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Enemies

Enemies

Poke Survivor Enemies: Wild Pokémon, Behaviors & Elites

How wild Pokémon work in PokéSurvivor: the 6 stages and when they start, what each of the 862 wild Pokémon does (healers, shielders, summoners, bombers and more), how enemies get tougher over time, surges and elites.

Wild stages

A run has 6 stages of wild Pokémon. Each stage can draw any Pokémon below 5★ whose base stat total is in its range, and every run picks 7 of them at random, so the Pokémon you meet change from run to run.

Wild stages
StageStartsBase stat totalBaseAt start
HPDamageXPHPDamageXP
10:00180–3301763.5561422
21:10300–405328.552022528
32:40385–465521185673645
44:20445–5158814131,4925473
56:20495–56015022243,750101134
68:20530–62025028387,829147213

“Base” is the stage's value in the game data. “At start” is what a Pokémon with average HP for its stage has when it spawns the moment the stage begins, playing solo and not as an elite. The same Pokémon spawned later is tougher (see below).

Earlier stages keep spawning, but once a stage has been on for 260 s its Pokémon are picked only 3/10 as often, so the newer stages take over.

Bosses arrive at minutes 3, 6, 9, 12, and 15

Each run's cast

  • Stage 1 draws one support Pokémon (a healer, shielder or summoner; each kind is equally likely) and 6 Pokémon that only chase, charge, shoot or tank.
  • From stage 2 on, a stage draws one support Pokémon, one that attacks with a warning on the ground (a bomber, beamer, zoner, fan shooter or jumper) and 5 more of any kind.
  • Then, in every stage, the fastest Pokémon that chases, charges or tanks becomes the runner.

How many Pokémon of each behavior every stage draws from. A Pokémon whose base stat total fits two stages counts in both.

Pokémon per behavior and stage
BehaviorStage 1Stage 2Stage 3Stage 4Stage 5Stage 6
Chaser156153881118438
Charger28241830208
Shooter23221230163
Tank126522
Healer424631
Shielder244771
Summoner1061619198
Bomber46362—
Beamer894884
Zoner99413113
Fan shooter22181421103
Jumper96914104
Total27626118227019275

How enemies get tougher

An enemy's stats are fixed when it spawns. Its stage's base HP is multiplied by 1 + t/95 and by an extra ×3.3 that rises to ×5 at 5:57; its damage by (1 + t/420) × 2.4; and it moves up to 35% faster (t = run time in seconds). It gives ×5.6 the stage's XP.

Each Pokémon's own stats shift this: ×0.7 to ×1.6 HP from its base HP, and ×0.75 to ×1.3 speed from its base Speed.

Enemy multipliers by time
TimeHPDamageSpeedSpawns per secondSurge size
0:00×3.3×2.4×10.46
1:00×5.9×2.7×1.040.96
2:00×8.8×3.1×1.091.68
3:00×12×3.4×1.132.39
5:00×19.7×4.1×1.21411
7:00×27.1×4.8×1.35.913
10:00×36.6×5.8×1.359.216
15:00×52.4×7.5×1.3515.622
20:00×68.2×9.3×1.3522.927
25:00×83.9×11×1.3531.233
29:00×96.6×12.3×1.3538.337

Multipliers on the stage's base values, playing solo. Spawns per second keep climbing, but no more than 64 enemies are on the map at once, so after the first minutes the cap is what holds them back.

Spawns, surges and elites

  • Enemies spawn in a ring just outside your view, so they never pop up on screen.
  • At most 64 enemies are on the map at once. An enemy that spawns while 55 or more are already there is an elite: ×1.6 HP, ×1.25 damage and ×1.6 XP.
  • Surges (the game's “Pokémon swarm!”): 32 s into the run and then every 38–56 s, a pack spawns from one side, of the surge size in the table above as far as the cap allows. There are no surges while a boss is alive, and regular spawns drop to 25%.
  • An enemy that stays out of view behind you for 2.5 s while you run, or ends up more than 1,400 px away, reappears ahead of you. Shiny Pokémon don't.
  • A wild Pokémon or boss that has a shiny form is shiny 1 time in 4,096, with ×2 HP and ×5 XP. Shiny Pokémon
  • From time to time an event changes the spawns: a horde of a single type, or a golden hour with double XP. Events and treasure thieves
Co-op: enemies spawn 75% faster and have 30% more HP for each extra player.

Enemy behaviors

A wild Pokémon's behavior comes from its Pokédex number and types, so it is the same in every run. Damage is relative to the enemy's touch damage, and values that change with the stage go from stage 1 to stage 6.

Enemy behaviors
BehaviorWhat it doesPokémon
ChaserWalks straight at you, finding its way around walls and rocks.430
ChargerWithin 200 px it stops for 0.55 s to aim, dashes for 0.42 s at ×3.4 speed, then rests 1.1 s.92
ShooterKeeps its distance and fires one shot at 80% damage every 2.2–1.45 s, from up to 190–220 px away.73
TankA Pokémon with base HP over 95 and base Speed under 50 that has no other behavior: ×1.5 HP, ×0.7 speed, ×1.2 damage and ×1.3 XP.14
HealerKeeps its distance. Every 3.5 s, while you are within 230–260 px, it heals every hurt enemy within 150 px (itself included) by 7% of their max HP, more as your attack grows, up to ×2.5.14
ShielderEvery 6 s it gives the 6 nearest enemies within 160 px (itself included) a shield worth 35% of their max HP for 8 s. Shields soak up damage first.14
SummonerKeeps its distance. Every 7 s, while you are within 230–260 px, it calls 2 Pokémon of its herd (up to 4 at a time). They chase you with 35% of its HP, about 25% of its damage and 110% of its speed, and give little XP.52
Bomber×1.25 speed and ×0.8 HP. When it reaches you it lights a 1-second fuse, then explodes in a 62 px circle for 140% damage and faints.12
BeamerEvery 4.4–3.4 s, from up to 260–290 px away, it marks a 360 px line toward you and fires a beam along it 1 s later for 84% damage.30
ZonerEvery 4.6–3.6 s it marks 44 px circles under and around you that burst 1.2 s later for 76% damage: up to 1 in stages 1–2, 2 in stages 3–4 and 3 in stages 5–6.36
Fan shooterEvery 3.2–2.45 s it fires a fan of shots, 3 in stages 1–2 and 5 from stage 3, each for about 46% damage.60
JumperWithin 250 px, every 5–7 s, it leaps and lands where you stood 1.05 s later, hitting a 50 px circle for 120% damage.35
RunnerPicked in each run, not by Pokémon: the fastest chaser, charger or tank of every stage. ×1.6 speed and ×0.7 HP, and it heads for where you will be up to 1.4 s ahead, cutting you off.—

Beams, circles, jumps and explosions are marked on the ground before they hit: step out of the mark in time and they miss.

Healers, shielders and summoners

  • They carry an icon over their head (a heart, a shield or a group), so you can spot them in a crowd.
  • At most 3 healers, 3 shielders and 3 summoners are alive at once. While one kind is full, another Pokémon of the stage spawns instead.
  • On a boss, heals and shields follow your damage, not its HP: a heal gives back at most 0.4 s of your damage, a shield soaks up at most 1.2 s of it, and a boss gets a new shield at most every 6 s. So a boss always goes down in the end.

How enemies hit you

Every enemy hit (touch, shots and marked attacks) counts as the enemy's first type, so the type chart and the weather apply. It is physical or special according to the Pokémon's stronger attack, and your Pokémon's Defense or Sp. Def reduces it. Type chart

An enemy touching you hurts you once every 0.55 s for its full damage, and after any hit your Pokémon can't be hurt again for 0.45 s, so a crowd can't land many hits at once.

Walking enemies are slowed by water and burned by lava, sandstorms and snow wear most of them down, and snow slows the ones without the Ice type. Weather and map

Burn and poison on enemies

  • Burn stacks up to 8 times and lasts 3 s after the last hit: every 0.5 s it deals 1.6 damage per stack, raised 6% per level of your Pokémon.
  • Poison stacks up to 8 times and lasts 4 s: every 0.6 s the enemy loses 1.2% of its max HP per stack, plus 1.
  • Above 60,000 max HP, poison counts a smaller HP that grows with the square root: an enemy with 240,000 HP loses poison as if it had 120,000. Nearly all regular enemies and bosses stay under 60,000; it matters most against the Judgment legendaries.

Wild Pokémon by behavior

862 Pokémon can appear as wild enemies. 430 of them are chasers; the others are listed here. Each Pokémon's page says when it can appear.

Tips

Opinion These are the wiki's suggestions, not game data.
  • Take out healers and shielders first, especially near a boss: they keep the whole pack alive.
  • Elites spawn while 55 or more enemies are around. Clearing the crowd now and then keeps new spawns normal.
  • When the ground lights up, move first and attack after: marked attacks hit hard and are easy to dodge.
  • Running in a straight line doesn't shake runners or stragglers: they cut you off or reappear ahead.

Rules on this page that are not in the data release are read from the game's code at commit 6f0f440 (enemies.js, spawner.js, enemy.js, combat.js, player.js, coop.js, util.js).

Numbers on this page come from data release 2026-10-23-6f0f440 (game commit 6f0f440), updated Oct 23, 2026.

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