Run build field notes
PokéSurvivor Move Evolutions
A move evolution requires three steps: raise an eligible move to its maximum level, take its required stat card during the same run, then select its golden evolution card. All 59 evolvable base moves reach their maximum at level five. The five buff moves have no evolution. Use the checker for your current move or browse every mapping below.
What is your move missing?
Enter the move's own level, then mark the stat cards you have actually selected in this run. A partner's base stats, held items, temporary buffs and permanent upgrades do not count as taking a run stat card. This tool uses your inputs; it does not read your save.
The three steps, in order
Upgrade the move itself to level five: Learning a base move starts its five-level track. Select four move upgrades to reach the maximum. Your partner's overall level is a different counter: a high-level partner can still carry a low-level move. Inspect the move's level before looking for an evolution card.
Take the matching run stat card: You must select the required stat card during this run. Taking it earlier is valid; you do not need to wait until the move reaches level five. Taking the card once satisfies the condition, and that same choice can unlock evolutions for several moves.
Select the golden evolution card: Eligibility makes the evolution available, but does not apply it automatically. When at least one move is ready to evolve, you receive one ready evolution card in the level-up offer. If several moves are ready, only one of their evolution cards is guaranteed to appear at once. Choose the card for the move you intend to evolve.
Every move evolution and prerequisite
All 59 evolutions need a level-five base move and its matching run stat card. Open a base move for its behavior, cumulative level values and learning partners. A separate base move with the same name as an evolved attack has its own requirements.
| Base move | Attack type | Maximum level | Required run card | Evolved name |
|---|---|---|---|---|
| Aerial Ace | Flying | 5 | Sprint | Acrobatics |
| Aura Sphere | Fighting | 5 | Reflexes | Focus Blast |
| Bite | Dark | 5 | Power | Crunch |
| Body Slam | Normal | 5 | Power | Giga Impact |
| Bonemerang | Ground | 5 | Power | Bone Rush |
| Bubble | Water | 5 | Sprint | Surf |
| Bubble Beam | Water | 5 | Power | Aqua Tail |
| Bug Bite | Bug | 5 | Power | X-Scissor |
| Bug Buzz | Bug | 5 | Synthesis | Swarm |
| Bulldoze | Ground | 5 | Power | Earthquake |
| Confusion | Psychic | 5 | Reflexes | Psyshock |
| Dark Pulse | Dark | 5 | Sprint | Snarl |
| Dazzling Gleam | Fairy | 5 | Synthesis | Misty Terrain |
| Discharge | Electric | 5 | Armor | Electric Terrain |
| Dragon Rage | Dragon | 5 | Power | Draco Meteor |
| Ember | Fire | 5 | Power | Fire Blast |
| Fairy Wind | Fairy | 5 | Power | Moonblast |
| Fire Spin | Fire | 5 | Synthesis | Sacred Fire |
| Flame Wheel | Fire | 5 | Sprint | Flare Blitz |
| Flamethrower | Fire | 5 | Reflexes | Overheat |
| Flash Cannon | Steel | 5 | Armor | Steel Beam |
| Grass Knot | Grass | 5 | Vigor | Frenzy Plant |
| Gust | Flying | 5 | Sprint | Hurricane |
| Hail | Ice | 5 | Reflexes | Avalanche |
| Heat Wave | Fire | 5 | Vigor | Eruption |
| Hex | Ghost | 5 | Magnet | Poltergeist |
| Hydro Pump | Water | 5 | Power | Hydro Cannon |
| Hyper Voice | Normal | 5 | Reflexes | Uproar |
| Ice Beam | Ice | 5 | Power | Blizzard |
| Karate Chop | Fighting | 5 | Power | Close Combat |
| Lick | Ghost | 5 | Power | Shadow Punch |
| Metal Claw | Steel | 5 | Power | Iron Head |
| Meteor Mash | Steel | 5 | Power | Magnet Bomb |
| Mud Shot | Ground | 5 | Power | Earth Power |
| Night Shade | Dark | 5 | Synthesis | Nightmare |
| Petal Blizzard | Grass | 5 | Synthesis | Petal Dance |
| Poison Sting | Poison | 5 | Sprint | Poison Jab |
| Powder Snow | Ice | 5 | Sprint | Icy Wind |
| Psybeam | Psychic | 5 | Power | Future Sight |
| Psychic | Psychic | 5 | Magnet | Expanding Force |
| Psycho Cut | Psychic | 5 | Reflexes | Psychic Fangs |
| Quick Attack | Normal | 5 | Sprint | Extreme Speed |
| Razor Leaf | Grass | 5 | Reflexes | Leaf Storm |
| Rock Slide | Rock | 5 | Reflexes | Stealth Rock |
| Rock Throw | Rock | 5 | Power | Stone Edge |
| Shadow Ball | Ghost | 5 | Reflexes | Phantom Force |
| Sludge | Poison | 5 | Power | Sludge Bomb |
| Spikes | Ground | 5 | Power | Fissure |
| String Shot | Bug | 5 | Reflexes | Sticky Web |
| Substitute | Normal | 5 | Armor | Double Team |
| Tackle | Normal | 5 | Vigor | Take Down |
| Thunder Shock | Electric | 5 | Power | Thunder |
| Thunderbolt | Electric | 5 | Reflexes | Zap Cannon |
| Toxic | Poison | 5 | Synthesis | Poison Gas |
| Toxic Spikes | Poison | 5 | Synthesis | Gunk Shot |
| Vine Whip | Grass | 5 | Power | Power Whip |
| Water Gun | Water | 5 | Power | Scald |
| Will-O-Wisp | Fire | 5 | Reflexes | Inferno |
| Wing Attack | Flying | 5 | Power | Brave Bird |
Recognize the seven prerequisite cards
Seven different stat cards unlock move evolutions. Recognize the required card by its effect when choosing a level-up reward; several moves can share one prerequisite. Experience and immediate healing cards do not unlock any of these evolutions.
| Card | Effect of one selection | Moves requiring it |
|---|---|---|
| Power | Multiplies damage from all moves by 1.10. | 24 |
| Reflexes | Multiplies move cooldowns by 0.92. | 12 |
| Sprint | Multiplies movement speed by 1.07. | 8 |
| Synthesis | Adds 0.9 HP regenerated per second. | 7 |
| Vigor | Adds 20 maximum HP and restores that added health. | 3 |
| Armor | Adds 6 percentage points of damage reduction, capped at 70% total. | 3 |
| Magnet | Multiplies the experience pickup radius by 1.30. | 2 |
Five buffs that never receive an evolution card
Swords Dance, Agility, Harden, Aqua Ring and Dragon Dance have level upgrades but no move-evolution mapping. Reaching level five or taking a similarly named stat card will not change that. Their upgrades improve the temporary support effect, stack limit or duration. A buff's active effect also does not substitute for selecting a prerequisite stat card.
Plan the evolution of a starting attack
Ember becomes Fire Blast with Power; Water Gun becomes Scald with Power; Vine Whip becomes Power Whip with Power. Each is a level-five condition, followed by selecting the golden card. Because these three starting attacks share a prerequisite, the card name is easy to remember, but it is still a run selection rather than an attack-stat threshold.
The other starter attacks use different cards: Bubble needs Sprint and becomes Surf, while Razor Leaf needs Reflexes and becomes Leaf Storm. Confusion also needs Reflexes and becomes Psyshock. A card that helped one opening build may therefore be the wrong prerequisite for your next starter.
Razor Leaf's evolved name, Leaf Storm, is also the name of a separate base move. That separate base Leaf Storm maps to Petal Dance with Synthesis. Evolving Razor Leaf does not create a new unevolved copy of the separate base move or start another evolution chain. The game records that move instance as evolved.
Troubleshoot a missing golden card
First, check the move's level rather than the partner's level. Every evolvable base move reaches its maximum at level five. Second, identify the exact prerequisite in the table. Attack from an item or Swords Dance is not a Power card selection, and a temporary movement boost is not a Sprint selection. The game checks the run's stat-card record.
When a maximum-level move is waiting for its prerequisite, the level-up system includes that missing stat card in the candidate pool with an evolution notice. Inclusion in the pool is not the same as appearing in every three-card offer. After the condition is satisfied, a ready evolution card receives a guaranteed position in an offer when one is available.
If several moves are ready, the offer includes one ready evolution first, then fills its remaining choices. Read the card's base and evolved names before selecting. A golden appearance can also mark a stat card that unlocks an evolution, so the color alone does not mean you have already evolved the attack. You still need the actual evolution choice.
Evolution changes the attack in its existing slot
The game applies evolution modifiers to the existing move instance, changes its name and marks it evolved. Its attack type stays the same, and it does not consume an additional move slot. You therefore do not need an empty fifth slot or a new Pokémon species to complete a move evolution.
The change depends on behavior. A projectile evolution multiplies its current damage by 1.8, adds two projectiles and two piercing, and enlarges the shots. A melee evolution multiplies damage by 1.9, increases reach and expands the sweep to a full circle. A turret gains damage and another simultaneous placement while shortening the interval between its shots. These modifiers apply after the move's level upgrades.
Do not read an evolution name as proof of a universal DPS increase of one fixed amount. More shots, extra contacts, reach and attack geometry change how damage reaches enemies. The underlying behavior and type matchup still matter. Check the base attack's behavior, level upgrades and required stat card when deciding which evolution to pursue.
Carry the plan into the next run, not the checkmarks
The prerequisite record belongs to the current run. A Power selection from a previous attempt does not satisfy the next attempt, even if you choose the same partner. Reset this checker when starting again, and mark only the choices made in the new run.
At the start of each new attempt, upgrade the move again and take its prerequisite card again. Select the golden card in the game to finish the evolution; marking it in the checker only updates your plan. Evolution changes that move in its existing slot, so you can keep your other learned attacks.