PokéBonk guide
PokéBonk co-op guide
Two to four players, each with an account, can play Classic or Team Survival together. Here’s how to get into a game and every number that changes once you do.
Solo Survival, the Daily Mutation and Lavender Tower can’t be played in co-op.
Rooms and joining
| Step | Rule |
|---|---|
| Create | The host creates a room and gets a 4-character code (letters or digits, without the easily confused I, L, O, 0 and 1). |
| Join | Enter the code, open a /coop/<code> link, or accept a friend’s invite. The host can invite everyone online, and invites can be declined. |
| Pick a Pokémon | Use the normal League screen. Your team and Wardrobe looks work, and teammates can see them on your card. |
| Map and difficulty | The host chooses. Only options everyone has unlocked can be picked, and the screen shows who’s missing one. See maps and difficulty. |
| Start | Everyone must be ready and connected. Teammates on another version are flagged and asked to refresh. If you have a saved run you must end it first (Save and quit). |
| Chat | Rooms have chat and quick phrases, cleared when the game starts. |
Players try a direct connection first and fall back to an official relay. Since 0.8.85, refreshing the page in a room brings you back to that room.
Find a match and public rooms
You don’t need friends: on the co-op screen, Find a match lets you choose the mode (Classic or Team Survival), party size (2, 3 or 4) and map and difficulty, or “Any” for each. It prefers your region, and players in mainland China are matched with each other. A friends’ room can also turn on Find teammates to fill empty slots. If you wait alone for 3 minutes without doing anything, the search cancels.
Public rooms have a Leader (shown with a crown) who starts the game:
| Situation | Rule |
|---|---|
| Party is full | The Leader has a time limit to start (30 seconds since 0.8.85), then the next player takes over. |
| Leader is inactive | Removed after 90 seconds, with a “Still there?” countdown first. |
| Connecting | The timer pauses, so a slow connection won’t get you removed. |
| Vote | If the Leader is away you can vote to replace them; a majority wins. Matchmade rooms only. |
| After the game | Everyone returns to the room to chat or play again. |
These limits changed several times (0.8.74, 0.8.80, 0.8.85). Trust the countdown in the game.
How co-op differs from solo
| Solo | Co-op | |
|---|---|---|
| Enemies | One group chases you | One group per player; they stack if you stay together |
| Enemy damage and speed | – | Unchanged |
| Death | Run ends (revive items aside) | Down for 60 seconds, teammates can revive you |
| Menus | Pause the game | Don’t pause: a shield reserve protects you while choosing upgrades |
| Money, shop, level | Yours | Still separate, not shared |
| XP | What you pick up | Plus 25% of the XP from teammates’ kills within 30 m |
| Altars | Solo speed | Charge faster with more players; everyone chooses a blessing |
| Bag | Available | Available since 0.8.60, spent when the game starts |
| Saving | Save and quit works | Can’t save |
| Next zone | Enter the portal | Everyone still standing within 9 m of the portal |
| Classic shiny, legendary shiny, special Mewtwo fight, restart | Yes | No |
The shield reserve starts at 45 seconds, gains 15 seconds per level up to 90 seconds, and refills slowly outside menus. Once it runs out you can be hit while choosing. You’re protected for about 2 more seconds after closing a menu.
Player scaling
Scaling is fixed by the number of players at the start; it isn’t recalculated if someone leaves.
| Players | Spawns per player | Team spawns (about) | Normal enemy HP | Boss / legendary HP |
|---|---|---|---|---|
| 1 (solo) | ×1 | ×1 | ×1 | ×1 |
| 2 | ×0.85 | ×1.70 | ×1.25 | ×1.8 |
| 3 | ×0.80 | ×2.40 | ×1.50 | ×2.6 |
| 4 | ×0.75 | ×3.00 | ×1.75 | ×3.4 |
Boss HP multiplier = 1 + 0.8 × (players − 1)
Each enemy chases the nearest trainer who isn’t down, and enemies from a teammate’s group can hit you too. Each client’s on-field limit is fixed at 800.
Kills, XP and loot
| Rule | |
|---|---|
| Kill credit | The last hit gets the KO count, research progress, Pokédex “seen”, XP orbs, money and supply drops. |
| XP sharing | A teammate who isn’t down, in the same zone and within 30 m gets 25% directly, broadcast every 0.5 s. |
| Money, shop, levels | Separate for each player. |
| Chests | Not synced: everyone opens their own. |
Going down and revives
| Value | |
|---|---|
| Bleed-out timer | 60 seconds (30 before 0.8.45), paused while someone revives you |
| Reviving | Within 3.5 m, hold E for a total of 3 seconds; letting go rolls progress back at 1.5× speed |
| After a revive | At least 50% HP and 2.5 seconds of invulnerability |
| Limit | None in the code |
| Timer runs out | You leave the fight and spectate a teammate (Space switches). You return when the team reaches the next zone, or beats the next boss in Team Survival. |
| Team enters the portal while you’re down | Since 0.8.47 you aren’t left behind; you revive with the team |
| Wipe | Everyone down or out of the fight for more than 1.5 seconds |
Capture mirrors
Natural shinies and League encounters still roll separately for each player, at the same odds as solo. When anyone weakens a catchable target, each teammate gets their own 1% HP mirror in the same spot and has 20 seconds to throw their own ball. Throws and saves don’t affect each other.
- A shiny target gives everyone a shiny mirror.
- A member mirror appears as a recruit only if that family is still on your joinable list (Mewtwo excepted). Otherwise you get a shiny mirror if it’s shiny, or nothing.
- You don’t get a mirror while you’re already handling a capture.
- Classic shinies don’t appear in co-op.
The capture steps are in how to get shiny Pokémon.
Portals, altars and bosses
Altar charge speed = solo speed × (1 + 0.6 × (players in the circle − 1))
| Players in the circle | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Charge speed | ×1 | ×1.6 | ×2.2 | ×2.8 |
- An altar keeps charging even if you’re outside and only a teammate is in the circle. When it finishes, everyone can choose its blessing.
- Defence waves only spawn on the side of players within 30 m of the altar.
- Portals are in the same place for everyone. The zone changes once it’s cleared and all standing players are within 9 m. If someone is choosing an upgrade, the game waits about 6 seconds and then closes the menu.
- Zone bosses and legendaries are shared: one for the team. A boss moves towards the nearest living trainer, and attacks you if you’re the closest or within 36 m. Since 0.8.46, Guardians attack the whole team however far away you are.
Signals and team pause
No mic needed. Hold G (L3 on a controller) for the Signals wheel: Here!, To the boss!, Look at this!, To the portal!, Thank you!, Wait!, Careful! and Help! Tap G to ping what you’re looking at.
| Team pause | Rule |
|---|---|
| Ask | Press P or ask the team to pause from the menu |
| Starts | When everyone agrees |
| Length | 5 minutes in total for the team, per game |
| Resume | Everyone votes to continue |
Leaderboard
The co-op leaderboard is split by party size × map × difficulty × season and ranks by the team’s total KOs, keeping each team’s best game of the season. Co-op runs only count for this board: not personal records, medals, other leaderboards or clan points. Since 0.8.85 they do count for clan missions. Team Survival ranks by time survived instead.
What isn’t confirmed
Related guides
- PokéBonk Team Survival
- PokéBonk maps, zones and difficulty
- PokéBonk Save and quit
- PokéBonk shiny hunting guide
- How to get shiny Pokémon in PokéBonk
- PokéBonk shiny odds explained
- PokéBonk classic shiny: the second roll
- Best PokéBonk auto farm setup
Let ShinyDesk do the farming
Plays PokéBonk at normal speed and catches shinies while you’re away.