How move evolution works
Every damaging move levels from 1 to its max level (usually 5) along a fixed upgrade track for its behavior type. Then the key rule, straight from the game's code:
A move at max level evolves if, during that run, you have taken the upgrade matching its required stat — it appears as a golden card. Buff moves never evolve.
So evolution is a two-step plan:
- Max the move — keep picking its level-ups until it hits max level
- Take the matching stat upgrade at least once that run (e.g. Power for Ember) — then the golden evolution card can appear
What evolution gives you
The bonus depends on the move's behavior type. For example: projectiles gain ×1.8 damage, +2 projectiles and +2 pierce; orbit moves gain +2 orbs and ×1.7 damage; dashes gain ×1.9 damage and lower cooldown. The exact bonus for every chain is listed below.
All 59 evolution chains
Requirements use the in-game upgrade names: Vigor (HP), Power (Attack), Sprint (Speed), Reflexes (Cooldown), Armor (Defense), Synthesis (Regen), Magnet.
bug
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Bug Bite | X-Scissor | Power | ×1.9 damage, more range and hits in 360° |
| String Shot | Sticky Web | Reflexes | ×1.8 damage, +2 mines and a bigger blast |
| Bug Buzz | Swarm | Synthesis | ×1.8 damage and 35% more radius |
dark
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Bite | Crunch | Power | ×1.9 damage, more range and hits in 360° |
| Dark Pulse | Snarl | Sprint | +6 projectiles, ×1.6 damage and +1 pierce |
| Night Shade | Nightmare | Synthesis | ×1.8 damage and 35% more radius |
dragon
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Dragon Rage | Draco Meteor | Power | ×1.8 damage, a 50% wider and longer beam |
electric
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Thunder Shock | Thunder | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Discharge | Electric Terrain | Armor | ×1.8 damage and 35% more radius |
| Thunderbolt | Zap Cannon | Reflexes | ×1.7 damage and +3 jumps |
fairy
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Fairy Wind | Moonblast | Power | +6 projectiles, ×1.6 damage and +1 pierce |
| Dazzling Gleam | Misty Terrain | Synthesis | ×1.8 damage and 35% more radius |
fighting
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Karate Chop | Close Combat | Power | ×1.9 damage, more range and hits in 360° |
| Aura Sphere | Focus Blast | Reflexes | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
fire
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Ember | Fire Blast | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Flamethrower | Overheat | Reflexes | ×1.7 damage, +4 shots and +1 pierce |
| Fire Spin | Sacred Fire | Synthesis | +2 orbs, ×1.7 damage and more radius |
| Heat Wave | Eruption | Vigor | +6 projectiles, ×1.6 damage and +1 pierce |
| Will-O-Wisp | Inferno | Reflexes | ×1.8 damage, +1 at a time and fires faster |
| Flame Wheel | Flare Blitz | Sprint | ×1.8 damage, bigger and longer-lasting pools |
flying
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Gust | Hurricane | Sprint | +2 orbs, ×1.7 damage and more radius |
| Wing Attack | Brave Bird | Power | ×1.9 damage, more range and hits in 360° |
| Aerial Ace | Acrobatics | Sprint | ×1.9 damage, more distance and less cooldown |
ghost
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Lick | Shadow Punch | Power | ×1.9 damage, more range and hits in 360° |
| Shadow Ball | Phantom Force | Reflexes | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Hex | Poltergeist | Magnet | ×1.7 damage and +3 jumps |
grass
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Vine Whip | Power Whip | Power | ×1.9 damage, more range and hits in 360° |
| Razor Leaf | Leaf Storm | Reflexes | ×1.8 damage, +1 boomerang and more range |
| Petal Blizzard | Petal Dance | Synthesis | +2 orbs, ×1.7 damage and more radius |
| Grass Knot | Frenzy Plant | Vigor | ×1.8 damage and 35% more radius |
ground
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Mud Shot | Earth Power | Power | +6 projectiles, ×1.6 damage and +1 pierce |
| Bulldoze | Earthquake | Power | ×1.8 damage and 35% more radius |
| Bonemerang | Bone Rush | Power | ×1.8 damage, +1 boomerang and more range |
| Spikes | Fissure | Power | ×1.8 damage, +2 mines and a bigger blast |
ice
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Ice Beam | Blizzard | Power | ×1.8 damage, a 50% wider and longer beam |
| Powder Snow | Icy Wind | Sprint | ×1.8 damage and 35% more radius |
| Hail | Avalanche | Reflexes | ×1.7 damage, +2 meteors and more radius |
normal
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Tackle | Take Down | Vigor | ×1.9 damage, more range and hits in 360° |
| Quick Attack | Extreme Speed | Sprint | ×1.9 damage, more distance and less cooldown |
| Body Slam | Giga Impact | Power | ×1.9 damage, more range and hits in 360° |
| Hyper Voice | Uproar | Reflexes | +6 projectiles, ×1.6 damage and +1 pierce |
| Substitute | Double Team | Armor | ×1.8 damage, +1 at a time and fires faster |
poison
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Sludge | Sludge Bomb | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Poison Sting | Poison Jab | Sprint | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Toxic | Poison Gas | Synthesis | ×1.8 damage, bigger and longer-lasting pools |
| Toxic Spikes | Gunk Shot | Synthesis | ×1.8 damage, +2 mines and a bigger blast |
psychic
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Confusion | Psyshock | Reflexes | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Psybeam | Future Sight | Power | ×1.8 damage, a 50% wider and longer beam |
| Psychic | Expanding Force | Magnet | +6 projectiles, ×1.6 damage and +1 pierce |
| Psycho Cut | Psychic Fangs | Reflexes | ×1.8 damage, +1 boomerang and more range |
rock
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Rock Throw | Stone Edge | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Rock Slide | Stealth Rock | Reflexes | ×1.7 damage, +2 meteors and more radius |
steel
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Metal Claw | Iron Head | Power | ×1.9 damage, more range and hits in 360° |
| Flash Cannon | Steel Beam | Armor | ×1.8 damage, a 50% wider and longer beam |
| Meteor Mash | Magnet Bomb | Power | ×1.7 damage, +2 meteors and more radius |
water
| Move | Evolves into | Requires | Evolution bonus |
|---|
| Water Gun | Scald | Power | ×1.8 damage, +2 projectiles, +2 pierce and bigger |
| Bubble | Surf | Sprint | +6 projectiles, ×1.6 damage and +1 pierce |
| Hydro Pump | Hydro Cannon | Power | ×1.8 damage, a 50% wider and longer beam |
| Bubble Beam | Aqua Tail | Power | ×1.7 damage, +4 shots and +1 pierce |
Strategy notes
- Plan your stat upgrades around your moves. If you run Ember and Water Gun, taking Power unlocks both evolutions (both need Power).
- Buffs are exempt — Swords Dance, Agility and friends never evolve, so maxing them is purely for their level-up track.
- Bonds still apply. Bonded moves fire together from one slot; evolving a bonded move keeps the bond while upgrading its power.
- Full per-move stats are in the moves database.