Guide · In-run growth

Level-Up Cards and Builds

Version: v0.8.18 | Updated: 2026-10-22 | Evidence: popup captures + 60+ recorded runs + button counters

How the level-up popup works

When the XP bar fills, a card draft appears (default 3 cards, 4 with the Lab's "4th Option"):

KeyActionBase uses per run
1 / 2 / 3 (4)Pick a cardunlimited
FReroll: replace the offer1 (button shows "Reroll (n)")
XSkip: discard the offer, gives PokéDollars2
ZBanish: remove one card from the pool for this run1

Measured (BonkKing with Lab Skip 2 / Reroll 2 / Banish 1): the popup showed "Skip (4) / Reroll (3) / Banish (2)" — the game grants base uses and Lab upgrades add to them.

The four card types

  1. Move cards: upgrade an owned move (max level 8) or learn a new one. Example: "Fire Spin Lv 3 → 4 (max 8)".
  2. Vitamin cards: stat boosts. Example: "Attack Enhancer: +12% physical damage, affects: Rapid Spin". English card names include classic vitamins (X Attack, X Defense, Carbos, Protein, Iron…).
  3. Item/berry cards: grant a run item.
  4. Cursed cards (power with a price): measured examples — "Fire Spin Lv4, but it won't upgrade again this run", "White Glass Whistle: enemies +12%, but XP +10%, luck +5".

Pick priority (survival-tested)

  1. Defense: armor / shield / HP / heal / regen / dodge.
  2. Move cards: clear speed = XP = level = survival. Taking moves early is never wrong, especially AOE (Rapid Spin is zone 1's turning point for Squirtle).
  3. Vitamins: steady gains; match your main move's damage class.
  4. Pure items/curses: careful. Self-damage items like Flame Orb are poison for survival builds.

Lessons from real runs: skipping move cards as "junk" (a scripted-agent bug) collapsed the early game and both runs died around 2 minutes; stacking moves carried the deep runs. In zone 1, move cards ARE survival cards. The single strongest pattern seen (human play): max ONE move, then a second.

Reroll / Skip / Banish usage

  • Reroll: the offer is all vitamins and you want a move/defense card.
  • Skip: the offer is pure item/curse junk — take the PokéDollars.
  • Banish: a build-wrecking curse card keeps appearing — remove it from the pool for good.
  • The (n) on each button is your remaining count for the run; spend wisely.

Measured strategy comparison (v0.8.13 baseline, Squirtle, n=5 each)

StrategyAvg timeAvg levelAvg kills
Survival-first3.84 min11.4327
Move-priority3.77 min12.6388
Vitamin route3.67 min11.8392

Differences are within noise (small n), but the common thread is clear: runs that survive the first 90 seconds reach Lv10+; early deaths all failed to establish the clear/defense loop.

How Lab upgrades stack in-run

  • Training Lv1 = +4% damage globally
  • 4th Move Slot = one more damage stream (1275 dust — officially the best value)
  • Reroll/Skip/Banish levels = more error-correction per run

Buy order in the Lab guide.

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