PokéSurvivor

Build Planner

Plan moves, upgrades, abilities and conditional damage for a PokéSurvivor run.

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Partner

Charmander · Fire
Default starting move: Ember

Natural move pool (18)

Tackle · Quick Attack · Swords Dance · Nasty Plot · Agility · Harden · Body Slam · Hyper Voice · Substitute · Hyper Beam · Rapid Spin · Ember · Flamethrower · Fire Spin · Heat Wave · Will-O-Wisp · Flame Wheel · Flame Charge

Declared learned TMs (0)

Move groups

Conditional DPS
Run cards / Permanent upgrades

Run cards

Permanent upgrades

Advanced target & conditions
Target types

Explicit support stacks

Live results

Bonds required: 0 / Available Bonds: 0

No validation warnings.

Conditional DPS: —

Adjusted stats & sources

Stats apply nature, permanent upgrades, run cards, explicit active support stacks, ability and held-item effects according to the pinned game source.

HP
88
Physical Attack
0.99
Special Attack
1.03
Defense
43
Special Defense
50
Movement speed
105
Cooldown remaining (%)
100
Damage reduction (%)
0
HP regeneration / s
0
Critical chance (%)
0
Pickup radius
78
Experience multiplier
1
Coin multiplier
1
Incoming damage multiplier
1
Dodge probability
0
Healing multiplier
1

Ember

1 · Active

Fire · Special · Level 1

Damage

Normal hit
22
Critical hit
33
Expected per hit
22
Cooldown (s)
0.52
Conditional DPS
—
Burn per tick (0.5 s)
2
Poison per tick (0.6 s)
0
Healing per hit (HP)
0
Factors
Type
1
Defense
1
Single-type bonus
1.2
Weather
1
Status condition bonus
1
Judgment score target
1
Critical probability
0
Ability
1
  • Projectile: one collision; projectile count is not guaranteed target hits.
  • Burn is a separate tick every 0.5 seconds for 3 seconds; stacks cap at 8 and refresh on application.
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How to use the planner

Choose a partner, declare learned TMs, then arrange up to four moves in each group. Only the active group contributes output. Set cards separately from purchased permanent upgrades.

Damage, score and timing

Damage uses the selected target and explicit conditions. Enter actual hits, coverage and cast interval to enable conditional DPS. Projectile counts, area and piercing do not imply extra hits. Judgment reports score, not HP damage. Status damage and healing remain separate.

Per-hit damage uses move power × attack × single-type bonus × type × defense × weather × conditional effects. Each random/critical branch is rounded separately before probability weighting.

Planner questions

Does this read my game save?

No. Inputs are stored only when you choose Save. Sharing contains inputs, and calculations use the pinned source version.

Why is conditional DPS blank?

Choose a valid active build and enter measured target hits plus a measurement interval, or contact time for a supported repeated attack. The tool does not assume that every projectile hits.

Does checking Evolved evolve the move in game?

No. It records an evolution you have selected. Maximum move level and the exact run card are prerequisites; you still need to choose the offered evolution card in game.

Game data & sources

Sprites: PMD SpriteCollab · CC BY-NC 4.0.

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