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Combat · 7 min read

PokéBonk Combat Mechanics Explained

Updated

Ring of eighteen glowing elemental symbols on a dark background
TL;DR · Apply a status, then hit with the matching type to trigger a reaction multiplier. Wreckage (Frozen + Fighting/Rock/Steel) is the largest at ×2.6.

Core formulas

RuleHow it works
ArmorDamage reduction = armor ÷ (armor + 45); each point is worth a little less.
Attack speedReal cooldown = cooldown ÷ attack speed.
Crit chanceSince Season 2, chance above 100% turns into mega-crit chance (up to 200%).
Crit damageBase ×1.75. A mega crit adds half of your crit bonus again (×1.75 → ×2.31).
STABA move matching your type deals +25% (+56% with Adaptability).
Type effectiveness×2 super effective, ×0.5 resisted, ×0 immune.
WeatherRain, sun, sandstorm and hail give +30% to favoured types and −25% to others.
LuckImproves card rarity offers and makes Poké Balls cheaper.
Move level capLevel 8 (10 with TM Case).
Vitamin level capLevel 10 (12 with Max Ether).
Bonus stackingPercentages 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).

StatusApplied byEffect
BurnedFireTakes 30% of the triggering hit again as damage over 3 s.
PoisonedPoisonDamage over 5 s, up to 10 stacks; cannot heal meanwhile.
ParalyzedElectricHalf speed for 3 s with occasional full stops.
FrozenIce3 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.
ConfusedPsychicMoves and attacks erratically for 3 s and may hurt other enemies.
WetWaterSoaked for 5 s; enables Electrocuted and instant freezing.
CursedGhost+25% damage taken from everything for 4 s.
Heal BlockDarkNo healing and half shield for 6 s.
CharmedFairyDeals 40% less damage for 3 s; common enemies stop attacking.
RootedGrass65% slower for 2 s.
StunnedRockLocked in place for half a second.
KnockbackFightingLaunched 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.

ReactionStatus + hitMultiplierExtra
ElectrocutedWet + Electric×1.5Arcs to up to 12 Wet enemies within 9 m, 60% paralysis.
SteamBurned + Water×1.4Cloud that confuses and roots nearby enemies.
InfernoBurned + Grass/Flying×1.3Spreads the burn within 7 m.
WreckageFrozen + Fighting/Rock/Steel×2.6Shatters the ice; shards hit everything nearby.
Poison GasPoisoned + Fire×1.4 (+10%/stack)Explodes and poisons neighbours.
NightmareAsleep + Ghost/Dark×1.7Stacks on top of sleep's ×1.8 and heals you slightly.
Psychic MeltdownParalyzed + Psychic×1.6Leaves the target confused.
Dragon RageCharmed + Dragon×2Pure 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

ShapeBehaviour
ProjectileShot at the nearest enemy
Explosive orbOrb that bursts on impact
BombArced throw with an area blast
BurstQuick volley of shots
HomingSeeks its target and cannot miss
BoomerangFlies out and back, piercing
DrainHeals you on hit
BoltContinuous piercing beam
ConeSpray in front of you
WaveWide sweeping wave
ShockwaveRing hitting everything around you
ChainJumps between nearby enemies
Heavenly ImpactStrikes from the sky
MeteorDelayed, heavy meteor
TrapMines that blow on contact
VortexPulls enemies in, then explodes
StrikeArcing melee hit on the nearest enemy
ChargeDash through a straight line
SpinSpin attack with push
AuraConstant damage around you
OrbitObjects circling you
TrailDamaging path behind you
WeatherChanges 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-upEffect
Swords DanceDamage ×1.5 for 10 s
AgilitySpeed ×1.35 and attack speed ×1.3 for 10 s
Iron DefenseTake only 40% damage for 8 s
Thunder WaveParalyzes 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.