Level-up cards
Poke Survivor Level-Up Cards, Move Evolution & Bonds
How PokéSurvivor picks your 3 level-up cards, all 9 stat cards with their limits per run, what each move style gains when it evolves, and how bonds from rift legendaries fuse moves into one slot.
The kinds of card
Every level-up pauses the game and offers 3 different cards; you take one. In co-op the team levels up together and everyone picks their own card.
- New move: learn a move from your Pokémon's move pool. Offered only while one of your 4 move slots is free. Moves you have banned never appear, and once you hold 2 buff moves no more buff moves are offered.
- Move upgrade: levels up a move you already have, up to Lv 5. The card shows what the next level adds.
- Stat card: one of 9 boosts that last for the rest of the run. Most of them can only be taken a limited number of times per run.
- Evolution (gold card): evolves a Lv 5 move once you have taken its stat card in the run.
How the cards are drawn
The game first puts candidate cards into a pool, then draws 3 different cards from it. Each draw picks a card with a chance proportional to its weight.
| Card | What goes into the pool | Weight |
|---|---|---|
| New move | Up to 6 learnable moves at random, while a slot is free | 10 |
| Move upgrade | Every move you have below Lv 5 | 8 |
| Stat card | 5 random stat cards that have not reached their limit | 4 with a free slot, 7 when every slot is full |
| Stat card an evolution needs | Every stat card a Lv 5 move still needs to evolve, labelled with that move | 14 |
| Evolution (gold card) | Every move that can evolve now | 40; the first one is always shown |
While a slot is free, up to 6 new moves bring up to 60 weight against 20 for the 5 stat cards, so most offers include new moves.
Once every slot is filled no new moves are offered and stat cards weigh more: the 5 stat cards together weigh 35, against 8 for each move upgrade.
Rerolls, bans and Repertoire
Every run has 1 free reroll, which replaces the offered cards with a new draw by the same rules. The Card reroll upgrade adds one more per level, up to 5 (so 6 per run).
Ban lets you pick moves, separately for each Pokémon, that are never offered as new moves; each level bans one more move, up to 3.
Repertoire starts the run with a second attack move drawn at random from the move pool (never a buff or banned move), so one more slot is filled from the start. Upgrade costs
Stat cards
There are 9 stat cards. 6 of them have a limit per run: once you have taken a card that many times it is no longer offered. The others can be taken any number of times.
| Card | Each card | Limit per run | At the limit | Evolutions |
|---|---|---|---|---|
| Vigor | +20 max HP (and heals it) | None | — | 3 |
| Power | +10% damage with every move | 40 | ×45.26 damage | 24 |
| Sprint | +7% movement speed | 8 | ×1.72 speed | 8 |
| Reflexes | -8% cooldown on every move | 10 | ×0.43 cooldown | 12 |
| Armor | +6% damage reduction | 12 | 70% reduction | 3 |
| Synthesis | +0.9 HP regenerated per second | None | — | 7 |
| Magnet | +30% experience pickup radius | 6 | ×4.83 pickup radius | 2 |
| Learning | +12% experience gained | 8 | ×2.48 experience | — |
| Sitrus Berry | Restores 45% of your max HP right away | None | — | — |
Percentage cards multiply instead of adding up: 40 Power cards give ×45.26 damage, not +400%. They also multiply what your permanent upgrades already give.
Move evolution
A move evolves once it is at Lv 5 and you have taken its stat card at least once in the same run, before or after the move reached Lv 5. 59 of the 64 moves can evolve; buff moves cannot.
While a Lv 5 move is still missing its card, that stat card joins every offer with weight 14, labelled with the move. Once an evolution is ready, its gold card is one of the three cards at every level-up until you take it.
| Style | On evolving | Moves |
|---|---|---|
| Melee | ×1.9 damage, more range and hits in 360° | Tackle, Vine Whip, Wing Attack, Body Slam, Bug Bite, Karate Chop, Lick, Metal Claw, Bite |
| Dash | ×1.9 damage, more distance and less cooldown | Quick Attack, Aerial Ace |
| Projectile | ×1.8 damage, +2 projectiles, +2 pierce and bigger | Ember, Water Gun, Thunder Shock, Confusion, Sludge, Poison Sting, Rock Throw, Aura Sphere, Shadow Ball |
| Cone | ×1.7 damage, +4 shots and +1 pierce | Flamethrower, Bubble Beam |
| Orbit | +2 orbs, ×1.7 damage and more radius | Fire Spin, Petal Blizzard, Gust |
| Nova | +6 projectiles, ×1.6 damage and +1 pierce | Heat Wave, Bubble, Psychic, Mud Shot, Hyper Voice, Fairy Wind, Dark Pulse |
| Beam | ×1.8 damage, a 50% wider and longer beam | Hydro Pump, Psybeam, Ice Beam, Dragon Rage, Flash Cannon |
| Boomerang | ×1.8 damage, +1 boomerang and more range | Razor Leaf, Bonemerang, Psycho Cut |
| Aura | ×1.8 damage and 35% more radius | Grass Knot, Discharge, Bulldoze, Bug Buzz, Powder Snow, Dazzling Gleam, Night Shade |
| Chain | ×1.7 damage and +3 jumps | Thunderbolt, Hex |
| Trail | ×1.8 damage, bigger and longer-lasting pools | Toxic, Flame Wheel |
| Mine | ×1.8 damage, +2 mines and a bigger blast | String Shot, Spikes, Toxic Spikes |
| Meteor | ×1.7 damage, +2 meteors and more radius | Rock Slide, Hail, Meteor Mash |
| Turret | ×1.8 damage, +1 at a time and fires faster | Will-O-Wisp, Substitute |
The effects are the game's own text and are the same for every move of a style; the evolved move keeps its type. Which card each move needs
Bonds: fusing moves
You get a bond each time you beat a rift legendary; in co-op every player gets one. Rifts can open from 75 s into a run, checked every 30 s with a 20% chance that rises after each miss (never more than 2.5 minutes without one), and no new rift opens from minute 28. The arena fight lasts up to 120 s. Rifts and legendaries
Back on the map the game pauses and you use the bond. If you have a group of 2 to 3 moves, you pick one single move to join it; otherwise you pick two single moves to form a new group. A group holds at most 4 moves, and the moves in it fire together from one slot. If there is nothing to fuse yet, the bond is kept until you learn another move.
Fusing frees slots: two moves that used two slots now share one, so new move cards come back. With 4 slots of 4 moves you can hold at most 16 moves, which takes 12 bonds.
Tips
- One copy of a stat card is enough for every evolution that needs it, so a single early card keeps those evolutions open.
- Once your slots are full, offers are only upgrades and stat cards; bring one or two moves to Lv 5 first so their gold cards start showing up.
- A rift is worth entering for the bond alone: it frees a slot, so new move cards come back.
- Keep rerolls for offers that miss the move or stat card your build is waiting for.
Rules on this page that are not in the data release are read from the game's code at commit b297089 (levelup.js, player.js, game.js, run-ui.js, rift.js, upgrades.js).
Numbers on this page come from data release 2026-10-14-b297089 (game commit b297089), updated Oct 14, 2026.


