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PokéBonk Mechanics & Glossary: Stats, Statuses and Reactions

How PokéBonk's stats, status effects, elemental reactions and attack shapes work, with the exact numbers from the in-game glossary (Beta v0.7.3).

v0.7.3 PokéBonk Wiki Last updated: (US Pacific Time) 7 min read

FAQ

How does armor work in PokéBonk?
Armor reduces the damage you take by armor ÷ (armor + 45). It has diminishing returns, so each point helps less than the last.
What is the best elemental reaction in PokéBonk?
By raw multiplier, Wreckage (Frozen hit by Fighting, Rock or Steel) is the biggest at ×2.6, followed by Dragon Rage at ×2. Reactions also depend on first applying the right status.
What is the move and vitamin level cap in PokéBonk?
Moves cap at level 8 and vitamins cap at level 10. Crit chance and status chance both cap at 100%.

This page collects PokéBonk’s own rules, taken word for word from the in-game glossary (Pause → Glossary) in Beta v0.7.3. The game shows these to explain its numbers, so they are the most reliable reference we have. They do not replace a move’s live card, which shows that move’s actual damage with your current build.

How do the core stats work?

Stat Rule
Armor Reduces damage taken: armor ÷ (armor + 45). More armor helps less each time.
Attack speed Real cooldown = cooldown ÷ attack speed, so higher attack speed fires moves sooner.
Crit chance Chance a hit is critical. Caps at 100%; anything above is wasted, so swap the crit item once you reach it.
Crit damage How much more a crit does. Starts at ×1.75; +50% crit damage makes it ×2.25.
Status chance Multiplies the chance to apply statuses (burn, poison…). The final per-hit chance never exceeds 100%.
Luck Improves the rarity of what you’re offered: every 100 luck roughly doubles Rare cards and multiplies Legendaries. It also makes Poké Balls cheaper.
Move level Up to level 8. Each level adds base damage and offers a random upgrade (more damage, less cooldown, more projectiles…).
Vitamins Stat upgrades chosen on level-up. Each caps at level 10, and rarer ones give more.

Observed, Beta v0.7.3 (in-game glossary).

How does type damage work?

  • Type effectiveness: ×2 if super effective, ×0.5 if resisted, ×0 if immune. Coloured arrows over an enemy show the matchup.
  • Same type (STAB): a move matching your Pokémon’s type deals 25% more damage, or 56% more with Adaptability.
  • Critical: a hit can crit for ×1.75 (more with your crit-damage stat). Some moves have their own crit chance.
  • Weather: rain, sun, sandstorm and hail boost certain types by 30% and weaken others by 25%. Rain → Water, Electric. Scorching sun → Fire, Grass. Sandstorm → Rock, Ground, Steel. Hail → Ice.

Observed, Beta v0.7.3.

What do the status effects do?

Most statuses are applied by one type of move. The chance scales with your status-chance stat but never passes 100% per hit.

Status Effect Usually from
Burned Damage over time equal to 30% of the hit that caused it, for 3 s Fire
Poisoned Damage over time, stacks up to 10 times (one per hit), 5 s; the enemy can’t heal while poisoned Poison
Paralyzed Loses half its speed and sometimes freezes in place, 3 s Electric
Frozen Each cold hit adds a chill stack; at 3 it freezes for 1.6 s (immobile, +20% damage taken). If Wet, an Ice hit freezes it instantly Ice
Asleep Stops for 3 s; the next hit deals ×1.8 and wakes it —
Confused For 3 s it attacks and moves out of control and can hit other enemies Psychic
Wet Soaked for 5 s: enables Electrocuted and freezes instantly from an Ice hit Water
Cursed For 4 s it takes +25% damage from everything Ghost
Heal Block For 6 s it can’t heal and loses half its shield Dark
Charmed For 3 s it deals −40% damage and common enemies stop attacking Fairy
Rooted For 2 s it moves 65% slower Grass
Stunned Freezes in place for half a second Rock
Knockback Sent flying much farther than normal Fighting

Observed, Beta v0.7.3.

What are elemental reactions?

A reaction triggers when you hit an enemy that already has the right status. They add a damage multiplier on top of the hit.

Reaction Trigger Effect
Electrocuted Wet + Electric hit Jumps to up to 12 Wet enemies within 9 m (60% to paralyze); hit deals ×1.5
Steam Burned + Water hit A cloud that confuses and roots nearby enemies; hit deals ×1.4
Inferno Burned + Grass or Flying hit Spreads the burn to enemies within 7 m; hit deals ×1.3
Wreckage Frozen + Fighting, Rock or Steel hit Breaks the ice: ×2.6 plus shards that damage everything around
Poison Gas Poisoned + Fire hit Explodes: ×1.4 plus 10% per poison stack, and poisons those around it
Nightmare Asleep + Ghost or Dark hit ×1.7 on top of sleep’s ×1.8, and heals you a little
Psychic Meltdown Paralyzed + Psychic hit Hit deals ×1.6 and leaves it confused
Dragon Rage Charmed + Dragon hit Hit deals ×2

Observed, Beta v0.7.3. Our reading, untested: chaining a status move into a reaction move is how builds reach their highest single-hit numbers; Wreckage (×2.6) is the largest listed multiplier.

What do the attack shapes mean?

Every move’s card names its shape. These describe how it hits, which matters more than raw damage when you choose upgrades.

Shape What it does
Projectile Fires at the closest enemy
Explosive orb An orb that explodes on impact
Bomb Lobbed in an arc, explodes in an area
Burst A rapid burst of projectiles
Homing Projectiles that chase and never miss
Boomerang Goes out and comes back, piercing enemies
Drain Steals life on impact
Bolt A continuous beam that pierces everything
Cone A cone-shaped torrent in front of you
Wave A wide wave that sweeps its path
Shockwave A wave that hits everything around you
Chain Hits one enemy and jumps to nearby ones
Heavenly Impact Strikes fall from the sky on nearby enemies
Meteor A devastating meteor after a moment
Trap Traps that explode on contact
Vortex A whirlwind that pulls enemies in, then explodes
Strike An arcing strike against the closest enemy
Charge Sweeps through in a straight line
Spin You spin, hitting and pushing everyone around
Aura Continuously damages nearby enemies
Orbit Items that spin around you, hitting enemies
Trail Leaves a damaging trail as you move
Weather Changes the weather to boost certain types
Booster Temporarily powers you up
Random Every few seconds becomes a random League attack, with its upgrades

Observed, Beta v0.7.3.

Three things new players get wrong

  • Armor is not linear. Because of armor ÷ (armor + 45), stacking armor past a point barely helps; mix in shield, evasion or healing instead.
  • Crit and status chance are capped at 100%. Once you hit the cap, more of that stat is wasted — swap the item.
  • Read the shape, not just the damage. A multi-hit or piercing shape (Burst, Bolt, Chain) often out-damages a bigger single-hit number, especially against groups. The move card shows its live numbers.

Sources & verification

Every rule on this page was transcribed from PokéBonk’s in-game glossary (Pause → Glossary) in a fresh Guest session, Beta v0.7.3, on 2026-10-18 (US Pacific Time). Facts are labelled Observed; our own strategy notes are marked Our reading, untested. The game updates often, so a later patch may change these numbers. Spotted a mistake? support@pokebonkwiki.com

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