FIELD GUIDE

PokeSurvivor Bonds: Move Fusion and Slot Limits

Earn PokeSurvivor Bonds from Rift victories, fuse two moves into one slot, expand each group to four, and check why a Bond selection is missing.

Updated Game version dc3ae9bbfb

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.

Diagram

Grow one linked slot to four moves

First Bond
One active slot
Move 1Move 2
2 linked moves

Join two independent learned moves.

Later Bond
One active slot
Move 1Move 2Move 3
3 linked moves

Add another independent learned move.

Later Bond
One active slot
Move 1Move 2Move 3Move 4
4 linked moves · maximum

Add another independent learned move.

Each completed pair or expansion uses one Bond. Four is the limit inside one group; the group occupies one slot.

How to earn PokeSurvivor Bonds from Rifts

  1. Find a Rift, enter it, and defeat its legendary before the arena deadline.
  2. Wait for the return to the main map. The fusion choice is offered outside the arena.
  3. For your first pair, have at least two independent learned moves. Two moves already inside the same group are not two independent choices.
  4. 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.

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 runLearned moves and slotsBond action
Before the first victoryEmber and Tackle are independentWin a Rift, then choose Ember and Tackle
After the first BondOne slot contains Ember + TackleA slot is free for another learned move
After learning Fire SpinEmber + Tackle are grouped; Fire Spin is independentUse a later Bond to add Fire Spin
After learning Quick AttackThe group has three moves; Quick Attack is independentUse 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

BondMove evolution
Earned by defeating a Rift legendaryOffered after a move reaches level 5 and its run-card requirement is met
Joins existing moves inside a slotChanges one move's name and attack properties
Does not require both moves to be max levelRequires the individual move to be max level
Uses one Bond for each pair or expansionUses 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 stateCondition for using a BondWhat to do next
Only one independent moveA first pair needs two independent movesLearn another move; the Bond stays unused
All your moves are in an unfinished groupExpansion needs a move outside that groupLearn a new independent move, then add it
A group already holds four movesThat group cannot grow further; a new pair needs two independent movesKeep the full group and learn independent moves for another pair
You are inside the Rift arenaThe offer appears on the main mapWait until you return
A card, item, or pause choice is openThat choice must close before the Bond offerFinish or close the current choice
Your local partner is defeatedThe offer is not shown while that partner is downWait 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.

JPTER78's trailer shows the game in motion. Click to load YouTube. Watch on YouTube.

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