healing springs, locked chests and traps. Trees and walls block enemy shots; water slows and lava burns, including enemies where applicable.
Common mistakes
Use the source version shown on this page when comparing old screenshots or guides.
Tools
Related pages
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: 89ee17ad
- https://github.com/JPTER78/pokesurvivor/blob/89ee17ad60f0c9ccb516fc026b93d3c5e3f9f1f0/README.md
- https://github.com/JPTER78/pokesurvivor/blob/89ee17ad60f0c9ccb516fc026b93d3c5e3f9f1f0/js/world/world.js
- https://github.com/JPTER78/pokesurvivor/blob/89ee17ad60f0c9ccb516fc026b93d3c5e3f9f1f0/js/systems/interact.js
World geometry
The map is generated in chunks. Distances below are world units, not Pokémon main-series stats.
| Details | Effect |
|---|---|
| Tile width | 32 world units |
| Chunk width | 512 world units |
Shadow Forest
A wooded biome with water pools and trees. Water types avoid the pool movement penalty.
| Details | Effect |
|---|---|
| Terrain in pools | Water |
Crystal Cave
A crystal biome with water pools. Crystals and rocks shape the available routes.
| Details | Effect |
|---|---|
| Terrain in pools | Water |
Ash Volcano
A volcanic biome with lava. Fire Pokémon avoid lava damage; other types should use clear ground.
| Details | Effect |
|---|---|
| Terrain in pools | Lava |
Water
The penalty applies while standing in the pool. An unaffected type on a dual-type Pokémon is enough to avoid it.
| Details | Effect |
|---|---|
| Player movement speed | 60% of normal speed |
| Grounded enemy movement | 55% of normal speed |
| Unaffected types | Water |
Swamp
Swamp slows more than ordinary water. Water types avoid the slowdown.
| Details | Effect |
|---|---|
| Player movement speed | 45% of normal speed |
| Grounded enemy movement | 45% of normal speed |
| Unaffected types | Water |
Lava
Damage repeats while you remain in the pool. Player defense and an active melee attack can reduce the listed base damage. Grounded enemies use their own damage formula; bosses and rift legends ignore terrain damage.
| Details | Effect |
|---|---|
| Player damage before defense | 5 / 3% × maximum HP (whichever is larger) |
| Grounded enemy damage | 6 + 4% × maximum HP |
| Damage interval | 0.5 s |
| Unaffected types | Fire |
Poison pools
Damage repeats while you remain in the pool. Player defense and an active melee attack can reduce the listed base damage. Grounded enemies use their own damage formula; bosses and rift legends ignore terrain damage.
| Details | Effect |
|---|---|
| Player damage before defense | 3 / 1.75% × maximum HP (whichever is larger) |
| Grounded enemy damage | 6 + 4% × maximum HP |
| Damage interval | 0.5 s |
| Unaffected types | Poison / Steel |
Electric pools
Damage repeats while you remain in the pool. Player defense and an active melee attack can reduce the listed base damage. Grounded enemies use their own damage formula; bosses and rift legends ignore terrain damage.
| Details | Effect |
|---|---|
| Player damage before defense | 4 / 2.25% × maximum HP (whichever is larger) |
| Grounded enemy damage | 6 + 4% × maximum HP |
| Damage interval | 0.7 s |
| Unaffected types | Electric / Ground |
Ice
Movement gains momentum and changes direction gradually. Ice types avoid the sliding effect.
| Details | Effect |
|---|---|
| Movement on ice | Gradual acceleration; movement target ×1.15 |
| Unaffected types | Ice |
Tree
A permanent obstacle. Walk around it rather than spending attacks trying to break it.
| Details | Effect |
|---|---|
| Collision | Blocks walking |
| Durability | Indestructible |
| Collision radius | 13 world units |
Rock
Break it with attacks to clear a route. Drop checks share one random draw, so some rewards can occur together.
| Details | Effect |
|---|---|
| Collision | Blocks walking |
| Durability | 34 |
| Collision radius | 12 world units |
| Experience drop chance | 40% · 6 Experience |
| Coin drop chance | 25% · 2 Coins |
| Healing drop chance | 6% |
Breakable chest
Attack until its durability is depleted, then collect the drops. A held item is possible but not guaranteed.
| Details | Effect |
|---|---|
| Collision | Blocks walking |
| Durability | 22 |
| Collision radius | 12 world units |
| Coins | 12–21 |
| Experience | 20 |
| Berry or magnet | 50% each |
| Held-item chance | 8% |
Tall grass
Attacks cut the grass. A coin and a healing berry are alternative outcomes for the same patch.
| Details | Effect |
|---|---|
| Collision | Can be walked over |
| Durability | 1 |
| Collision radius | 14 world units |
| Healing drop chance | 5% |
| Coin drop chance | 6% · 1 Coins |
Altar
Touch an unused altar to receive one of four temporary powers. A new power replaces your previous altar power; the altar is then spent.
| Details | Effect |
|---|---|
| Collision | Blocks walking |
| Durability | Indestructible |
| Collision radius | 9 world units |
| Duration | 25 s |
| Activation | Touch an unused altar; at least 30 world units, adjusted for Pokémon size. |
Healing spring
Stand near the spring while injured to heal. It recharges even while healing, but consumption is faster than recharge. It stops at full HP or when nearly empty.
| Details | Effect |
|---|---|
| Collision | Can be walked over |
| Durability | Indestructible |
| Collision radius | 22 world units |
| Effect radius | 26 world units |
| Healing while standing in range | 14% × maximum HP per second |
| Full spring recharge | 45 s |
| Spring charge consumed while healing | 9% per second |
| Spring stops healing below | ≤2% |
Locked chest
Stay nearby while enemies can still attack you. Leaving drains opening progress; being large increases the interaction distance.
| Details | Effect |
|---|---|
| Collision | Blocks walking |
| Durability | Indestructible |
| Collision radius | 14 world units |
| Opening time while nearby | 3.5 s |
| Opening progress lost after leaving | 1.5 s per second |
| Coins | 36 |
| Single-pull tickets | 1–3 |
| Ten-pull ticket chance | 15% |
| Held-item chance | 50% |
| Experience | Experience required for the current level |
Trap
A trap can be triggered by you or a grounded enemy. It harms nearby enemies and may also hurt or slow you. Moving away before the blast avoids the player effect.
| Details | Effect |
|---|---|
| Collision | Can be walked over |
| Durability | Indestructible |
| Collision radius | 9 world units |
| Activation | Player within 13 world units, or a grounded enemy steps on it. |
| Effect radius | 74 world units |
| Player damage radius | 51.8 world units |
| Poison trap | Enemy: 14 + 3 × player level and 5 poison stacks. Player: 10% maximum HP before defense. |
| Sticky trap | Enemy: 4 damage, 65% slow for 4.5 s. Player: 50% movement speed for 3.5 s. |
| Explosive trap | Enemy: 90 + 18 × player level. Player: 20% maximum HP before defense. |
Fury altar power
The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.
| Details | Effect |
|---|---|
| Duration | 25 s |
| Attack damage | ×2 |
Lightning altar power
The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.
| Details | Effect |
|---|---|
| Duration | 25 s |
| Movement speed | ×1.45 |
Magnet altar power
The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.
| Details | Effect |
|---|---|
| Duration | 25 s |
| Pickup radius | ×4 |
Haste altar power
The power lasts for this run’s listed duration. Its multiplier is applied and removed when the power expires; it does not buy a permanent upgrade.
| Details | Effect |
|---|---|
| Duration | 25 s |
| Attack cooldown | ×0.6 |