01 / Before the first wave
Choose how you want to start
Open the game and use its own account or guest options. Guest mode lets you try it, but progress is not saved through the normal save system. If you want to build a collection over time, use the creator’s account options.
The starting-partner system includes a personality quiz. A partner’s initial move gives you a first attack style to learn; it does not mean every partner has the same move pool.
| Partner | First move | What to pay attention to |
|---|---|---|
| Bulbasaur | Vine Whip | A melee sweep. Stay close enough to reach enemies while keeping a way out. |
| Charmander | Ember | Aimed fire projectiles. Use movement to keep approaching enemies at a workable distance. |
| Squirtle | Water Gun | Piercing water projectiles. Notice how groups line up as they follow you. |
See all 29 starting partners and their first moves
- BulbasaurGrass / Poison · Vine Whip
- CharmanderFire · Ember
- SquirtleWater · Water Gun
- ChikoritaGrass · Vine Whip
- CyndaquilFire · Ember
- TotodileWater · Water Gun
- TreeckoGrass · Razor Leaf
- TorchicFire · Ember
- MudkipWater · Water Gun
- TurtwigGrass · Vine Whip
- ChimcharFire · Ember
- PiplupWater · Bubble
- SnivyGrass · Razor Leaf
- TepigFire · Ember
- OshawottWater · Water Gun
- ChespinGrass · Vine Whip
- FennekinFire · Ember
- FroakieWater · Water Gun
- RowletGrass / Flying · Razor Leaf
- LittenFire · Ember
- PopplioWater · Bubble
- GrookeyGrass · Vine Whip
- ScorbunnyFire · Ember
- SobbleWater · Water Gun
- SprigatitoGrass · Razor Leaf
- FuecocoFire · Ember
- QuaxlyWater · Water Gun
- PsyduckWater · Confusion
- SlowpokeWater / Psychic · Confusion
02 / Get comfortable
Move first, then learn to switch
| Action | Control |
|---|---|
| Move | WASD or arrow keys |
| Select a move slot | 1–4 |
| Cycle slots | Q / E; Tab also cycles forward |
| Pause during play | P or Esc |
| Pick a level-up card | Click a card or use its number key |
Click inside the embedded game before using keys. When a choice panel is open, number keys select cards instead of changing your attack. On touch, drag the joystick area to move and tap the move icons or pause button. The game also supports a fixed joystick layout in its control settings.
If the page scrolls or your partner does not move, see keyboard and touch help.
03 / Understand your attacks
Learned does not mean active
You have up to four move slots. Attacks are executed from the currently active slot, so learning a new move does not make all your moves fire together. Switch to the move that reaches the enemies around you.
Links can combine learned moves into one slot. Moves in that active group then execute with their own cooldowns, and combining them frees a slot. A linked group can hold up to four moves.
A buff such as Swords Dance builds temporary stat stacks rather than dealing damage. If you select a buff on its own, you have switched away from your direct attack. Keep that tradeoff in mind when choosing and switching slots.
The move reference groups attacks by behavior, with each move’s effect and evolution requirement.
04 / Spend each level well
Different cards solve different problems
Collect experience to level up. The card pool can offer a new move, a level for an existing move, an in-run stat improvement or an eligible evolution. New moves depend on your partner’s types plus the shared Normal pool, available slots and any banned moves.
- A new move adds another option to switch to. Check its range and behavior before taking it.
- A move level improves an attack you already know. The exact improvement depends on its attack family.
- A stat card changes your partner for this run and can satisfy an evolution requirement.
- A healing choice addresses immediate health. Consider whether you can safely reach another level before choosing longer-term power.
A useful decision order is to check immediate danger, the move you are actually using, and the next evolution you want. This is a planning framework, rather than a tested ranking of all upgrades.
05 / Plan the recipe
How to evolve a move
- Raise the move to its maximum level. The moves in the checked reference have a level cap of 5.
- Choose its required stat card at least once during the same run. This can happen before or after you reach the move’s level cap.
- When an evolution is eligible, select its evolution card. Meeting the conditions does not evolve the move automatically.
For example, Ember → Fire Blast needs the in-run Power card. Bubble → Surf needs Sprint. A permanent menu upgrade does not replace that in-run choice.
Buff moves do not have evolutions in this reference. If several evolutions are ready, the offer logic guarantees a ready evolution card, rather than showing every eligible evolution at once.
06 / Know this game’s rules
Type advantages are softened
This game uses adjusted type multipliers: an advantage is ×1.6, a resistance is ×0.6 and a main-series immunity is ×0.3. With two defending types, the factors multiply and the final result is capped between ×0.3 and ×2.4.
For example, Fire against Grass/Steel would multiply 1.6 by 1.6, then stop at the ×2.4 cap. A Normal attack against Ghost is reduced to ×0.3 instead of doing no damage. These rules apply in both attack directions.
Switching your active slot can therefore change your matchup. Weather and other modifiers also affect combat, so a move’s type alone does not determine its actual damage.
07 / Beyond the opening
Prepare for a change at 30 minutes
Bosses, map pressure and rifts create different demands from the opening waves. Keep watching the space you can move into; a route that was safe a moment ago may close as enemies follow.
At 28 minutes, the current logic stops generating new rifts. At 30 minutes, the Judgment phase can begin once you are out of a rift arena. In cooperative play, the host controls the trigger.
Judgment introduces Arceus as an invincible pursuer, with escalating legendary enemies. Treat it as a survival phase, rather than expecting to defeat Arceus like an ordinary boss. A detailed rift route and tested endgame builds are outside this beginner edition.
08 / Between runs
Separate run upgrades from lasting progress
Level-up stats belong to the current run. The menu also offers permanent upgrades purchased with game coins; these affect later runs and are a separate system from the cards needed for move evolution.
Your account, collection and saved progress belong to the game website. Guest play may not keep progress between visits; use the game’s account options when you want persistent progress.
Before changing devices, check your account and sync status in the game. Avoid clearing browser data as a first troubleshooting step. See save and account help for practical steps.