Combat · 7 min read
PokéBonk Combat Mechanics Explained
Updated

Core formulas
| Rule | How it works |
|---|---|
| Armor | Damage reduction = armor ÷ (armor + 45); each point is worth a little less. |
| Attack speed | Real cooldown = cooldown ÷ attack speed. |
| Crit chance | Since Season 2, chance above 100% turns into mega-crit chance (up to 200%). |
| Crit damage | Base ×1.75. A mega crit adds half of your crit bonus again (×1.75 → ×2.31). |
| STAB | A move matching your type deals +25% (+56% with Adaptability). |
| Type effectiveness | ×2 super effective, ×0.5 resisted, ×0 immune. |
| Weather | Rain, sun, sandstorm and hail give +30% to favoured types and −25% to others. |
| Luck | Improves card rarity offers and makes Poké Balls cheaper. |
| Move level cap | Level 8 (10 with TM Case). |
| Vitamin level cap | Level 10 (12 with Max Ether). |
| Bonus stacking | Percentages add within a group (items, run bonuses, vitamins, passives, temporary) and only groups multiply. |
Status effects
Most statuses come from a single move type, and your status-chance stat raises the odds (never above 100% per hit).
| Status | Applied by | Effect |
|---|---|---|
| Burned | Fire | Takes 30% of the triggering hit again as damage over 3 s. |
| Poisoned | Poison | Damage over 5 s, up to 10 stacks; cannot heal meanwhile. |
| Paralyzed | Electric | Half speed for 3 s with occasional full stops. |
| Frozen | Ice | 3 chill stacks freeze for 1.6 s (+20% damage taken); a Wet target freezes from one Ice hit. |
| Asleep | — | Stops for 3 s; the next hit deals ×1.8 and wakes it. |
| Confused | Psychic | Moves and attacks erratically for 3 s and may hurt other enemies. |
| Wet | Water | Soaked for 5 s; enables Electrocuted and instant freezing. |
| Cursed | Ghost | +25% damage taken from everything for 4 s. |
| Heal Block | Dark | No healing and half shield for 6 s. |
| Charmed | Fairy | Deals 40% less damage for 3 s; common enemies stop attacking. |
| Rooted | Grass | 65% slower for 2 s. |
| Stunned | Rock | Locked in place for half a second. |
| Knockback | Fighting | Launched much farther than a normal hit. |
Elemental reactions
A reaction fires when you hit an enemy that already carries the right status. The multiplier stacks on top of the normal hit.
| Reaction | Status + hit | Multiplier | Extra |
|---|---|---|---|
| Electrocuted | Wet + Electric | ×1.5 | Arcs to up to 12 Wet enemies within 9 m, 60% paralysis. |
| Steam | Burned + Water | ×1.4 | Cloud that confuses and roots nearby enemies. |
| Inferno | Burned + Grass/Flying | ×1.3 | Spreads the burn within 7 m. |
| Wreckage | Frozen + Fighting/Rock/Steel | ×2.6 | Shatters the ice; shards hit everything nearby. |
| Poison Gas | Poisoned + Fire | ×1.4 (+10%/stack) | Explodes and poisons neighbours. |
| Nightmare | Asleep + Ghost/Dark | ×1.7 | Stacks on top of sleep's ×1.8 and heals you slightly. |
| Psychic Meltdown | Paralyzed + Psychic | ×1.6 | Leaves the target confused. |
| Dragon Rage | Charmed + Dragon | ×2 | Pure damage multiplier. |
Since Season 2, reaction fusions combine one move from each side of a reaction and trigger it by themselves — e.g. Conductive Storm (Water + Electric) and Boiling Geyser (Fire + Water).
Attack shapes
| Shape | Behaviour |
|---|---|
| Projectile | Shot at the nearest enemy |
| Explosive orb | Orb that bursts on impact |
| Bomb | Arced throw with an area blast |
| Burst | Quick volley of shots |
| Homing | Seeks its target and cannot miss |
| Boomerang | Flies out and back, piercing |
| Drain | Heals you on hit |
| Bolt | Continuous piercing beam |
| Cone | Spray in front of you |
| Wave | Wide sweeping wave |
| Shockwave | Ring hitting everything around you |
| Chain | Jumps between nearby enemies |
| Heavenly Impact | Strikes from the sky |
| Meteor | Delayed, heavy meteor |
| Trap | Mines that blow on contact |
| Vortex | Pulls enemies in, then explodes |
| Strike | Arcing melee hit on the nearest enemy |
| Charge | Dash through a straight line |
| Spin | Spin attack with push |
| Aura | Constant damage around you |
| Orbit | Objects circling you |
| Trail | Damaging path behind you |
| Weather | Changes weather to buff types |
Season 2 combat additions
- Mega crit: crit chance past 100% converts into mega-crit chance; shown as large pink “!!” numbers.
- Dive: slide while more than 1.2 m in the air to slam down with your first type — ×1.5 on flat ground up to ×3 and double radius from a plateau; once every 2 s with 0.3 s invulnerability.
- TM power-ups spawn on the map (see table below).
| TM power-up | Effect |
|---|---|
| Swords Dance | Damage ×1.5 for 10 s |
| Agility | Speed ×1.35 and attack speed ×1.3 for 10 s |
| Iron Defense | Take only 40% damage for 8 s |
| Thunder Wave | Paralyzes every Pokémon within 40 m for 4 s (bosses partly resist) |
| Pay Day | ₽ ×2 for 15 s |
Frequently asked questions
How does armor work in PokéBonk?
Damage taken is reduced by armor ÷ (armor + 45), so returns diminish as you stack it.
What is the strongest reaction?
Wreckage — hitting a Frozen enemy with Fighting, Rock or Steel — at ×2.6.
Is crit chance above 100% wasted?
Not since Season 2: the excess becomes mega-crit chance, up to 200%.
Related guides
Spotted something outdated? Tell us. Sources: developer patch notes and in-game observation; see About.


