What a run is spending
The guide’s loop is: move, let the active move fire, collect experience, and pick one of three cards. Cards are a new move, an upgrade, or a boost. Markers on the ground are attacks about to land.
News on 12 Oct 2026 says a missed rift makes the next one more likely, and you wait at most 2.5 minutes without a rift. Legendaries you have not beaten show up four times as often. News on 13 Oct says rifts stop opening from minute 28.
News on 13 Oct 2026 says overtime from minute 60 is removed, because runs no longer get that far. The same post starts Judgment at minute 30. News on 23 Oct says the held item breaks at minute 35, Focus Sash included.
News on 11 Oct 2026 says defeating a legendary lets you fuse moves into one slot, up to four. The level-up cards for speed, cooldown, experience, magnet, armor, and power can only be taken a limited number of times. That post does not print the take-count.
| When | What the later post says |
|---|---|
| Until minute 28 | A missed rift makes the next one more likely, at most 2.5 minutes apart. Rifts then stop opening. |
| Minute 28 | Rifts stop opening so Judgment does not catch you inside one. |
| Minute 30 | Judgment starts. The news posts describe Arceus. The Halloween swap is on the Judgment page. |
| Minute 35 | The held item breaks, Focus Sash included. |
| Around minute 40 | The 18 Oct post says the touch becomes a one-hit around then. Later posts through 28 Oct do not replace that sentence. |
Permanent upgrades and what they cost
upgrades.js sells permanent upgrades with PokéCoins, per partner. The next level costs the base price times that upgrade’s growth raised to how many levels you already own, then rounded to the nearest 10 coins.
English names in lang-en.js match the news names for Repertoire, Critical Hit, Card reroll, Ban, Starting move, and Second starting move. The same file translates the older rows as Vitality, Strength, Stride, Reflexes, Armor, Synthesis, Magnet, Wisdom, and Fortune.
Second starting move cannot be bought unless Repertoire is owned. Both starting-move upgrades are a single purchase. After that, the news says the move choice itself is free.
| Upgrade | Each level | Max | Base | Growth |
|---|---|---|---|---|
| Vitality | +8 HP | 10 | 60 | 1.35 |
| Strength | +4% damage | 10 | 80 | 1.38 |
| Stride | +3% speed | 8 | 70 | 1.40 |
| Reflexes | −3% cooldown | 8 | 90 | 1.42 |
| Armor | +2% damage reduction | 8 | 80 | 1.40 |
| Synthesis | +0.2 HP per second | 5 | 120 | 1.50 |
| Magnet | +12% pickup range | 6 | 50 | 1.40 |
| Wisdom | +5% experience | 8 | 100 | 1.42 |
| Fortune | +8% PokéCoins | 8 | 120 | 1.45 |
| Repertoire | Start with 2 moves | 1 | 1500 | 1 |
| Critical Hit | +3% crit chance, crits ×1.5 | 10 | 90 | 1.40 |
| Card reroll | +1 level-up reroll per run | 5 | 150 | 1.60 |
| Ban | Block 1 move from level-up cards | 3 | 300 | 1.90 |
| Starting move | Choose the first move | 1 | 400 | 1 |
| Second starting move | Choose the second move; needs Repertoire | 1 | 400 | 1 |
Missions and achievements
missions.js says each day offers 3 daily missions and each week offers 2 weekly missions, on Spain time. progress.js draws exactly those counts, and ranking.js builds the day and week ids from the Madrid date.
A finished mission pays its reward when you claim it. Daily rewards in the file are 2 or 3 normal tickets plus PokéCoins. Weekly rewards are one ×10 ticket plus PokéCoins. You may replace one unfinished, unclaimed daily once that day. The reroll function charges no coins.
The achievements page groups 130 achievements: 11 collection, 10 survival, 11 combat, 3 rifts, 90 legendaries, and 5 missions. Move master is evolving all 97 different moves. The moves page, fetched the same day, says there are 103 moves and 97 of them can evolve.
The guide still says 130 achievements. The itch.io page fetched 29 Oct 2026 still says 127. Use 130 for the live site.
| Mission | Goals it can roll | Reward |
|---|---|---|
| Defeat Pokémon | 300, 500, or 800 | 2 tickets, 150 coins |
| Defeat a rolled type | 30, 50, or 80 | 2 tickets, 200 coins |
| Survive minutes | 5, 7, or 9 | 3 tickets, 200 coins |
| Reach a level | 8, 12, or 15 | 2 tickets, 200 coins |
| Defeat bosses | 1 or 2 | 3 tickets, 250 coins |
| Open locked chests | 1 or 2 | 2 tickets, 200 coins |
| Pick up coins | 100, 200, or 300 | 2 tickets, 150 coins |
| Survive with a rolled type | 3 minutes | 3 tickets, 200 coins |
| Find a held item | 1 | 2 tickets, 150 coins |
| Evolve a move | 1 | 3 tickets, 250 coins |
| Weekly: defeat Pokémon | 4,000 or 6,000 | 1 ×10 ticket, 800 coins |
| Weekly: win rifts | 1 or 2 | 1 ×10 ticket, 1,000 coins |
| Weekly: defeat bosses | 4 or 6 | 1 ×10 ticket, 900 coins |
| Weekly: survive | 12 or 15 minutes | 1 ×10 ticket, 1,000 coins |
| Weekly: evolve moves | 3 or 5 | 1 ×10 ticket, 900 coins |
| Weekly: finish dailies | 8 or 12 | 1 ×10 ticket, 800 coins |
Kecleon Shop prices
The guide says the Kecleon Shop sells Mints, Ability Capsules, and 8 new TMs every day, paid with PokéCoins you earn by playing. Purchases go to the Bag.
shop.js sets a Mint at 1,500 coins and an Ability Capsule at 1,500. A Hidden Ability Capsule is 5,000 and can select the hidden ability. The regular capsule cannot. The guide FAQ names Mints and Ability Capsules and does not name the hidden capsule or these prices.
The same file draws 8 TMs that are the same for everyone that Madrid date. If none of the eight can be taught to your current partner, the last slot is replaced with one that partner can learn. A TM with no listed override costs 400 coins.
Halloween Candy is not sold for coins. Its price field is 0 and the item is marked as an event drop. Spending it is described on the codes page.
No creature sprites on these Hub pages.
Official art stays on pokesurvivor.com.
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