PokéBonk guide
PokéBonk moves, fusion and Ultimates
A move’s listed damage and cooldown are only a starting point. What decides real damage is its archetype, its level bonuses, your stats and the target.
Move archetypes
There are 26 archetypes and 710 normal moves (390 physical, 320 special). Cooldowns below are each archetype’s default.
| Archetype | What it does | Cooldown | Moves |
|---|---|---|---|
| Strike | Arc swing at the nearest enemy | 0.95 s | 181 |
| Homing | Projectile that tracks its target and doesn’t miss | 1.25 s | 67 |
| Charge | Sweep in a straight line | 2.3 s | 56 |
| Shockwave | Hits a circle around you | 2.6 s | 48 |
| Meteor | A big hit lands after a moment | 4.0 s | 35 |
| Burst | A quick round of projectiles | 1.15 s | 34 |
| Cone | Sprays an area in front of you | 2.0 s | 31 |
| Explosive orb | Orb that explodes on contact | 1.5 s | 31 |
| Bolt | Sustained beam that pierces everything | 2.2 s | 30 |
| Boomerang | Passes through enemies and flies back | 1.7 s | 23 |
| Spin | Hits while spinning and pushes enemies away | 0.8 s | 21 |
| Heavenly Impact | Falls from the sky onto nearby enemies | 1.7 s | 19 |
| Booster | Strengthens you for a while | 14 s | 18 |
| Vortex | Pulls enemies in, then explodes | 3.6 s | 18 |
| Projectile | Fired at the nearest enemy | 1.0 s | 18 |
| Wave | A wide wave that sweeps its path | 2.4 s | 13 |
| Bomb | Lobbed in an arc and explodes on landing | 1.9 s | 13 |
| Chain | Hits one enemy, then jumps to nearby ones | 1.4 s | 12 |
| Trap | Leaves a trap that explodes on contact | 2.6 s | 10 |
| Drain | Projectile that heals on hit | 1.3 s | 9 |
| Orbit | Something circles around you | 5.5 s | 6 |
| Random | Becomes a random League move every few seconds | 4.5 s | 5 |
| Weather | Changes the weather and boosts certain types | 32 s | 5 |
| Aura | Keeps damaging enemies near you | 0.45 s | 4 |
| Trail | Leaves a damaging trail as you move | 0.28 s | 3 |
| Fusion | Made by fusing two moves | 3.0 s | – |
710 is the full candidate list, not what everyone can learn. Check the member’s starting moves and learnable list in the game (viewable since 0.5.7).
Status by move type
When a move has no matching status from the main series, it uses its type’s default. Full rules are in status effects.
| Type | Status | Type | Status |
|---|---|---|---|
| Fire | Burned | Ghost | Cursed |
| Water | Wet | Dark | Heal Block |
| Electric | Paralyzed | Fairy | Infatuated |
| Ice | Frozen | Fighting | Knockback |
| Poison | Poisoned | Flying | Knockback |
| Bug | Poisoned | Steel | Knockback |
| Grass | Rooted | Rock | Stunned |
| Psychic | Confused | Ground | Stunned |
| Dragon | None | Normal | None |
Hitting an enemy that already has a status can trigger a Reaction, with a short cooldown. The multiplier applies to final damage, which is why Reaction numbers look so big on the pause screen.
Fusion at Bill’s Machine
Bill’s Machine fuses two max-level moves into one and frees a slot.
| Kind | How you get it | Recipes |
|---|---|---|
| Signature fusion | A member’s own two signature moves, one per member | 79 |
| Type fusion | Two moves that share a type | 18 |
| Reaction fusion | A specific pair of types | 8 |
| MissingNo. | Two unrelated moves; each cast becomes a fusion of a random type | 1 |
| Fusion | Types |
|---|---|
| Conductive Storm | Water + Electric |
| Boiling Geyser | Fire + Water |
| Fiery Gale | Fire + Grass or Flying |
| Shattered Glacier | Ice + Fighting, Rock or Steel |
| Toxic Combustion | Poison + Fire |
| Eternal Sleep | Psychic or Grass + Ghost or Dark |
| Psychic Spark | Electric + Psychic |
| Enchanted Breath | Fairy or Normal + Dragon |
Fusions are calculated on their own: stars (limit 5, or 6 with the TM Case), a 0.6-second cooldown floor, capped range, repeat casts, projectile gains and hit segments. They don’t keep scaling from extra projectiles the way normal moves do.
Example, checked on 0.8.18: Mewtwo’s signature fusion (Psystrike + Psyshock) has its area factor capped at 3.4 on a 5 m base radius, so 17 m at most. With 2 extra projectiles it triggers two 70% repeat casts. Its damage follows the newer 0.8.25 values.
How fusions changed
| Version | Change |
|---|---|
| 0.8.14 | Preview a fusion’s type, physical or special, and values before fusing; a fusion table in the menu |
| 0.8.17 | Fixed fusion strength and extra projectiles |
| 0.8.25 | The patch note only says “fusion feel adjusted”. In the code, all 106 coefficients were lowered (about ×0.61 on average), and inheritance changed from averaging to stacking |
A fixed-target re-test of 0.8.25 against 0.8.13 found fusions at about ×3.7 right after fusing, about ×0.70 in a standard build and about ×0.42 late in a run.
Ultimates
- Judge an Ultimate over a full combat cycle, and separate a full-energy start from natural charging. One big screenshot says little about the long run.
- Random Ultimates such as Mew’s need several tries to average out.
- Charge boosts: Soul Dew +40%, Poké Flute +25% (using it also resets all move cooldowns and gives +30% attack speed for 6 seconds), Clefairy’s passive +30%, and the Lab’s Harmony +4% per level.
- Since 0.7.4 you can turn off the Ultimate’s slow motion and banner in the settings.
Before and after swapping a move, check damage per second on the pause screen (15-second data since 0.8.17). It’s more reliable than any static table. Fusing also counts towards achievements.
Related guides
- PokéBonk status effects
- PokéBonk Lab and Bag guide
- PokéBonk achievements and cosmetics
- 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.