Partner progression · 13 upgrade tracks · PokéCoin budgeting
PokéSurvivor Permanent Upgrades
Permanent upgrades are purchased with PokéCoins between runs and belong to the individual Pokémon you upgrade. They count when you play with that partner, rather than applying to the whole roster. Compare the 13 tracks below, then enter that partner's existing level and a target in the budget calculator. Each track has its own cap and increasing price schedule. The full price table shows what every purchase costs, while the notes explain the difference between damage, cooldown, recovery, collection range and control over level-up cards.
All 13 permanent upgrade tracks
The effect column shows what one purchased level adds. The cap effect describes the upgrade's own contribution before held items, temporary buffs and other modifiers. Total cost is the PokéCoins needed to buy that track from level zero to its cap for one partner.
| Upgrade | Effect per level | Level cap | Effect at cap | First purchase | Total to cap |
|---|---|---|---|---|---|
| Vitality | +8 HP | 10 | +80 maximum HP | 60 | 3,270 |
| Strength | +4% damage | 10 | ×1.40 attack modifier | 80 | 5,050 |
| Stride | +3% speed | 8 | ×1.24 movement-speed modifier | 70 | 2,420 |
| Reflexes | -3% cooldown | 8 | ×0.76 cooldown modifier | 90 | 3,340 |
| Armor | +2% defense | 8 | 16% damage reduction contribution | 80 | 2,750 |
| Synthesis | +0.2 HP/s | 5 | +1 HP per second | 120 | 1,590 |
| Magnet | +12% pickup | 6 | ×1.72 pickup-radius modifier | 50 | 820 |
| Wisdom | +5% experience | 8 | ×1.40 experience modifier | 100 | 3,700 |
| Fortune | +8% PokéCoins | 8 | ×1.64 PokéCoin modifier | 120 | 4,950 |
| Repertoire | Start with 2 moves | 1 | 2 starting moves | 1,500 | 1,500 |
| Critical Hit | +3% critical chance (x1.5 damage) | 10 | 30% critical chance · ×1.5 damage | 90 | 6,300 |
| Card reroll | +1 level-up card reroll per run | 5 | +5 card rerolls per run | 150 | 2,360 |
| Ban | Ban 1 move: it never shows up in your cards | 3 | 3 move bans | 300 | 1,950 |
Budget an upgrade for one partner
Enter the purchased level shown for the Pokémon you plan to play. Select the level you want to reach and the PokéCoins available to spend. The calculation covers one track on that partner; it does not allocate the same coins to several tracks.
Cost to reach the target
Vitality: 0 → 3 (+3)
- Next-level price
- 60 PokéCoins
- Cost from current level to cap
- 3,270 PokéCoins
- Highest level within this budget
- 3 / 10
- Coins left at that affordable level
- 50
- PokéCoins remaining or missing for the selected target
- +50
Enter levels for one selected Pokémon. Purchases for another partner do not count toward these inputs; this calculator does not read or change your game save.
Exact cost of every purchased level
Column 1 is the purchase from level zero to level one. Column 2 is the next purchase, from level one to level two, and so on. A dash marks a level beyond that track's cap. To plan from an existing level, add only the columns you still need; the budget calculator does this automatically.
| Upgrade | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Vitality | 60 | 80 | 110 | 150 | 200 | 270 | 360 | 490 | 660 | 890 |
| Strength | 80 | 110 | 150 | 210 | 290 | 400 | 550 | 760 | 1,050 | 1,450 |
| Stride | 70 | 100 | 140 | 190 | 270 | 380 | 530 | 740 | — | — |
| Reflexes | 90 | 130 | 180 | 260 | 370 | 520 | 740 | 1,050 | — | — |
| Armor | 80 | 110 | 160 | 220 | 310 | 430 | 600 | 840 | — | — |
| Synthesis | 120 | 180 | 270 | 410 | 610 | — | — | — | — | — |
| Magnet | 50 | 70 | 100 | 140 | 190 | 270 | — | — | — | — |
| Wisdom | 100 | 140 | 200 | 290 | 410 | 580 | 820 | 1,160 | — | — |
| Fortune | 120 | 170 | 250 | 370 | 530 | 770 | 1,120 | 1,620 | — | — |
| Repertoire | 1,500 | — | — | — | — | — | — | — | — | — |
| Critical Hit | 90 | 130 | 180 | 250 | 350 | 480 | 680 | 950 | 1,330 | 1,860 |
| Card reroll | 150 | 240 | 380 | 610 | 980 | — | — | — | — | — |
| Ban | 300 | 570 | 1,080 | — | — | — | — | — | — | — |
What to buy for the partner's next run
Choose the problem you need to solve before committing to a high level. The effects below apply to the selected partner, and the listed cap effect is specific to that track. A reward multiplier, an emergency survival plan and a card-selection tool solve different problems.
Vitality
Vitality adds a flat 8 maximum HP per level, reaching 80 extra HP at level 10. It adds to the partner's HP rather than multiplying it: Bulbasaur's base 90 HP becomes 170 with this track capped and no other HP modifier. The first three purchases cost 60, 80 and 110 PokéCoins, for 24 additional HP at a total of 250.
Strength
Strength sets an attack modifier of 1 + 0.04 × purchased level, reaching ×1.40 at level 10. Its levels add to this modifier; they do not repeatedly multiply the previous level by 1.04. Compare the next purchase with Reflexes when damage per hit and time between casts are both limiting the run.
Stride
Stride increases the movement-speed modifier by 0.03 per level, reaching ×1.24 at its eight-level cap. It helps repositioning and travel between pickups. Movement speed is separate from attack cooldown, so Stride does not supply Reflexes' shorter casting intervals even when faster movement helps you keep attacks on a useful path.
Reflexes
Reflexes lowers the cooldown modifier by 0.03 per level. Eight levels produce a ×0.76 modifier, so a 1-second ordinary interval becomes 0.76 seconds before other modifiers or minimum-interval rules. Move behaviors such as orbits and turrets have their own timing details; compare the actual attack behavior before interpreting this as a fixed increase to total damage output.
Armor
Armor adds 0.02 damage reduction per level and contributes 0.16 at level eight. That contribution combines with other reduction effects, while the player's combined ordinary damage reduction is capped at 0.8. If a held item or temporary buff already puts you near the combined cap, additional reduction can have less effect than its nominal addition.
Synthesis
Synthesis adds 0.2 HP of regeneration per second at each level, reaching 1 HP per second at level five. It addresses recovery over time, while Vitality increases the HP available to absorb damage. The whole Synthesis track costs 1,590 PokéCoins; consider whether ongoing chip damage or a large individual hit is the problem your next purchase must solve.
Magnet
Magnet adds 0.12 to the pickup-range modifier per level, reaching ×1.72 at level six. The player applies that multiplier to the base pickup radius of 78, so the capped radius is 134.16 before any other change. This makes collection easier without directly multiplying experience earned from each pickup; Wisdom controls that separate modifier.
Wisdom
Wisdom raises the experience modifier by 0.05 per level, reaching ×1.40 at level eight. It can bring level-up choices sooner for the experience you gain, but it does not directly change a move's damage or automatically satisfy a move-evolution prerequisite. The full track costs 3,700 PokéCoins, compared with Magnet's 820 for a larger collection radius.
Fortune
Fortune increases the PokéCoin modifier by 0.08 per level, reaching ×1.64 at level eight. Its full cost is 4,950 PokéCoins. That price alone does not tell you how many runs repay the investment: the benefit depends on the coins you earn. Fortune's reward multiplier is separate from the earned tickets used for regional gacha pulls.
Repertoire
Repertoire has a single purchase costing 1,500 PokéCoins. It changes the starting-move count from one to two. Starting with two moves is separate from keeping multiple attacks active together: ordinary move slots are switched during play, while a Bond can join attacks in one slot. Inspect the partner's learnset and the moves you want to use before budgeting for this opening change.
Critical Hit
Critical Hit adds 0.03 critical chance per level, reaching a 30% chance at level 10. Critical hits deal ×1.5 damage, rather than the ×2 multiplier some other Pokémon games use. Its final purchase costs 1,860 PokéCoins and the full track costs 6,300; compare that marginal chance increase with other purchases available to the same partner.
Card reroll
Card reroll adds one extra level-up card reroll per run at each level. At its five-level cap, you receive five extra rerolls alongside the one free reroll per run. Rerolling changes an offer and does not permanently remove a move from the card pool. The first level costs 150 PokéCoins, while the fifth costs 980.
Ban
Ban lets you exclude one move from level-up cards per purchased level, up to three banned moves. The card system filters banned moves from new offers. Unlike Card reroll, this changes which moves can appear rather than replacing one set of cards. Check the intended learnset and move-evolution plan before excluding a move that would otherwise be useful.
How the next-level price is calculated
For a track with base price B and growth factor G, the next purchase at an already purchased level L costs round(B × G^L / 10) × 10 PokéCoins. Level zero uses the base price. The rounding happens for each purchase, before individual prices are added to produce a target budget.
Vitality uses a base price of 60 and a growth factor of 1.35. At an existing level of two, its next purchase is round(60 × 1.35² / 10) × 10 = 110 PokéCoins. Moving from level two to level five requires the next three prices, 110 + 150 + 200, for a total of 460. Already purchased levels are excluded from that future cost.
Effects and prices grow differently. Vitality still adds 8 HP at every level, even when its level-10 purchase costs 890 instead of the opening 60. Later purchases therefore give the same increment for more coins. Compare the exact next price on the track you want with an early level on another useful track rather than assuming the highest level is always the best next purchase.
Make a purchase plan around the selected Pokémon
First confirm the partner. Spending on Bulbasaur strengthens Bulbasaur's runs; switching to Charmander does not transfer those purchased levels. Check the Pokémon's HP, speed, attack multiplier and starting move, then decide whether the next run needs survival, faster attacks, easier collection or better control over card choices.
Next set a concrete target. For 500 PokéCoins and no existing Vitality levels, levels one through four cost 400 in total and leave 100 coins. The fifth purchase costs 200, so that same budget cannot reach level five. If you already own level two, reaching level five costs 460 instead. Budget only for the levels still ahead; coins spent on earlier levels do not count toward the next purchase.
Finally compare purchases that solve the same problem through different mechanisms. Vitality adds maximum HP; Synthesis restores it over time; Armor contributes damage reduction. Strength modifies attack output, while Reflexes modifies cooldown. Card reroll and Ban improve control over offers, but neither substitutes for the required stat card and maximum move level used in move evolution.
Sources
- Official permanent upgrade effects, caps, cost formula and perk calculations
- Official English upgrade names and descriptions
- Official menu: each Pokémon has its own upgrades
- Official player upgrade modifiers, pickup radius, reduction cap and reroll bonus
- Official level-up card filtering for banned moves
- Official move slots and Bond guidance