Moves

All 64 moves, the 15 kinds and how 59 of them evolve

Every move in the game, what kind of move it is and what it asks of you, plus all 59 evolution chains with the exact change each one gives. Which moves to max first, and what the upgrade cards really do.

Updated 2026-10-14 · about 16 min read · facts checked against the game build and its official reference pages

How a move actually works

Your Pokémon attacks on its own. You never press attack and you never aim. What you control is where you are standing when the active move fires, and which of your four move slots is active. That single rule explains almost everything about how moves feel, because a move's usefulness is decided by how its shape interacts with where the enemies are standing.

Moves level up through the card choices you pick at each level, and a move caps at level 5. Once a move is maxed, the only way to make it stronger is to evolve it: you need to hold the specific upgrade card that move asks for, and only then does the golden evolution card appear in your level-up choices. The game has 64 moves and 59 of them can evolve.

The golden card is not random. It only shows up when a maxed move and its matching upgrade card are both in your inventory. Until then the game will never offer it, no matter how many level-ups you take.

There is also a practical ceiling on how many moves you can run at once. The interface is built around four active slots, so a good build is not one that collects twelve moves — it is one where four moves cover the situations you will actually meet, and the other eight are upgrade material you level on the way to an evolution.

The 15 kinds of move, and what each asks of you

The 64 moves fall into 15 kinds, and the kind tells you more about how to play the move than the type does. Grouping them by the demand they put on you is the fastest way to understand the roster.

KindCountWhat it asks of you
Melee9You have to be touching the enemy. Strong early, dangerous when surrounded.
Projectile9You aim by walking. The easiest kind to control.
Burst7It radiates in every direction. Damage does not depend on aim at all.
Aura7A permanent field around you. Coverage over time instead of a single hit.
Buff5Deals no damage. It raises a stat while it is active.
Beam5A slow, heavy line that cuts across the map.
Orbit3Bodies circle you. Constant defence that scales with radius.
Boomerang3Flies out and comes back, cutting both ways.
Meteors3Falls onto enemies nearby. Coverage without aiming.
Mines3Lies on the ground and triggers when an enemy steps on it.
Dash2You dash at the enemy and hit everything on the way.
Turret2Stays behind and keeps shooting after you leave.
Spray2A short fan in front of you. Close range, wide but shallow.
Trail2Pools left behind you as you move.
Chain2Jumps from one enemy to the next.

Three of those kinds change the shape of a fight rather than its numbers. Buff moves deal no damage at all, so a build running one is paying for a stat with a slot. Aura and Orbit moves keep working when you are not aiming anything, which makes them the safest answer to a horde you cannot out-run. Turret moves decouple your damage from your position, which is the closest thing in the game to a passive build.

A live run in the forest map, with the partner moving through grass while enemies close in.
A run in the forest map. Notice that the partner is not firing at anything in particular: your body position is what aims the move, which is why the kind of move matters more than its damage number.

Kind beats type when you pick a starter. A projectile you can walk into position with will beat a stronger melee move for a new player, because a move you cannot aim is a move that kills you when you walk backwards into the horde.

The seven upgrade cards

Upgrade cards are the currency of the move system. Every evolvable move asks for one specific card, and the cards are not interchangeable. There are seven of them, and they are not evenly distributed across the 59 evolutions.

Upgrade cardEvolutions it unlocksWhat it tends to improve
Power24Raw damage, more range, and hits in 360° for the melee-style moves
Reflexes12More projectiles, extra pierce, extra meteors or extra boomerangs
Sprint8More distance and less cooldown
Synthesis7Extra orbiting bodies, bigger radius, longer-lasting pools
Vigor3Extra projectiles on burst-type moves
Armor3Extra bodies for turret moves
Magnet2Extra chain jumps

The distribution tells you how the game thinks. Power alone accounts for 24 evolutions, which is nearly two out of every five, so most of the roster ends up as a bigger version of what it already was. Reflexes is the second card, and it is the one that turns a single-target move into a crowd-clearing one. The rest are narrow: Synthesis for the three orbiting and pooling moves, Sprint for the two dashing and trail moves, Magnet for the two chain moves.

That narrowness is why a run should be planned around upgrade cards rather than around damage. If a card shows up and no move you own wants it, it is still worth taking — it is progress toward a specific evolution you may want later — but if a move you own asks for that card, taking it is what unlocks the golden card for that move.

All 64 moves

The complete move list, with the type and the kind for each one. The effect text is the game's own description of what the move does, and it is worth reading rather than assuming, because several moves behave differently from their name.

MoveTypeKindWhat it does
TackleNormalMeleeCharges in an arc at everything in front of you.
Quick AttackNormalDashYou dash at the enemy like lightning and hit everything on the way.
Swords DanceNormalBuffDeals no damage: builds ATTACK while active.
AgilityNormalBuffDeals no damage: builds SPEED while active.
HardenNormalBuffDeals no damage: builds DEFENSE while active.
Body SlamNormalMeleeA full-weight tackle: slow, short and brutal.
Hyper VoiceNormalBurstA sound wave that spreads in every direction.
SubstituteNormalTurretA decoy that stays behind shooting for you.
EmberFireProjectileA fireball at the nearest enemy.
FlamethrowerFireSprayA short fan of flames that burns.
Fire SpinFireOrbitFlames that spin around you. Constant defense.
Heat WaveFireBurstExplodes in flames in every direction.
Will-O-WispFireTurretLeaves a floating flame that fires on its own and burns.
Flame WheelFireTrailYou run wrapped in fire, leaving a trail of flames.
Water GunWaterProjectileA piercing jet. Reliable at any range.
BubbleWaterBurstA fan of bubbles that slows whatever they touch.
Hydro PumpWaterBeamA slow but devastating water blast.
Aqua RingWaterBuffDeals no damage: builds health REGENERATION.
Bubble BeamWaterSprayA short fan of bubbles that slows.
Vine WhipGrassMeleeLong-range whips in a wide arc.
Razor LeafGrassBoomerangTwo leaves that fly out and back, cutting both ways.
Petal BlizzardGrassOrbitA cyclone of leaves spins widely around you.
Grass KnotGrassAuraRoots that snare and pound everything near you.
Thunder ShockElectricProjectileA lightning-fast bolt that pierces several enemies.
DischargeElectricAuraA permanent electric field around you.
ThunderboltElectricChainA bolt that jumps from one enemy to the next.
Ice BeamIceBeamAn icy beam that almost freezes foes solid.
Powder SnowIceAuraA blizzard around you that slows foes.
HailIceMeteorsHailstones fall on enemies and slow them.
Karate ChopFightingMeleeA sharp, powerful blow straight ahead.
Aura SphereFightingProjectileAn energy sphere that never misses.
SludgePoisonProjectileToxic sludge that poisons on impact.
Poison StingPoisonProjectileA quick poisonous sting.
ToxicPoisonTrailYou leave pools of poison that badly poison whoever steps on them.
Toxic SpikesPoisonMinesPoison spikes that badly poison when they burst.
Mud ShotGroundBurstSplashes mud around and slows foes.
BulldozeGroundAuraShakes the ground: damages and slows everything nearby.
BonemerangGroundBoomerangA bone that flies out and back, hitting hard.
SpikesGroundMinesScatters spikes that burst when stepped on.
GustFlyingOrbitWhirlwinds that escort you.
Wing AttackFlyingMeleeA wide wing sweep that pushes foes back.
Aerial AceFlyingDashYou dive and slash everything you pass through.
ConfusionPsychicProjectileA wave that homes in on its target.
PsybeamPsychicBeamA wide, heavy-hitting psychic beam.
PsychicPsychicBurstA radial mental burst that seeks enemies.
Psycho CutPsychicBoomerangPsychic blades that come back to you.
Bug BiteBugMeleeA quick bite in a short arc.
String ShotBugMinesLeaves webs on the ground that trap and greatly slow whoever steps on them.
Bug BuzzBugAuraA constant vibration that pounds everything nearby.
Rock ThrowRockProjectileA heavy boulder that pushes the enemy back.
Rock SlideRockMeteorsRocks fall from the sky onto nearby enemies.
LickGhostMeleeA ghostly lick that briefly paralyzes.
Shadow BallGhostProjectileA shadowy orb that pierces several foes.
HexGhostChainA curse that jumps between enemies. Much more damage if they are burned, poisoned or slowed.
Dragon RageDragonBeamDraconic flames in a straight line.
Dragon DanceDragonBuffDeals no damage: builds ATTACK faster than Swords Dance.
BiteDarkMeleeA quick bite that knocks foes back.
Dark PulseDarkBurstA wave of dark energy in every direction.
Night ShadeDarkAuraA shadow surrounds you and consumes what is near.
Metal ClawSteelMeleeA steel swipe in an arc.
Flash CannonSteelBeamA piercing beam of metallic light.
Meteor MashSteelMeteorsTwo steel meteors that crush where they land.
Fairy WindFairyBurstA magical breeze in every direction.
Dazzling GleamFairyAuraA flash of light all around you.

Two things stand out when you read the list straight through. The first is that the ten non-damaging moves are all concentrated in two places: three Normal-type buffs (Swords Dance for attack, Agility for speed, Harden for defence), one Water buff (Aqua Ring for regeneration) and one Dragon buff (Dragon Dance, which builds attack faster than Swords Dance does). The second is that Poison, Ground and Bug are the only types with no beam and no chain move, so a partner built around those types has to come at enemies from close or mid range.

All 59 evolution chains

Every evolvable move, the upgrade card it asks for, and the exact change the evolution gives. These are the numbers the game publishes for each evolution, so you can plan a target move precisely instead of hoping.

MoveUpgrade cardEvolves intoWhat changes
TackleVigorTake DownVigor · ×1.9 damage, more range and hits in 360°
Quick AttackSprintExtreme SpeedSprint · ×1.9 damage, more distance and less cooldown
Body SlamPowerGiga ImpactPower · ×1.9 damage, more range and hits in 360°
Hyper VoiceReflexesUproarReflexes · +6 projectiles, ×1.6 damage and +1 pierce
SubstituteArmorDouble TeamArmor · ×1.8 damage, +1 at a time and fires faster
EmberPowerFire BlastPower · ×1.8 damage, +2 projectiles, +2 pierce and bigger
FlamethrowerReflexesOverheatReflexes · ×1.7 damage, +4 shots and +1 pierce
Fire SpinSynthesisSacred FireSynthesis · +2 orbs, ×1.7 damage and more radius
Heat WaveVigorEruptionVigor · +6 projectiles, ×1.6 damage and +1 pierce
Will-O-WispReflexesInfernoReflexes · ×1.8 damage, +1 at a time and fires faster
Flame WheelSprintFlare BlitzSprint · ×1.8 damage, bigger and longer-lasting pools
Water GunPowerScaldPower · ×1.8 damage, +2 projectiles, +2 pierce and bigger
BubbleSprintSurfSprint · +6 projectiles, ×1.6 damage and +1 pierce
Hydro PumpPowerHydro CannonPower · ×1.8 damage, a 50% wider and longer beam
Bubble BeamPowerAqua TailPower · ×1.7 damage, +4 shots and +1 pierce
Vine WhipPowerPower WhipPower · ×1.9 damage, more range and hits in 360°
Razor LeafReflexesLeaf StormReflexes · ×1.8 damage, +1 boomerang and more range
Petal BlizzardSynthesisPetal DanceSynthesis · +2 orbs, ×1.7 damage and more radius
Grass KnotVigorFrenzy PlantVigor · ×1.8 damage and 35% more radius
Thunder ShockPowerThunderPower · ×1.8 damage, +2 projectiles, +2 pierce and bigger
DischargeArmorElectric TerrainArmor · ×1.8 damage and 35% more radius
ThunderboltReflexesZap CannonReflexes · ×1.7 damage and +3 jumps
Ice BeamPowerBlizzardPower · ×1.8 damage, a 50% wider and longer beam
Powder SnowSprintIcy WindSprint · ×1.8 damage and 35% more radius
HailReflexesAvalancheReflexes · ×1.7 damage, +2 meteors and more radius
Karate ChopPowerClose CombatPower · ×1.9 damage, more range and hits in 360°
Aura SphereReflexesFocus BlastReflexes · ×1.8 damage, +2 projectiles, +2 pierce and bigger
SludgePowerSludge BombPower · ×1.8 damage, +2 projectiles, +2 pierce and bigger
Poison StingSprintPoison JabSprint · ×1.8 damage, +2 projectiles, +2 pierce and bigger
ToxicSynthesisPoison GasSynthesis · ×1.8 damage, bigger and longer-lasting pools
Toxic SpikesSynthesisGunk ShotSynthesis · ×1.8 damage, +2 mines and a bigger blast
Mud ShotPowerEarth PowerPower · +6 projectiles, ×1.6 damage and +1 pierce
BulldozePowerEarthquakePower · ×1.8 damage and 35% more radius
BonemerangPowerBone RushPower · ×1.8 damage, +1 boomerang and more range
SpikesPowerFissurePower · ×1.8 damage, +2 mines and a bigger blast
GustSprintHurricaneSprint · +2 orbs, ×1.7 damage and more radius
Wing AttackPowerBrave BirdPower · ×1.9 damage, more range and hits in 360°
Aerial AceSprintAcrobaticsSprint · ×1.9 damage, more distance and less cooldown
ConfusionReflexesPsyshockReflexes · ×1.8 damage, +2 projectiles, +2 pierce and bigger
PsybeamPowerFuture SightPower · ×1.8 damage, a 50% wider and longer beam
PsychicMagnetExpanding ForceMagnet · +6 projectiles, ×1.6 damage and +1 pierce
Psycho CutReflexesPsychic FangsReflexes · ×1.8 damage, +1 boomerang and more range
Bug BitePowerX-ScissorPower · ×1.9 damage, more range and hits in 360°
String ShotReflexesSticky WebReflexes · ×1.8 damage, +2 mines and a bigger blast
Bug BuzzSynthesisSwarmSynthesis · ×1.8 damage and 35% more radius
Rock ThrowPowerStone EdgePower · ×1.8 damage, +2 projectiles, +2 pierce and bigger
Rock SlideReflexesStealth RockReflexes · ×1.7 damage, +2 meteors and more radius
LickPowerShadow PunchPower · ×1.9 damage, more range and hits in 360°
Shadow BallReflexesPhantom ForceReflexes · ×1.8 damage, +2 projectiles, +2 pierce and bigger
HexMagnetPoltergeistMagnet · ×1.7 damage and +3 jumps
Dragon RagePowerDraco MeteorPower · ×1.8 damage, a 50% wider and longer beam
BitePowerCrunchPower · ×1.9 damage, more range and hits in 360°
Dark PulseSprintSnarlSprint · +6 projectiles, ×1.6 damage and +1 pierce
Night ShadeSynthesisNightmareSynthesis · ×1.8 damage and 35% more radius
Metal ClawPowerIron HeadPower · ×1.9 damage, more range and hits in 360°
Flash CannonArmorSteel BeamArmor · ×1.8 damage, a 50% wider and longer beam
Meteor MashPowerMagnet BombPower · ×1.7 damage, +2 meteors and more radius
Fairy WindPowerMoonblastPower · +6 projectiles, ×1.6 damage and +1 pierce
Dazzling GleamSynthesisMisty TerrainSynthesis · ×1.8 damage and 35% more radius

The multipliers cluster tightly, and that is useful. The seven ×1.9 evolutions are all melee moves that become 360° coverage: Tackle into Take Down, Body Slam into Giga Impact, Vine Whip into Power Whip, Karate Chop into Close Combat, Wing Attack into Brave Bird, Bug Bite into X-Scissor, Lick into Shadow Punch, Bite into Crunch, Metal Claw into Iron Head. The ×1.8 group is the projectile and turret set, and the ×1.7 and ×1.6 groups are the wide multi-shot conversions where the multiplier is smaller because the number of projectiles goes up instead.

How to read an evolution note

An evolution note can add damage, coverage, reach or a new body, and those four things are not interchangeable. A note that adds projectiles is the most valuable kind in a dense wave, because each extra projectile is another hit landing. A note that adds range changes which fights you can take at all. A note that adds radius or bodies is what makes a defensive move keep up with the late game.

  • Damage. The ×1.9 and ×1.8 multipliers are close enough that the extra effect is usually the real reason to take the evolution.
  • Pierce. A projectile that pierces passes through a line of enemies instead of stopping at the first one, which is the difference between one hit and five in a corridor.
  • Extra bodies. Synthesis and Armor add orbiting orbs, turrets or clouds. They multiply your damage without needing a better aim.
  • Reach. More range and 360° coverage let a melee-style move keep hitting while you back away, which is how melee moves survive the late game.
  • Cooldown. Sprint evolutions add distance and reduce cooldown, which is the quietest upgrade in the game and often the one that lets you survive.

One note, one decision. A level-up gives you three cards and you take one. If you are chasing an evolution, the card that matches your maxed move is worth more than the card with the biggest number — unless the big number is a real evolution for a move you already use.

Which moves to max first

If you are new, you will not have all 64 moves and you cannot evolve everything. The order matters more than it sounds, because a move at level 5 that never gets its upgrade card is a move that wasted five level-ups.

  1. Max one projectile early. A projectile move is the easiest to aim and the easiest to keep alive with. Take it to level 5 as soon as you can, then hold onto whatever upgrade card it asks for.
  2. Hold the card, not the move. When the golden evolution card finally appears, take it immediately. An evolution is the single largest power spike available in a run.
  3. Keep a second damage move. Four slots is not much. One maxed projectile, one evolving move, one defensive or utility kind, and one slot you are allowed to lose.
  4. Do not build around a Buff move early. A buff takes a slot to raise a stat that another card could have raised. Buffs pay off late, when your base damage is high enough to matter.
  5. Treat orbit and aura moves as insurance. They do not need aiming, so they cover the seconds when a dense wave lands on top of you.

There is one more thing worth knowing about the level cap. Because a move stops at level 5, past that point your level-ups have to go somewhere else — new moves, stat boosts for your partner, or more cards for a second move. A run that maxes its first two moves early spends the rest of its levels on a broader board, which is usually the stronger position by minute 20.

What the type on a move is for

The type on a move decides how it interacts with the enemy roster rather than how it looks. The chart is deliberately flatter than the main games: ×1.6 for super effective, ×0.6 for resisted, ×0.3 for immunities, and a ×2.4 cap on a dual-type matchup. That means a type advantage is worth having but never worth building a whole run around.

What that means in practice is that you should pick the kind you can use well first and take the type matchup second. A burst move that hits everything in range will clear more enemies than a projectile that happens to be super effective against three of them.

Type is a multiplier, not a plan. At ×1.6 the matchup is worth roughly one extra move level. The bigger lever is always coverage — how many enemies a single cast touches.

Questions about this

How many moves are in PokéSurvivor?

64, spread across all 18 types. 59 of them can evolve, and the five that cannot are the buff moves: Swords Dance, Agility, Harden, Aqua Ring and Dragon Dance.

How do I get a move to evolve?

Take the move to its level cap of 5, then hold the specific upgrade card that move asks for. Only when both are true does a golden evolution card appear in your level-up choices.

Which upgrade card is the most useful?

Power, because 24 of the 59 evolutions ask for it. If you are chasing a specific move, the best card is the one that move requires, regardless of how many evolutions it unlocks in general.

Do buff moves do any damage?

No. Swords Dance, Agility, Harden, Aqua Ring and Dragon Dance deal no damage at all; they build attack, speed, defence or regeneration while they are active.

Can I have more than four moves?

The interface is built around four active slots. You can collect and level more moves than that, but the extra ones are upgrade material rather than part of the rotation.

Written for PokéSurvivor.online, an independent guide. Not affiliated with Nintendo, Creatures, GAME FREAK or The Pokémon Company. If a number here ever disagrees with the game you are playing, the game wins — tell us and we will fix the page.