Pokemon Survivor move evolution turns a maxed-out move into a stronger form with a new name. 59 of the 64 moves can evolve; the other 5 are buffs, which never do.
A move evolves when it is at its top level and you have taken the stat card it needs at least once in that run. This page lists the condition for every move, what each kind of move gains and how the cards are offered. For the stat cards themselves, see upgrades.
How Pokemon Survivor move evolution works
- Level the move to the top. Every move has 5 levels. Move upgrade cards raise it one level at a time.
- Take the stat card it needs. Each evolving move names one stat card (Power, Sprint, Reflexes and so on). Taking that card at least once in the run is enough; you do not need to take it again.
- Pick the evolution card. Once both conditions are met, the gold evolution card is always one of the three cards offered on your next level-up.
- While it waits. The card a maxed move needs is always in the pool for your level-ups, tagged with the move's name, and it weighs more than the other stat cards.
- The result. In Pokemon Survivor move evolution, the evolved move replaces the old one in its slot. Its numbers are listed on the move's own page; see the moves list.
Which stat card each move needs
In Pokemon Survivor move evolution, 24 of the 59 evolutions need Power, so one Power card unlocks every maxed Power move at once. Armor, Vigor, and Magnet are the rarer conditions, and a move that needs one of them is worth planning for.
| Stat card | Moves that need it | What the card does |
|---|---|---|
| Power | 24 | +10% damage with every move |
| Reflexes | 12 | -8% cooldown on every move |
| Sprint | 8 | +7% movement speed |
| Synthesis | 7 | +0.9 HP regenerated per second |
| Armor | 3 | +6% damage reduction (total capped at 70%) |
| Vigor | 3 | +20 max HP, and heals that amount |
| Magnet | 2 | +30% pickup radius for experience |
What each kind of move gains
Pokemon Survivor move evolution gives every move of the same kind the same boost, so the size of the gain depends on the kind of move and not on the move itself:
| Kind | Moves | Evolution gains |
|---|---|---|
| Dash | 2 | +90% damage, +25% distance, -20% cooldown |
| Projectile | 9 | +80% damage, +2 shots, +2 pierce, +30% size, wider spread |
| Melee | 9 | +90% damage, +30% reach, full circle |
| Boomerang | 3 | +80% damage, +1 boomerang, +20% range, +20% size |
| Nova | 7 | +6 shots, +60% damage, +1 pierce |
| Cone | 2 | +70% damage, +4 shots, +1 pierce |
| Aura | 7 | +80% damage, +35% radius |
| Beam | 5 | +80% damage, +50% width, +20% length, -15% cooldown |
| Orbit | 3 | +2 orbs, +70% damage, +15% radius |
| Trail | 2 | +80% damage, +25% puddle size, +30% duration |
| Meteor | 3 | +70% damage, +2 meteors, +20% radius |
| Chain | 2 | +70% damage, +3 jumps, +20% jump range |
| Mine | 3 | +80% damage, +2 mines, +25% radius |
| Turret | 2 | +80% damage, +1 turret, -20% delay between shots |
All 59 evolutions
This table lists every Pokemon Survivor move evolution. Damage is shown at the top level and after evolving, before your attack stat or crits are applied.
| Move | Type | Kind | Evolves into | Needs | Damage |
|---|---|---|---|---|---|
| Aerial Ace | Flying | Dash | Acrobatics | Sprint | 40 to 77 |
| Aura Sphere | Fighting | Projectile | Focus Blast | Reflexes | 25 to 44 |
| Bite | Dark | Melee | Crunch | Power | 36 to 68 |
| Body Slam | Normal | Melee | Giga Impact | Power | 76 to 144 |
| Bonemerang | Ground | Boomerang | Bone Rush | Power | 32 to 58 |
| Bubble | Water | Nova | Surf | Sprint | 13 to 20 |
| Bubble Beam | Water | Cone | Aqua Tail | Power | 8 to 14 |
| Bug Bite | Bug | Melee | X-Scissor | Power | 27 to 52 |
| Bug Buzz | Bug | Aura | Swarm | Synthesis | 17 to 31 |
| Bulldoze | Ground | Aura | Earthquake | Power | 24 to 43 |
| Confusion | Psychic | Projectile | Psyshock | Reflexes | 19 to 34 |
| Dark Pulse | Dark | Nova | Snarl | Sprint | 20 to 31 |
| Dazzling Gleam | Fairy | Aura | Misty Terrain | Synthesis | 20 to 35 |
| Discharge | Electric | Aura | Electric Terrain | Armor | 17 to 31 |
| Dragon Rage | Dragon | Beam | Draco Meteor | Power | 52 to 94 |
| Ember | Fire | Projectile | Fire Blast | Power | 26 to 47 |
| Fairy Wind | Fairy | Nova | Moonblast | Power | 15 to 25 |
| Fire Spin | Fire | Orbit | Sacred Fire | Synthesis | 34 to 57 |
| Flame Wheel | Fire | Trail | Flare Blitz | Sprint | 21 to 38 |
| Flamethrower | Fire | Cone | Overheat | Reflexes | 10 to 17 |
| Flash Cannon | Steel | Beam | Steel Beam | Armor | 50 to 90 |
| Grass Knot | Grass | Aura | Frenzy Plant | Vigor | 20 to 35 |
| Gust | Flying | Orbit | Hurricane | Sprint | 31 to 53 |
| Hail | Ice | Meteor | Avalanche | Reflexes | 26 to 44 |
| Heat Wave | Fire | Nova | Eruption | Vigor | 18 to 29 |
| Hex | Ghost | Chain | Poltergeist | Magnet | 35 to 59 |
| Hydro Pump | Water | Beam | Hydro Cannon | Power | 63 to 114 |
| Hyper Voice | Normal | Nova | Uproar | Reflexes | 17 to 27 |
| Ice Beam | Ice | Beam | Blizzard | Power | 44 to 78 |
| Karate Chop | Fighting | Melee | Close Combat | Power | 46 to 88 |
| Lick | Ghost | Melee | Shadow Punch | Power | 29 to 56 |
| Metal Claw | Steel | Melee | Iron Head | Power | 38 to 72 |
| Meteor Mash | Steel | Meteor | Magnet Bomb | Power | 49 to 84 |
| Mud Shot | Ground | Nova | Earth Power | Power | 15 to 25 |
| Night Shade | Dark | Aura | Nightmare | Synthesis | 20 to 35 |
| Petal Blizzard | Grass | Orbit | Petal Dance | Synthesis | 34 to 57 |
| Poison Sting | Poison | Projectile | Poison Jab | Sprint | 12 to 21 |
| Powder Snow | Ice | Aura | Icy Wind | Sprint | 17 to 31 |
| Psybeam | Psychic | Beam | Future Sight | Power | 37 to 67 |
| Psychic | Psychic | Nova | Expanding Force | Magnet | 14 to 22 |
| Psycho Cut | Psychic | Boomerang | Psychic Fangs | Reflexes | 18 to 33 |
| Quick Attack | Normal | Dash | Extreme Speed | Sprint | 45 to 85 |
| Razor Leaf | Grass | Boomerang | Leaf Storm | Reflexes | 20 to 37 |
| Rock Slide | Rock | Meteor | Stealth Rock | Reflexes | 30 to 52 |
| Rock Throw | Rock | Projectile | Stone Edge | Power | 35 to 63 |
| Shadow Ball | Ghost | Projectile | Phantom Force | Reflexes | 28 to 50 |
| Sludge | Poison | Projectile | Sludge Bomb | Power | 25 to 44 |
| Spikes | Ground | Mine | Fissure | Power | 27 to 49 |
| String Shot | Bug | Mine | Sticky Web | Reflexes | 21 to 38 |
| Substitute | Normal | Turret | Double Team | Armor | 29 to 53 |
| Tackle | Normal | Melee | Take Down | Vigor | 34 to 64 |
| Thunder Shock | Electric | Projectile | Thunder | Power | 19 to 34 |
| Thunderbolt | Electric | Chain | Zap Cannon | Reflexes | 43 to 72 |
| Toxic | Poison | Trail | Poison Gas | Synthesis | 13 to 23 |
| Toxic Spikes | Poison | Mine | Gunk Shot | Synthesis | 17 to 30 |
| Vine Whip | Grass | Melee | Power Whip | Power | 40 to 76 |
| Water Gun | Water | Projectile | Scald | Power | 20 to 37 |
| Will-O-Wisp | Fire | Turret | Inferno | Reflexes | 31 to 57 |
| Wing Attack | Flying | Melee | Brave Bird | Power | 36 to 68 |
Planning evolutions in a run
- Pokemon Survivor move evolution rewards a plan. Prefer moves whose card you will take anyway: a single Power card unlocks every maxed Power move at once, and 24 moves need it.
- Carry at most two buff moves: the game stops offering more once you hold two, and buffs never evolve.
- Check Pokemon Survivor tips for how evolutions fit with positioning and type chart for picking which move to level.
Pokemon Survivor move evolution FAQ
How does a move evolve in Pokemon Survivor?
Level it to the top and take the stat card it needs at least once in that run. The gold evolution card is then always among the three cards offered on a level-up.
Do buff moves evolve?
No. The 5 buff moves never evolve: Swords Dance, Agility, Harden, Aqua Ring, and Dragon Dance.
Which stat card is needed most often?
Power, for 24 of the 59 evolutions.
Do I need to take the stat card again?
No. Taking it once in the run is enough.