PokéSurvivor Attack Delivery Archetypes: Projectile, Melee, Beam, and Orbit Mechanics

Combat in PokéSurvivor revolves around 22 delivery archetypes that dictate attack hitboxes, ranges, pierce behaviors, and positional advantages.
The 22 Attack Delivery Archetypes Framework
In PokéSurvivor, attacks are categorized into 22 unique delivery archetypes that govern hitbox dimensions, projectile speed, trajectory, and target penetration.

Directional Projectiles, Beams, and Cones
Standard projectiles like
Ember,
Water Gun,
Thunder Shock,
Confusion, and
Sludge fire forward at enemy targets. When evolved, projectiles gain +2 counts, +2 pierce, and ×1.8 damage. Piercing beams like
Ice Beam,
Psybeam, and
Flash Cannon deliver continuous laser corridors, while charge beams like
Hyper Beam and
Solar Beam unleash concentrated delayed bursts that punch through dense enemy columns. Cones such as
Flamethrower and
Bubble Beam fire expanding fan spreads that shred close and medium ranges, gaining +4 shots upon evolution.

Perimeter Defense: Melee, Orbits, Auras, and Novas
Melee strikes like
Tackle (90 knockback),
Vine Whip (60 knockback),
Wing Attack (70 knockback), and
Body Slam (140 knockback) deliver close-range physical peeling to protect against surrounding hordes. Upon evolving into plus forms, melee moves expand their initial forward arc into a comprehensive 360-degree radial perimeter with ×1.9 damage. Orbiting moves like
Fire Spin,
Petal Blizzard, and
Ancient Power circle continuously around your sprite, preventing fast mobs from closing in. Nova attacks like
Hyper Voice,
Bubble, and
Heat Wave burst outward in all directions simultaneously, firing +6 projectiles when evolved.

Archetype Comparison and Build Synergy Table
Fusing a directional beam with an orbiting defense or a 360-degree melee sweep guarantees coverage at all ranges, allowing moves analyzed in our best starter Pokémon guide to combine effectively with partner items detailed in our attack evolution guide.
| Delivery Archetype | Sample Attacks | Hitbox Pattern | Evolution Modifier | Tactical Advantage |
|---|---|---|---|---|
| projectile | Ember, Water Gun | Linear forward missile | +2 count, +2 pierce, ×1.8 dmg | Long-range single-target and line clearing |
| melee | Tackle, Vine Whip | Close-range arc swipe | 360° hit radius, ×1.9 dmg | Immediate perimeter peel and knockback |
| beam | Ice Beam, Psybeam | Continuous straight beam | +50% width, ×1.8 dmg, -15% cooldown | Piercing through dense enemy swarms |
| orbit | Fire Spin, Petal Blizzard | Rotating shield barrier | +2 orbs, ×1.7 dmg | Consistent contact protection while moving |
| nova | Hyper Voice, Bubble | 360° radial burst | +6 projectiles, +1 pierce, ×1.6 dmg | Instant multi-directional horde clearing |
| cone | Flamethrower, Bubble Beam | Expanding frontal spray | +4 shots, +1 pierce, ×1.7 dmg | Broad forward wave suppression |
| dash | Targeted rush impact | +25% distance, -20% cooldown, ×1.9 dmg | High mobility repositioning strike | |
| aura | Ground hazard zone | +35% radius, ×1.8 dmg | Area denial and continuous crowd slow | |
| boomerang | Returning curved projectile | +1 count, +20% size, ×1.8 dmg | Double-hit trajectory catching retreating enemies | |
| bounce | Bouncing ricochet sphere | +2 bounces, +1 count, ×1.8 dmg | Chaotic interior coverage in confined clusters | |
| chain | Jumping electrical arc | +3 chains, +20% radius, ×1.7 dmg | Cascading damage across spread-out groups | |
| charge | Hyper Beam, Solar Beam | Wind-up heavy energy beam | +50% width, -30% charge time, ×1.8 dmg | Massive concentrated damage against elite bosses |
| homing | Target-seeking projectile | +2 count, +30% size, ×1.8 dmg | Tracking evasive and mobile targets automatically | |
| meteor | Aerial downward bombardment | +2 impacts, +20% radius, ×1.7 dmg | Direct impact over obstacles onto packed hordes | |
| mine | Stationary ground trap | +2 traps, +25% radius, ×1.8 dmg | Defensive zone control for kiting paths | |
| quake | Expanding ground shockwave | +3 waves, +25% radius, ×1.8 dmg | Staggering shockwaves disrupting elite charges | |
| shove | Frontal knockback blast | +40% knockback, +25% radius, ×1.8 dmg | Aggressive peeling to create breathing room | |
| spin | Rapid revolving melee slash | +1 strike, +20% radius, ×1.8 dmg | Sustained close-quarters cleave while retreating | |
| stun | Paralyzing impact burst | +40% stun duration, +30% radius, ×1.8 dmg | Freezing dangerous elite mobs in place | |
| trail | Lingering hazard trail behind character | +30% duration, +25% radius, ×1.8 dmg | Passive punishment for pursuers while kiting | |
| turret | Autonomous stationary deployable | +1 deployable, +20% fire rate, ×1.8 dmg | Off-screen firing platform providing covering fire | |
| vortex | Swirling gravitational funnel | +40% pull force, +30% radius, ×1.8 dmg | Clustering dispersed mobs into concentrated kill zones |