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.

Archetypes (0.8.25 game code)
ArchetypeWhat it doesCooldownMoves
StrikeArc swing at the nearest enemy0.95 s181
HomingProjectile that tracks its target and doesn’t miss1.25 s67
ChargeSweep in a straight line2.3 s56
ShockwaveHits a circle around you2.6 s48
MeteorA big hit lands after a moment4.0 s35
BurstA quick round of projectiles1.15 s34
ConeSprays an area in front of you2.0 s31
Explosive orbOrb that explodes on contact1.5 s31
BoltSustained beam that pierces everything2.2 s30
BoomerangPasses through enemies and flies back1.7 s23
SpinHits while spinning and pushes enemies away0.8 s21
Heavenly ImpactFalls from the sky onto nearby enemies1.7 s19
BoosterStrengthens you for a while14 s18
VortexPulls enemies in, then explodes3.6 s18
ProjectileFired at the nearest enemy1.0 s18
WaveA wide wave that sweeps its path2.4 s13
BombLobbed in an arc and explodes on landing1.9 s13
ChainHits one enemy, then jumps to nearby ones1.4 s12
TrapLeaves a trap that explodes on contact2.6 s10
DrainProjectile that heals on hit1.3 s9
OrbitSomething circles around you5.5 s6
RandomBecomes a random League move every few seconds4.5 s5
WeatherChanges the weather and boosts certain types32 s5
AuraKeeps damaging enemies near you0.45 s4
TrailLeaves a damaging trail as you move0.28 s3
FusionMade by fusing two moves3.0 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.

TypeStatusTypeStatus
FireBurnedGhostCursed
WaterWetDarkHeal Block
ElectricParalyzedFairyInfatuated
IceFrozenFightingKnockback
PoisonPoisonedFlyingKnockback
BugPoisonedSteelKnockback
GrassRootedRockStunned
PsychicConfusedGroundStunned
DragonNoneNormalNone

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.

Fusion kinds (recipe counts are historical, from 0.8.13)
KindHow you get itRecipes
Signature fusionA member’s own two signature moves, one per member79
Type fusionTwo moves that share a type18
Reaction fusionA specific pair of types8
MissingNo.Two unrelated moves; each cast becomes a fusion of a random type1
Reaction fusion type pairs (historical, not re-checked)
FusionTypes
Conductive StormWater + Electric
Boiling GeyserFire + Water
Fiery GaleFire + Grass or Flying
Shattered GlacierIce + Fighting, Rock or Steel
Toxic CombustionPoison + Fire
Eternal SleepPsychic or Grass + Ghost or Dark
Psychic SparkElectric + Psychic
Enchanted BreathFairy 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

VersionChange
0.8.14Preview a fusion’s type, physical or special, and values before fusing; a fusion table in the menu
0.8.17Fixed fusion strength and extra projectiles
0.8.25The 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

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

All PokéBonk guides

Let ShinyDesk do the farming

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