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Level-up cards

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.

How the cards are drawn
CardWhat goes into the poolWeight
New moveUp to 6 learnable moves at random, while a slot is free10
Move upgradeEvery move you have below Lv 58
Stat card5 random stat cards that have not reached their limit4 with a free slot, 7 when every slot is full
Stat card an evolution needsEvery stat card a Lv 5 move still needs to evolve, labelled with that move14
Evolution (gold card)Every move that can evolve now40; 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.

Weights are relative, not percentages: a card's chance depends on everything else in the pool, so this page does not give a fixed percentage per card.

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.

Stat cards
CardEach cardLimit per runAt the limitEvolutions
Vigor+20 max HP (and heals it)None—3
Power+10% damage with every move40×45.26 damage24
Sprint+7% movement speed8×1.72 speed8
Reflexes-8% cooldown on every move10×0.43 cooldown12
Armor+6% damage reduction1270% reduction3
Synthesis+0.9 HP regenerated per secondNone—7
Magnet+30% experience pickup radius6×4.83 pickup radius2
Learning+12% experience gained8×2.48 experience—
Sitrus BerryRestores 45% of your max HP right awayNone——

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.

Armor cards stop at 70% damage reduction, counting the Armor upgrade and an equipped Assault Vest (+20%). With Armor at Lv 8 (+16%) and no Assault Vest, 9 cards reach it. Armor cards never leave you above 70%: taking one while Assault Vest has pushed you higher brings you back to 70%. Buff moves can raise the total to 80%.

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.

What each move style gains
StyleOn evolvingMoves
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 cooldownQuick Attack, Aerial Ace
Projectile×1.8 damage, +2 projectiles, +2 pierce and biggerEmber, Water Gun, Thunder Shock, Confusion, Sludge, Poison Sting, Rock Throw, Aura Sphere, Shadow Ball
Cone×1.7 damage, +4 shots and +1 pierceFlamethrower, Bubble Beam
Orbit+2 orbs, ×1.7 damage and more radiusFire Spin, Petal Blizzard, Gust
Nova+6 projectiles, ×1.6 damage and +1 pierceHeat Wave, Bubble, Psychic, Mud Shot, Hyper Voice, Fairy Wind, Dark Pulse
Beam×1.8 damage, a 50% wider and longer beamHydro Pump, Psybeam, Ice Beam, Dragon Rage, Flash Cannon
Boomerang×1.8 damage, +1 boomerang and more rangeRazor Leaf, Bonemerang, Psycho Cut
Aura×1.8 damage and 35% more radiusGrass Knot, Discharge, Bulldoze, Bug Buzz, Powder Snow, Dazzling Gleam, Night Shade
Chain×1.7 damage and +3 jumpsThunderbolt, Hex
Trail×1.8 damage, bigger and longer-lasting poolsToxic, Flame Wheel
Mine×1.8 damage, +2 mines and a bigger blastString Shot, Spikes, Toxic Spikes
Meteor×1.7 damage, +2 meteors and more radiusRock Slide, Hail, Meteor Mash
Turret×1.8 damage, +1 at a time and fires fasterWill-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

Opinion These are the wiki's suggestions, not game data.
  • 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.

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