Passives
Level-up cards, ranked by the coins they earn.
Order
- 1Synthesis+6%Survival +5.6% · Kills/min −0.5%
- 2Vigor+2%Survival +2.2% · Kills/min −0.4%
- 3Power0%Survival 0% · Kills/min 0%
Sitrus Berry
Take it at 70% HP or below.
Heals 45% on the spot. At full HP it does nothing.
- 4Armor0%Survival −0.4% · Kills/min −0.9%
- 5Reflexes0%Survival −0.5% · Kills/min +0.8%
- 6Sprint0%Survival −0.6% · Kills/min −1.5%
- 7Learning−1%Survival −1.3% · Kills/min −0.6%
- 8Magnet−3%Survival −2.0% · Kills/min −1.0%
Coins: the rise from prioritizing the card. Survival and kills/min: how the run changes. Exception: a card that evolves your move always goes first.
With an item
What the card adds once you hold the item.
- Shell Bell + Synthesis+2%Heals 4% of the damage you deal, up to 4 HP per second.
- Leftovers + Synthesis+2%Recovers 1.5% of your max HP per second.
- Leftovers + Vigor+1%Same as with Synthesis.
- Assault Vest + Armor0%Shares the 70% reduction cap with Armor. Adds no time.
- Choice Band + Reflexes0%Already adds 40% damage. Reflexes adds no coins.
- Quick Claw + Reflexes0%Already cuts cooldown 20%. Reflexes adds nothing.
Moves that change the order
Cone
Flamethrower
Synthesis climbs even higher
You have to get close for it to land, and its regen has no cap.
Orbit
Fire Spin
Reflexes adds nothing
The gap between hits is the move's own cooldown.
Aura
Discharge
No card adds anything
The run ends before the bonus shows.
Turret and trail
Will-O-Wisp · Toxic
Reflexes adds nothing
Neither the shots nor the puddles use that cooldown.
Melee
Tackle
Sitrus Berry adds more
You have to stand on the enemy, so the 45% on the spot is worth about twice as much.
How it is calculated
Coins = floor(time/5) + floor(kills × 0.25) + bosses × 80 + coins picked up. No Fortune.
Median of 150 Pokémon, fixed 2+2 group, 100 runs per card. Survival is the time until you fall. Kills/min is kills per minute. The bot does not dodge.
Second test: the bot ignores half of each hit. The order holds and Synthesis climbs further.