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Combat field guide · 64 base moves

PokéSurvivor Moves

Find a move by its name, type or behavior, then open its record for all five levels and the partners that can learn it. PokéSurvivor has 64 base moves across 15 behavior families. Five are buffs without direct damage or move evolutions; the other 59 have an evolution condition. Your active move group attacks automatically. Separate inactive slots do not all fire at once, so the attack you select matters as much as the moves you have collected.

The complete base-move directory

The damage and cooldown columns show level-one values before partner stats, run upgrades, held items, type matchups or weather. A buff has no direct damage value. Learner counts include every partner whose types allow the move. Every name opens a full move record, including its upgrade track, evolution condition and learning partners. Search also matches the evolved move name and required stat card.

MoveTypeBehaviorBase damageCooldown (s)LearnersEvolution · required card
TackleNormalMelee160.5966Take Down · Vigor
Quick AttackNormalDash200.75966Extreme Speed · Sprint
Swords DanceNormalBuffBuff · no damage0.85966No evolution
AgilityNormalBuffBuff · no damage0.85966No evolution
HardenNormalBuffBuff · no damage0.85966No evolution
EmberFireProjectile180.5276Fire Blast · Power
FlamethrowerFireCone70.776Overheat · Reflexes
Fire SpinFireOrbit140.376Sacred Fire · Synthesis
Heat WaveFireNova131.2576Eruption · Vigor
Water GunWaterProjectile140.44149Scald · Power
BubbleWaterNova91149Surf · Sprint
Hydro PumpWaterBeam291.5149Hydro Cannon · Power
Aqua RingWaterBuffBuff · no damage0.9149No evolution
Vine WhipGrassMelee190.62118Power Whip · Power
Razor LeafGrassBoomerang100.9118Leaf Storm · Reflexes
Petal BlizzardGrassOrbit140.26118Petal Dance · Synthesis
Grass KnotGrassAura90.55118Frenzy Plant · Vigor
Thunder ShockElectricProjectile130.464Thunder · Power
DischargeElectricAura80.4564Electric Terrain · Armor
ThunderboltElectricChain210.9564Zap Cannon · Reflexes
ConfusionPsychicProjectile130.5896Psyshock · Reflexes
PsybeamPsychicBeam171.1596Future Sight · Power
PsychicPsychicNova101.3596Expanding Force · Magnet
SludgePoisonProjectile170.678Sludge Bomb · Power
Mud ShotGroundNova111.170Earth Power · Power
GustFlyingOrbit130.26102Hurricane · Sprint
Wing AttackFlyingMelee170.55102Brave Bird · Power
Body SlamNormalMelee360.95966Giga Impact · Power
Hyper VoiceNormalNova121.15966Uproar · Reflexes
Poison StingPoisonProjectile80.3478Poison Jab · Sprint
ToxicPoisonTrail60.378Poison Gas · Synthesis
BulldozeGroundAura110.770Earthquake · Power
Bug BiteBugMelee130.4289X-Scissor · Power
String ShotBugMine141.189Sticky Web · Reflexes
Bug BuzzBugAura80.4589Swarm · Synthesis
Rock ThrowRockProjectile240.766Stone Edge · Power
Rock SlideRockMeteor211.366Stealth Rock · Reflexes
Ice BeamIceBeam201.146Blizzard · Power
Powder SnowIceAura80.5546Icy Wind · Sprint
Karate ChopFightingMelee220.568Close Combat · Power
Aura SphereFightingProjectile170.6268Focus Blast · Reflexes
LickGhostMelee140.4860Shadow Punch · Power
Shadow BallGhostProjectile190.6660Phantom Force · Reflexes
Dragon RageDragonBeam24167Draco Meteor · Power
Dragon DanceDragonBuffBuff · no damage0.767No evolution
Fairy WindFairyNova11162Moonblast · Power
Dazzling GleamFairyAura90.562Misty Terrain · Synthesis
Metal ClawSteelMelee180.561Iron Head · Power
Flash CannonSteelBeam231.0561Steel Beam · Armor
BiteDarkMelee170.4560Crunch · Power
Dark PulseDarkNova141.1560Snarl · Sprint
Night ShadeDarkAura90.560Nightmare · Synthesis
BonemerangGroundBoomerang160.9570Bone Rush · Power
Psycho CutPsychicBoomerang90.896Psychic Fangs · Reflexes
SpikesGroundMine181.270Fissure · Power
Toxic SpikesPoisonMine111.178Gunk Shot · Synthesis
HailIceMeteor181.246Avalanche · Reflexes
Meteor MashSteelMeteor341.461Magnet Bomb · Power
Will-O-WispFireTurret153.576Inferno · Reflexes
SubstituteNormalTurret144966Double Team · Armor
Aerial AceFlyingDash180.75102Acrobatics · Sprint
Flame WheelFireTrail100.2876Flare Blitz · Sprint
Bubble BeamWaterCone60.65149Aqua Tail · Power
HexGhostChain170.960Poltergeist · Magnet

What the 15 attack behaviors change

A behavior describes where an attack acts and how enemies make contact with it. It is separate from attack type: a Fire move can be a projectile, orbit, aura, turret or trail. Use the behavior to plan movement and positioning, then use the type to check matchups. The examples below link to real moves rather than treating every attack as an interchangeable damage number.

Number of PokéSurvivor base moves in each of the 15 behavior families
The 64 base moves use 15 attack behaviors. Choose an attack shape that suits your movement and the enemies ahead.
What the 15 attack behaviors change
BehaviorBase movesHow it worksExample
Projectile9Shoots projectiles toward the nearest enemy. Count and piercing upgrades change how many targets the volley can reach.Ember
Melee9Hits an arc around your partner. Reach and arc upgrades change the area you can strike at close range.Tackle
Dash2Crosses toward an enemy and hits along the path. Distance, width and cooldown affect how the dash covers space.Quick Attack
Buff5Builds a temporary, stackable boost to your partner. It deals no direct damage and has no golden move evolution.Swords Dance
Cone2Fires many short shots in a fan. A wider volley is a different coverage pattern from a single long projectile.Bubble Beam
Orbit3Keeps damaging orbs circling your partner while selected. Contact with the orbit matters more than a simple cast count.Fire Spin
Nova7Sends a radial burst in every direction. Projectile-count upgrades change the burst's coverage around you.Heat Wave
Beam5Sends a straight beam through targets on its line. Beam length and thickness determine which enemies share the hit.Flamethrower
Boomerang3Travels out toward an enemy and returns, with opportunities to hit on both parts of the trip.Bonemerang
Aura7Damages enemies within a circle around your partner. Radius and hit interval change the close-range pressure.Dazzling Gleam
Chain2Hits an enemy and jumps to nearby targets. Jump count and reach change how it spreads through a crowd.Hex
Trail2Leaves damaging patches as you move. Patch duration and size affect the hazard left along your route.Flame Wheel
Mine3Places ground hazards that burst when stepped on. Mine count, lifetime and blast radius shape the trap area.Spikes
Meteor3Drops attacks onto nearby enemies with a landing warning. Count and blast radius change the affected area.Meteor Mash
Turret2Leaves a temporary object that fires by itself. Placement cooldown, firing interval and duration are separate values.Will-O-Wisp

Select the move group that should be firing

A partner has four move slots, but only the selected active group attacks. On desktop, press 1–4 or Q/E to change the selection. Adding an attack to another slot does not make that separate slot fire alongside the current one. Check which group is selected before concluding that a newly learned attack is weak or inactive.

Bonded moves are the exception to thinking of a slot as one attack: a bonded group holds up to four moves, occupies one slot and fires its members together, each with its own cooldown. Selection still operates on the group. A buff can therefore contribute differently when it shares an active group with attacks than when you select a separate support slot.

Choice Band increases damage but blocks switching away from an existing active group. When deciding whether to equip it, inspect the group you will be committing to. Held items modify your current run; compare attacks using their base values before adding your equipped item's effects.

Read the five-level track before choosing an upgrade

Each base move has a five-level track. The four upgrades are shared by behavior, but the resulting values start from that particular move's base stats. Projectile upgrades add shots, raise damage, reduce cooldown and then add another shot plus piercing. Buff upgrades instead increase the stack limit, strengthen each stack, extend duration and finally add another stack while strengthening the effect again.

Tackle illustrates why an upgrade is not always just damage. Its track starts at 16 damage with a 0.5-second cooldown; later levels raise damage, increase reach, reduce the cooldown to 0.375 seconds and expand the hit arc. Will-O-Wisp follows a turret track with a separate firing interval and an increase in simultaneous turret count. Open either record to see the exact values rather than applying one generic upgrade formula to both.

Each move's level-five values include all four earlier upgrades. These values exclude partner attack multipliers and other run modifiers. They let you answer whether the next card improves damage, coverage, contact frequency or support duration without claiming to predict complete combat output.

Meet all three evolution conditions

For an evolvable move, reach its maximum level, take its required stat card in the current run, then choose the golden evolution card when offered. The stat card can have been taken earlier in that run. Reaching level five alone does not perform the evolution automatically. Tackle needs Vigor and becomes Take Down; Ember needs Power and becomes Fire Blast; Hex needs Magnet and becomes Poltergeist.

Check the evolved attack's name and required stat card before spending level-up choices. Five buffs have no evolution: Swords Dance, Agility, Harden, Aqua Ring and Dragon Dance. They improve through level upgrades and cannot receive a golden evolution card.

Use damage and cooldown as separate clues

Damage divided by cooldown is a one-event reference ratio, not total DPS. Projectile count, repeated contact, terrain, targeting, attack geometry and status conditions all affect actual hits. An orbit, a turret and a melee arc execute differently even if their stored damage and cooldown happen to produce similar ratios. Buffs do not have damage to divide in the first place.

Start with the attack shape you need, inspect the five-level track, then check which partners can learn it. Use the type chart for offensive coverage: the game uses softened factors of ×1.6 for a single weakness, ×0.6 for resistance and ×0.3 for an immunity matchup. A dual-type defender combines the two factors and clamps the result to ×0.3–×2.4. These are additional inputs, not replacements for the move's behavior.

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