PokeSurvivor Bonds join learned moves into one active slot. Selecting that slot lets its linked attacks run together and frees space to learn more moves. Each Rift victory gives one Bond to use during the current run.
Grow one linked slot to four moves
Join two independent learned moves.
Add another independent learned move.
Add another independent learned move.
How to earn PokeSurvivor Bonds from Rifts
- Find a Rift, enter it, and defeat its legendary before the arena deadline.
- Wait for the return to the main map. The fusion choice is offered outside the arena.
- For your first pair, have at least two independent learned moves. Two moves already inside the same group are not two independent choices.
- If you cannot make a valid pair, keep the awarded Bond and learn another move at a later level-up. The game checks again when a choice is possible.
The October 11 announcement introduced Bonds. The reviewed victory code awards a Bond on each win; it does not require a legendary you have never beaten before.
PokeSurvivor move fusion: link the first two moves
On the Bond selection screen, choose the first independent move. The screen then asks which other move to join it with. Choose the second move to complete the pair. The Back option on the second selection lets you change the first choice; it is not a button to undo an already completed Bond.
The pair now occupies one slot. Select that slot with its icon or desktop slot controls to use the linked attacks. Their individual attack properties remain; a Bond does not rename them into a new combined attack. The selection screen shows the two-step choice, and Player slots define the resulting group.
Add a third and fourth move
A later Bond expands an existing group that has two or three moves. You need at least one learned move still occupying a slot on its own. Select which independent move to add to the unfinished group.
Each group holds at most four moves. If you have an unfinished group, the next choice expands that group rather than making a second pair. Once a group reaches four, another valid pair of independent moves can start a new group. Four is the per-group limit, not a statement that the whole run can only contain four learned moves.
Every completed pair or expansion consumes one Bond. A Bond with no valid selection remains unused until you can use it. It is a run resource, not a permanent upgrade purchased for your partner.
Example: a Fire partner with Ember and Tackle
Suppose you have learned Ember and Tackle in separate slots. A Fire partner can access Fire moves and the shared Normal move pool.
| Point in the run | Learned moves and slots | Bond action |
|---|---|---|
| Before the first victory | Ember and Tackle are independent | Win a Rift, then choose Ember and Tackle |
| After the first Bond | One slot contains Ember + Tackle | A slot is free for another learned move |
| After learning Fire Spin | Ember + Tackle are grouped; Fire Spin is independent | Use a later Bond to add Fire Spin |
| After learning Quick Attack | The group has three moves; Quick Attack is independent | Use another Bond to reach four in that group |
This illustrates the slot rules, not a best-combination ranking. It assumes the listed moves have actually been learned. Their move pool is described in the move definitions.
Bonds and move evolutions are different
| Bond | Move evolution |
|---|---|
| Earned by defeating a Rift legendary | Offered after a move reaches level 5 and its run-card requirement is met |
| Joins existing moves inside a slot | Changes one move's name and attack properties |
| Does not require both moves to be max level | Requires the individual move to be max level |
| Uses one Bond for each pair or expansion | Uses the golden evolution choice |
A linked move can still meet its own evolution conditions. For example, bonding Ember with Tackle does not satisfy Ember's Power requirement; you still need level-5 Ember, Power taken in that run, and its golden Fire Blast card. See all move evolution requirements.
Why the PokeSurvivor Bond choice is missing
| Current state | Condition for using a Bond | What to do next |
|---|---|---|
| Only one independent move | A first pair needs two independent moves | Learn another move; the Bond stays unused |
| All your moves are in an unfinished group | Expansion needs a move outside that group | Learn a new independent move, then add it |
| A group already holds four moves | That group cannot grow further; a new pair needs two independent moves | Keep the full group and learn independent moves for another pair |
| You are inside the Rift arena | The offer appears on the main map | Wait until you return |
| A card, item, or pause choice is open | That choice must close before the Bond offer | Finish or close the current choice |
| Your local partner is defeated | The offer is not shown while that partner is down | Wait until your partner is active again |
The offer conditions and available-group rules support these checks. In co-op, the choice pauses the group while players select. Choice Band can restrict active-slot switching, so that held item may affect which slot you can use after a fusion.