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

StepRule
CreateThe host creates a room and gets a 4-character code (letters or digits, without the easily confused I, L, O, 0 and 1).
JoinEnter 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 PokémonUse the normal League screen. Your team and Wardrobe looks work, and teammates can see them on your card.
Map and difficultyThe host chooses. Only options everyone has unlocked can be picked, and the screen shows who’s missing one. See maps and difficulty.
StartEveryone 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).
ChatRooms 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:

SituationRule
Party is fullThe Leader has a time limit to start (30 seconds since 0.8.85), then the next player takes over.
Leader is inactiveRemoved after 90 seconds, with a “Still there?” countdown first.
ConnectingThe timer pauses, so a slow connection won’t get you removed.
VoteIf the Leader is away you can vote to replace them; a majority wins. Matchmade rooms only.
After the gameEveryone 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

SoloCo-op
EnemiesOne group chases youOne group per player; they stack if you stay together
Enemy damage and speed–Unchanged
DeathRun ends (revive items aside)Down for 60 seconds, teammates can revive you
MenusPause the gameDon’t pause: a shield reserve protects you while choosing upgrades
Money, shop, levelYoursStill separate, not shared
XPWhat you pick upPlus 25% of the XP from teammates’ kills within 30 m
AltarsSolo speedCharge faster with more players; everyone chooses a blessing
BagAvailableAvailable since 0.8.60, spent when the game starts
SavingSave and quit worksCan’t save
Next zoneEnter the portalEveryone still standing within 9 m of the portal
Classic shiny, legendary shiny, special Mewtwo fight, restartYesNo

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.

PlayersSpawns per playerTeam spawns (about)Normal enemy HPBoss / 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 creditThe last hit gets the KO count, research progress, Pokédex “seen”, XP orbs, money and supply drops.
XP sharingA teammate who isn’t down, in the same zone and within 30 m gets 25% directly, broadcast every 0.5 s.
Money, shop, levelsSeparate for each player.
ChestsNot synced: everyone opens their own.

Going down and revives

Value
Bleed-out timer60 seconds (30 before 0.8.45), paused while someone revives you
RevivingWithin 3.5 m, hold E for a total of 3 seconds; letting go rolls progress back at 1.5× speed
After a reviveAt least 50% HP and 2.5 seconds of invulnerability
LimitNone in the code
Timer runs outYou 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 downSince 0.8.47 you aren’t left behind; you revive with the team
WipeEveryone 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.

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 circle1234
Charge speed×1×1.6×2.2×2.8

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 pauseRule
AskPress P or ask the team to pause from the menu
StartsWhen everyone agrees
Length5 minutes in total for the team, per game
ResumeEveryone 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

All PokéBonk guides

Let ShinyDesk do the farming

Plays PokéBonk at normal speed and catches shinies while you’re away.