Give every card a job
A level-up offers three choices. New moves need an available slot, move upgrades improve an existing move, and stat cards last for the run. There are four ordinary move slots. Learning an attack does not make every slot fire together; the active slot matters.
Stat cards at a glance
| Card | Effect per selection |
|---|---|
| Vigor | +20 maximum HP |
| Power | Damage ×1.10 |
| Sprint | Movement speed ×1.07 |
| Reflexes | Cooldown ×0.92 |
| Armor | +6% damage reduction, subject to caps |
| Synthesis | +0.9 HP per second |
| Magnet | Pickup radius ×1.30 |
| Learning | Experience ×1.12 |
| Sitrus Berry | Heal 45% of maximum HP now |
Make the evolution eligible
Reach move level 5 and take its required stat card in the same run. Then select the golden evolution card when offered. The current catalog has 97 eligible attacks and six buffs without evolutions. Permanent upgrades bought between runs do not replace the required run card.
Plan a short route through the choices
Write down one move and one requirement before the run. While choosing a card, ask whether the next threat calls for immediate safety or progress toward that requirement. Filling every slot early changes what can be offered; keeping a slot open is useful only if you have a reason to learn something else.