PokéBonk guide
PokéBonk status effects
Every status in one place: what it does, how long it lasts, why bosses shrug it off, and how Reactions turn it into big damage.
Three panel stats start at ×1: status chance multiplies each hit’s chance, duration extends moves and statuses, and status damage only boosts Burned and Poisoned.
All 13 statuses
Durations are at duration ×1. “Refresh” means reapplying restarts the timer rather than adding to it.
| Status | Effect | Duration | Reapplying | Bosses and Alphas |
|---|---|---|---|---|
| Burned | Each second deals 30% of the hit that caused it (× status damage) | 3 s | No stacks; refreshes and keeps the higher damage | Full duration |
| Poisoned | Each second deals 12% of the hit × (0.6 + 0.2 × stacks), ×2.6 at 10 stacks; each application also adds a 5 s Heal Block | 5 s | +1 stack (max 10) and refresh; stacks clear when it ends | Full duration |
| Paralyzed | Half speed, stops for 0.4 s about every 2 s | 3 s | Refresh | Full duration; stops shortened by resistance |
| Frozen | Each hit adds 1 Chilled stack (15% slower); 3 stacks freeze: can’t act, takes ×1.2 damage | Frozen 1.6 s; Chilled clears after 3 s | No restart while frozen | Shortened; can break free |
| Asleep | Stops; next direct hit deals ×1.8 and wakes it | 3 s | Refresh | Shortened; can break free |
| Confused | Wanders, about 2 chances a second to hit another enemy within 2.5 m for 2× its attack | 3 s | Refresh | Shortened |
| Wet | No damage; Electric hits trigger Electrocuted, Ice hits freeze at once | 5 s | Refresh | Full duration |
| Cursed | Direct damage taken ×1.25 | 4 s | Refresh | Full duration |
| Heal Block | Can’t be healed or shielded by allies and can’t call its own support; halves its shield when applied | 6 s | Refresh | Full duration |
| Infatuated | Normal enemies stop using moves; contact damage −40% | 3 s | Refresh | Shortened; bosses, Alphas, Totems and Summoners still attack |
| Rooted | Speed −65%, can still use moves | 2 s | Refresh | Shortened |
| Stunned | Stops | 0.5 s (ignores duration) | None while stunned; at least 1.5 s between stuns | Shortened; can break free |
| Knockback | Every hit of the move pushes further (force ×2.5, limit ×1.5), no chance roll | Instant | – | Bosses barely move |
Don’t mix up King’s Rock’s flinch chance with this Knockback: King’s Rock stops the enemy for 0.35 s, closer to a stun.
Why bosses resist
Resistance only shortens control effects: Frozen, Asleep, Confused, Infatuated, Rooted, Stunned and the stops in Paralyzed.
| Enemy | Control duration | Breaking free |
|---|---|---|
| Boss | ×0.35 | After about 2 s in total of Frozen, Asleep or Stunned: all three clear, then 5 s immune. The counter falls at half speed when not controlled |
| Totem, Summoner | ×0.6 | Same as bosses |
| Alpha | ×0.6 | Doesn’t break free |
| Elite and normal enemies | ×1 | Doesn’t break free |
Burned, Poisoned, Wet, Cursed and Heal Block last the same on everyone, so they’re the steadier picks against bosses.
How status chance works
P = min(1, move chance × move upgrade multiplier × status chance)
A move’s base chance is set like this:
- Its main-series status matches one of the 13: main-series chance × 1.6, kept between 15% and 80%. With no listed chance it counts as 30% (48% after conversion).
- No match: the type’s default status at a fixed 12%.
- Main-series status moves (no damage): always 80%.
- A per-move override table has the last word, such as Spore at 100% Asleep, Hypnosis at 45% and Thunder Wave at 60%.
Example: Ember at 16% with 4 White Herbs (+100%) and Paras (×1.2) gives 0.16 × 2 × 1.2 = 38.4%. A chance over 100% does nothing extra.
How to boost status
Each stat adds up within a source group (items, vitamins, passives, Support Alphas) and multiplies across groups. The stat has no cap; only the 100% per hit does.
| Source | Bonus | Stack limit |
|---|---|---|
| White Herb | +25% | 10 |
| Toxic Orb | +10% (and 6% Poisoned) | 5 |
| Ice Stone | +10% | 3 |
| X Attack vitamin | +15% × quality per pick | 10 levels |
| Paras’s passive | ×1.2 | – |
| Venonat’s passive | ×1.15 | – |
| Drowzee’s passive | ×1.1 | – |
| Poison-type Support Alpha | ×1.12 | – |
| Source | Bonus | Stack limit |
|---|---|---|
| Light Clay | +20% (moves and statuses) | 10 |
| Elixir vitamin | +10% × quality per pick | 10 levels |
| Black Sludge | Poisoned only: +25% each | 10 |
| Source | Bonus | Stack limit |
|---|---|---|
| Power Herb | +30% | 10 |
| Black Sludge | +20% (and +2 regen) | 10 |
| Flame Orb | +10% (and 5% Burned) | 5 |
| Burn Heal | +5% | 3 |
| Vulpix’s passive | ×1.15 | – |
| Magmar’s passive | ×1.1 | – |
| Fire-type Support Alpha | ×1.15 | – |
Damage over time is based on the hit that applied it, so a crit that applies Burned burns harder. A 200 hit burns for 60 a second, 180 in total; with 2 Power Herbs (+60%) that’s 96 a second, about 288 in total.
Reactions
Hitting an enemy that already has the right status with the right type triggers a Reaction. The multiplier applies to that hit’s final damage. Each Reaction has about a 0.25 s global cooldown, and only one triggers at a time.
| Reaction | Condition | Effect |
|---|---|---|
| Electrocuted | Wet + Electric | ×1.5; jumps to up to 12 Wet enemies within 9 m (80% damage, 60% Paralyzed) |
| Steam | Burned + Water | ×1.4; enemies within 6 m get Confused and Rooted; Burned is put out |
| Inferno | Burned + Grass or Flying | ×1.3; all enemies within 7 m get Burned |
| Wreckage | Frozen + Fighting, Rock or Steel | ×2.6; the ice breaks, 70% splash within 5 m |
| Poison Gas | Poisoned + Fire | ×(1.4 + 0.1 × stacks); the poison detonates, splash within 6 m that always poisons |
| Nightmare | Asleep + Ghost or Dark | ×1.7 on top of Asleep’s ×1.8, and heals you for 4% of the hit |
| Psychic Meltdown | Paralyzed + Psychic | ×1.6; Paralyzed becomes Confused |
| Dragon Rage | Infatuated + Dragon | ×2 |
Steam, Wreckage, Poison Gas and Psychic Meltdown consume the status.
Status and catching
If the target is Paralyzed, Asleep or Frozen at the moment you throw, the catch value gets +0.15 (+15 points). See the formula in how to get shiny Pokémon.
| Target, 1st ball | No status | With status |
|---|---|---|
| Catch rate 45 | 61.2% | 76.2% |
| Catch rate 3 | 55.4% | 70.4% |
Two catches: once weakened, your normal attacks don’t hit the target, so the status must be applied earlier and still be active; and the hit that weakens it wakes a sleeping target. Paralyzed (3 s × duration) works best, then Frozen (1.6 s). Chilled stacks don’t count.
Common myths
| Claim | What actually happens |
|---|---|
| 200% status chance means two statuses per hit | Capped at 100% per hit; the excess becomes nothing |
| Black Sludge only boosts poison | Its +20% is general status damage, so Burned benefits too. Only the +25% duration is poison-only |
| Status damage boosts Cursed or Asleep | No, only Burned and Poisoned |
| A boss can be kept frozen | Control lasts ×0.35, it breaks free after about 2 s, then 5 s immune |
| Light Clay extends Stunned | Stunned is always 0.5 s |
| An Infatuated boss won’t attack | Only normal enemies stop |
What isn’t confirmed
Related guides
- PokéBonk moves, fusion and Ultimates
- Luck in PokéBonk
- 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.