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PokéSurvivor stats explained

Last updated: 31 Oct 2026 · Game build 7cc83e285f · Unofficial fan guide

PokéSurvivor gives every Pokémon six stats: HP, Attack, Sp. Atk, Defense, Sp. Def and Speed. During a run you raise them with level-up stat cards, and between runs with permanent upgrades, natures and held items. Looking for your own run records? See the leaderboard guide.

The split into physical and special stats came with the 18 Oct update, and natures with the 21 Oct one. Dates in brackets link to our patch notes.

PokéSurvivor Pokémon stats: what each one does

StatWhat it does
HPYour health
AttackScales damage of physical moves
Sp. AtkScales damage of special moves
DefenseSoftens physical hits you take
Sp. DefSoftens special hits you take
SpeedMovement speed

Your collection lists every stat (18 Oct). Mid-run, hit pause: the run summary shows your current stats with everything you've raised.

Why ATK is a multiplier (1.00 = baseline)

The Pokédex shows three numbers per Pokémon: HP, ATK and SPD. The game derives them from base stats. ATK isn't a raw number like in the main games; it's a damage multiplier where 1.00 is the baseline, so 1.50 means 50% more damage than a 1.00 Pokémon. Since 18 Oct that column shows whichever is higher of the Pokémon's physical and special attack. Compare them all in the full PokéSurvivor Pokédex with HP, ATK and SPD.

How Defense and Sp. Def reduce damage

Defense cuts physical hits and Sp. Def cuts special ones. The patch notes say it plainly: defenses matter a little (18 Oct). They won't save a bad position. In the game code, damage from a hit is multiplied by (75 ÷ Defense)^0.35, kept between ×0.78 and ×1.25 (Sp. Def works the same way for special hits). A Defense of 75 is neutral, 153 or more reaches the ×0.78 floor, and 39 or less takes the full ×1.25.

Physical vs special: Attack and Sp. Atk

Every damaging move is physical or special (18 Oct). Moves on your Pokémon's stronger side show up twice as often on level-up cards. Swords Dance and Dragon Dance raise physical Attack only, Nasty Plot raises Sp. Atk. The full move list is in physical vs special.

Pokémon with the best stats (by role)

Raw numbers, not a tier list. Kartana has the biggest physical multiplier, and that alone doesn't make it a good partner.

From the Pokédex table of the strongest non-legendary attackers (18 Oct split):

#PhysicalMult.SpecialMult.
1Kartana1.70Xurkitree1.65
2Rampardos1.61Blacephalon1.53
3Slaking1.58Chandelure1.50
4Haxorus1.51Vikavolt1.50
5Baxcalibur1.50Cursola1.50

Highest HP among non-legendary Pokémon: Blissey (185), Chansey (182), Guzzlord (170). The lowest in the whole Pokédex is Shedinja at 70. Highest Speed: Ninjask (145), Electrode (141), Pheromosa (141); counting legendaries, Regieleki is the fastest at 162. Top ten on each attacking side are on the Pokédex.

Level-up stat cards and their caps

Every level offers three cards: a new move, an upgrade to a move you have, or a stat card. The stat cards on our guide are Power, Vigor, Sprint, Reflexes, Armor, Synthesis and Magnet, plus an experience card, which the game calls Learning. A Sitrus Berry card also restores 45% of your HP on the spot.

CardEffect per pickMax picks
Power+10% damage with every move40
Vigor+20 max HP (and heals it)No limit
Sprint+7% movement speed8
Reflexes-8% cooldown on every move10
Armor+6% damage reduction12 (70% total)
Synthesis+0.9 HP regenerated per secondNo limit
Magnet+30% experience pickup radius6
Learning (experience)+12% experience gained8

Since 11 Oct the speed, cooldown, experience, magnet, armor and power cards can only be taken a limited number of times per run. The Armor cards together cap at 70% (27 Oct).

Which stat cards to take first (our opinion)

Our opinion: take the card that finishes your main move's evolution before anything else, because a golden card is worth more than a few percent. After that, Armor or Vigor if you keep dying to bosses, Sprint if you get cornered. Magnet is a comfort pick. Grab one early and move on.

Stat cards trigger move evolutions

A move at max level evolves once you've also taken its matching stat card in the same run. Ember needs Power to become Fire Blast, for example. Every pairing is on move evolutions.

Natures: +10% and -10% to your stats

Each Pokémon has a nature that adds 10% to one stat and takes 10% from another (21 Oct). HP isn't one of the stats a nature changes. Five natures are neutral: Hardy, Docile, Bashful, Quirky and Serious.

NatureUpDown
AdamantAttackSp. Atk
JollySpeedSp. Atk
ModestSp. AtkAttack
TimidSpeedAttack
BoldDefenseAttack
CalmSp. DefAttack

Our opinion, carried over from the main games: lower the attack side your Pokémon doesn't use. A Mint from the Kecleon Shop changes the nature for good; see all 25 natures. Abilities are a separate system, covered in PokéSurvivor abilities.

Permanent upgrades that raise stats

Each Pokémon has its own upgrades, bought with PokéCoins and kept between runs. Values per level, from our upgrades page:

UpgradePer levelMax level
Vitality+8 HP10
Strength+4% damage10
Stride+3% speed8
Reflexes-3% cooldown8
Armor+2% defense8
Synthesis+0.2 HP/s5

Prices are on upgrade costs.

Held items that change stats

ItemEffect
Choice Band+40% damage, but you can't switch moves
Life Orb+30% damage, each attack costs a little HP
Choice Scarf+35% movement speed
Quick Claw-20% cooldown
Assault Vest+20% damage reduction

Values match the game's own items page. The rest are in held items.

How stats stack

Stat cards, upgrades, nature and held item all apply to the same Pokémon at once. Since 27 Oct Assault Vest no longer counts toward the 70% cap of the Armor cards, so it stacks on top. In the game code, damage boosts multiply: each Power card is ×1.10, so two cards give ×1.21 rather than ×1.20, and Choice Band (×1.40) or Life Orb (×1.30) multiplies on top of that. The Strength upgrade is the exception and adds 4% per level to a base of 1. Damage reduction adds up instead: Armor cards give 6% each up to 70%, Assault Vest adds its 20%, and the total stops at 80%.

Looking for your run stats?

This page is about Pokémon stats. Damage dealt, time survived and your best runs are a different thing. During a run, the pause screen summary shows your current stats (18 Oct). For saved records, see your run records and leaderboard rank.

FAQ

How do HP, ATK and SPD work in a PokéSurvivor run?

They're the in-game stats derived from base stats. HP is health, ATK is a damage multiplier (1.00 = baseline) and SPD is movement speed. Since 18 October 2026 there are separate physical and special attack values, and the Pokédex ATK column shows the higher one.

Does Defense matter in PokéSurvivor?

A little. Defense softens physical hits and Sp. Def softens special ones, by at most 22% (a Defense of 153 or more). Armor cards, the Armor upgrade and Assault Vest are the other ways to take less damage.

How many times can you take a stat card?

Most stat cards have a per-run limit since the 11 October 2026 update: Power 40, Armor 12, Reflexes 10, Sprint and Learning 8, Magnet 6. Vigor and Synthesis have no limit. The Armor cards are capped at 70% in total.

What do natures do in PokéSurvivor?

A nature adds 10% to one stat and takes 10% from another; five natures are neutral. You can change it with a Mint from the Kecleon Shop.

Which Pokémon has the best stats in Poke Survivor?

On attack, Kartana (1.70 physical) and Xurkitree (1.65 special) top the non-legendary list. Best stats don't mean the best Pokémon, though; moves and typing matter more. See the tier list.

Where can I see my run stats?

Your current stats are on the pause screen during a run. Records and rankings are on the leaderboard.

Ready to try it?

PokéSurvivor is free and runs in your browser. Play it on the developer's site so your progress, co-op and leaderboards work.