Choose the Pokémon before buying: permanent upgrade levels belong to that partner. With 250 coins, HP levels 0→3 cost 60 +80 +110 and add 24 maximum HP. Compare damage or survival bottlenecks, then sum each rounded purchase. Permanent Attack is not the Power run card required for Ember’s evolution.

The 250-coin HP purchase

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PurchaseCoinsAdded HP / total
0 → 1608 / 8
1 → 2808 / 16
2 → 31108 / 24
0 → 325024

Permanent choices and level caps

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UpgradeEffect and limitLevel cap
Vitality+8 HP per level10
Strength+4% additive attack per level10
Stride+3% speed per level8
Reflexes−3% cooldown per level8
Armor+2 percentage points of reduction per level8
Synthesis+0.2 HP/s per level5
Magnet+12% pickup radius per level6
Wisdom+5% XP per level8
Fortune+8% coins per level8
RepertoireStart with two moves1
Critical Hit+3 percentage points of critical chance per level; critical damage ×1.510
Reroll+1 card reroll per run per level5
BanishExclude one move from level-up offers per level3

Choose purchases by the problem in the run

  • If repeated contact defeats you before the first boss, compare HP, Defense and Regeneration; use the actual selected partner and its current levels.
  • If safe movement works but enemies remain alive, compare Attack, Cooldown and Critical. Attack is+4% per purchased level; Critical adds 3 percentage points with ×1.5 crit damage.
  • Reroll buys additional card rerolls per run. Ban excludes chosen new moves; the starter move cannot be banned. Buy these when card selection is the bottleneck, not as a replacement for useful combat stats.
  • Cost at purchased levelL is round(base ×growth^L/10)×10; round every purchase before adding. The planner is a budget aid and never spends game coins.

Try the explained example

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