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).
FAQ
How does armor work in PokéBonk?
What is the best elemental reaction in PokéBonk?
What is the move and vitamin level cap in PokéBonk?
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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