Guide updated
A rift victory earns one Bond. Spend one to fuse two separate moves; spend another for each additional move, up to four in the group. With Charmander, combine Ember and Swords Dance first, then add Fire Spin and Agility. Only that group attacks when its slot is active, and each fusion frees an ordinary slot.
From four loose slots to one group
Scroll sideways to read every column.
| Earned / spent Bonds | Active group example | Result / next action |
|---|---|---|
| 0 / 0 | Ember | Other learned moves stay separate and do not fire together. |
| 1 / 1 | Ember + Swords Dance | Two moves, one group; one ordinary slot freed. |
| 2 / 2 | + Fire Spin | Grow this unfinished group to three. |
| 3 / 3 | + Agility | Four is the group limit; a new group can then be started. |
Check the active slot after fusion
In the Bond choice, select the offered pair or add a loose move to the unfinished group. Finish that group before starting another. Choice Band locks switching and can preserve the previous active group, so inspect the active highlight after fusion. Winning the rift grants a Bond and a defeat record, not automatic ordinary legendary ownership. New rifts stop at 28:00.
Try the explained example
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Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: a9b21f09
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/entities/player.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/systems/rift.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/systems/levelup.js
- https://github.com/JPTER78/pokesurvivor/blob/a9b21f091d7e2e0b10bc9ef94836447bf63cddeb/js/systems/progress.js