Items, cards and upgrades
Three systems decide how far a build scales: the item (one per run), the cards you pick at each level and the upgrades you buy between runs. Every number below comes from the game code.
Items
You carry at most one item per run. When you pick up another one, the game lets you choose which to keep.
How to get them
- Every boss drops 1 item, drawn uniformly from the 11 (there are 5 bosses per run, at minutes 3, 6, 9, 12 and 15).
- Locked chest: 50% chance to drop an item.
- Regular chest: 8% chance.
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Leftovers
In-game description: You recover 1.5% of your HP per second.
- How it works
- Regenerates 1.5% of max HP per second. The value is computed at the moment you equip it and does not follow Vigor picked up later. Example: 160 HP → +2.4 HP/s.
- Build advice
- Because the value is frozen, it is worth more when your HP is already high when you pick it up. Adds to Synthesis (card and upgrade).
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Choice Band
In-game description: +40% damage, but you can't switch moves.
- How it works
- Damage ×1.4 (multiplies with Power and Strength), but locks the active slot.
- Build advice
- Only makes sense once the active slot is fused: the Band keeps the active slot and the whole group fires. Without bonds it pins you to 1 move and the cards for moves in inactive slots are wasted. Take it after the group of 4 is built.
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Quick Claw
In-game description: -20% cooldown on all your moves.
- How it works
- Cooldown ×0.8 on all moves, multiplying with Reflexes (card and upgrade). A move's minimum cooldown is 0.05 s; orbs and turret fire rate do not scale with cooldown.
- Build advice
- With everything stacked, the lowest practical cooldown multiplier is 0.264 (0.76 upgrade × 0.434 cards × 0.8 Claw). It does not help orb or turret builds.
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Focus Sash
In-game description: A hit that would knock you out leaves you at 1 HP (every 60 s).
- How it works
- If a hit would take you to 0 HP and more than 60 s of real clock time (pauses included) have passed since the last trigger, you are left at 1 HP and get 1.2 s of invulnerability. It starts ready. It also works against the Judgment's pure damage.
- Build advice
- It is the only real protection against Arceus' pure damage (the Judgment, from minute 30): defense and max HP do not reduce it. Once every 60 s.
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Shell Bell
In-game description: You heal from the damage you deal.
- How it works
- Heals 4% of the damage you deal (direct hits and projectiles), capped at 4 HP per second with a 4 HP maximum reserve. Burn, poison and Rocky Helmet damage do not count.
- Build advice
- The 4 HP/s cap is already reached at 100 damage per second (4% of 100), so it only pays off on high-DPS, low-HP builds.
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Amulet Coin
In-game description: +50% PokéCoins at the end of the run.
- How it works
- Final coins ×1.5, multiplying with the Fortune upgrade. It only counts in the payout at the end of the run.
- Build advice
- It does not help you survive: it just earns coins faster to buy upgrades.
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Lucky Egg
In-game description: +30% experience.
- How it works
- Experience ×1.3, multiplying with Learning (card) and Wisdom (upgrade).
- Build advice
- More experience means more cards per minute. The real gain depends on your kill rate, since the game caps how many enemies exist at once.
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Life Orb
In-game description: +30% damage, but each attack costs a little HP.
- How it works
- Damage ×1.3. Every move cast costs 1% of max HP (minimum 1 HP) and never kills you: you stay at 1 HP. Orbit and trail moves do not pay the cost; buff moves do. In a fused group the cost is charged per move cast.
- Build advice
- Scales poorly with groups: 4 moves with about 0.4 s cooldown cost roughly 10% of your HP per second. Works better with slow moves (beam, charge, meteor) or with orbit and trail, which do not pay.
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Choice Scarf
In-game description: +35% speed.
- How it works
- Movement speed ×1.35, multiplying with Sprint (card) and Stride (upgrade).
- Build advice
- Against Arceus what counts is dodging the warnings, not HP or defense. The mechanics reference recommends speed up to 130; beyond that each point yields only 25%.
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Rocky Helmet
In-game description: Foes that hit you in melee take damage.
- How it works
- Anything that touches you in melee takes 15 + 4 × your level in damage (each enemy at most every 0.55 s). Example: level 30 → 135; level 60 → 255. It triggers even while you are invulnerable and ignores type, defense, crits and attack.
- Build advice
- Grows by itself with your levels. Pairs well with Harden and a melee move in the fused group (−25% damage taken).
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Assault Vest
In-game description: +20% damage reduction.
- How it works
- Damage reduction +0.2, added to Armor (card and upgrade). The overall reduction cap is 0.8.
- Build advice
- With the 0.8 cap, extra Armor cards are wasted: the card already clamps the sum to 0.7. It does not reduce Arceus' pure damage.
Level-up cards
At each level you are offered 3 different cards, drawn by weight. Stat cards apply to every move and take no slot.
What enters the offer, and with what weight
| Card type | When it appears | Weight |
|---|---|---|
| New move | Only while a slot is free (max 4). 6 moves from your pool are drawn, with double weight for those on your Pokémon's strong side. Moves you already have and moves blocked by Veto are excluded. | 10 |
| Evolution (gold) | When a level 5 move meets its condition. Always included in the offer. | 40 |
| Upgrade move | One per move you have that is not yet level 5, including inactive slots and buff moves. | 8 each |
| Stat | Always present. 5 stats are drawn from those that have not hit their cap. | 4 (free slots) · 7 (4 slots full) · 14 (if it unlocks an evolution) |
In practice: with all 4 slots full, about half of the cards are stats; with no moves left to upgrade, every offer is stats. Rerolling the cards (R key): 1 free reroll per run, plus the ones bought with the upgrade (max 5), up to 6 in total.
The evolution card rule
A move evolves when it is at level 5 and you have already picked, in this run, the stat card for its condition at least once. It does not need to be capped or the most recent. Items, upgrades and powers do not count.
When a move reaches level 5 without its condition met, that stat card is forced into the offer with weight 14 and the label "Evoluciona X". Once the condition is met, the gold evolution card always shows up.
Cost in cards: 4 upgrades + 1 evolution = 5 per move (plus 1 stat card if you did not have it yet). 97 of the 103 moves evolve; the 6 buff moves do not.
Permanent upgrades
Upgrades are bought per Pokémon, with coins earned at the end of each run. The cost grows with each level; the total below covers every level up to the maximum.
| Upgrade | Effect per level | Max | At max | Total cost | How it combines with cards |
|---|---|---|---|---|---|
| Vitality | +8 HP | 10 | +80 HP | 3,270 60 → 890 | Adds to Vigor: max HP = Pokémon base + 8 × level + 20 × cards. |
| Strength | +4% damage | 10 | ×1.40 | 5,050 80 → 1,450 | Multiplies with Power and items (the damage multiplier is a product). |
| Stride | +3% speed | 8 | ×1.24 | 2,420 70 → 740 | Multiplies with Sprint and Choice Scarf. |
| Reflexes | -3% cooldown | 8 | ×0.76 | 3,340 90 → 1,050 | Multiplies with Reflexes (card) and Quick Claw. |
| Armor | +2% defense | 8 | 0.16 | 2,750 80 → 840 | Adds to Armor (card) and Assault Vest; the card clamps the sum to 0.7 and the overall cap is 0.8. |
| Synthesis | +0.2 HP/s | 5 | +1.0 HP/s | 1,590 120 → 610 | Adds to Synthesis (card) and Leftovers. |
| Magnet | +12% pickup | 6 | ×1.72 | 820 50 → 270 | Multiplies with the Magnet card. |
| Wisdom | +5% experience | 8 | ×1.40 | 3,700 100 → 1,160 | Multiplies with Learning and Lucky Egg. |
| Fortune | +8% PokéCoins | 8 | ×1.64 | 4,950 120 → 1,620 | Multiplies with Amulet Coin. |
| Repertoire | Start with 2 moves | 1 | 2 moves | 1,500 1,500 → 1,500 | You start with 2 moves; the second is a random attack move from your pool. |
| Critical Hit | +3% critical chance (x1.5 damage) | 10 | 30% crit chance | 6,300 90 → 1,860 | The only source of crits in the game; every hit rolls for a crit (×1.5). |
| Card reroll | +1 level-up card reroll per run | 5 | 6 rerolls | 2,360 150 → 980 | Adds to the free reroll: 1 + level rerolls per run in total. |
| Ban | Ban 1 move: it never shows up in your cards | 3 | 3 moves | 1,950 300 → 1,080 | Blocked moves never show up on new-move cards; with full slots you get more stat cards. |
| Starting move | Choose which move you start the run with | 1 | — | 400 400 → 400 | Chooses the move you start with. |
Buying every upgrade for one Pokémon costs 40,400 PokéCoins.
Payout at the end of a run: (time ÷ 5 + kills × 0.25 + 80 per boss + coins collected) × coin bonus (Fortune upgrade and Amulet Coin).