PokéBonk Moves & Skills Database

Mastering your combat loadout requires an understanding of verified PokéBonk moves and their underlying runtime mechanics. While traditional turn-based Pokémon battles rely on base power and PP limits, PokéBonk functions as a real-time survivor roguelike where continuous damage per second, projectile velocity, area scaling and trigger cooldowns dictate survival across wave-clearing encounters. Every partner begins with a signature starting attack and unlocks additional move slots as you collect experience or invest in permanent laboratory research.

Game data v0.8.55 · build mvob1c8tPage updated
Displaying 816 of 816 verified PokéBonk moves

Steel Rain

Steelphysical
Base Dmg
128.4
Cooldown
2.00s
Area
5.0

Archetype: fusion · Pierce 99

Rock Snake

Rockphysical
Base Dmg
124.5
Cooldown
2.00s
Area
5.0

Archetype: fusion · Pierce 99 · 50% stun

Eternal Sleep

Psychicspecial
Base Dmg
98.1
Cooldown
2.36s
Area
5.0

Archetype: fusion · Pierce 99

Feather Cyclone

Flyingspecial
Base Dmg
90.0
Cooldown
2.44s
Area
5.0

Archetype: fusion · Pierce 99 · 50% knock

Seismic Ball

Groundphysical
Base Dmg
86.4
Cooldown
2.54s
Area
5.0

Archetype: fusion · Pierce 99 · 50% stun

Torpedo Horn

Waterphysical
Base Dmg
80.5
Cooldown
2.44s
Area
5.0

Archetype: fusion · Pierce 99

Gyarados's Fury

Waterspecial
Base Dmg
78.6
Cooldown
3.09s
Area
5.0

Archetype: fusion · Pierce 99

Dugtrio's Fissure

Groundphysical
Base Dmg
78.4
Cooldown
2.80s
Area
5.0

Archetype: fusion · Pierce 99 · 50% root

Fiery Gale

Firespecial
Base Dmg
76.9
Cooldown
2.71s
Area
5.0

Archetype: fusion · Pierce 99

Explosion

Normalphysical
Base Dmg
76.0
Cooldown
4.60s
Area
4.2

Archetype: meteor · Pierce 99

Starts on:Koffing

Focus Punch

Fightingphysical
Base Dmg
73.0
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99 · 70% stun

Starts on:Hitmonchan

Tsunami Claw

Waterphysical
Base Dmg
72.9
Cooldown
2.85s
Area
5.0

Archetype: fusion · Pierce 99 · 50% wet

Carnivorous Whip

Grassphysical
Base Dmg
72.1
Cooldown
2.88s
Area
5.0

Archetype: fusion · Pierce 99 · 50% poison

Fossil Slash

Fightingphysical
Base Dmg
71.9
Cooldown
2.73s
Area
5.0

Archetype: fusion · Pierce 99

Meteor Assault

Fightingphysical
Base Dmg
70.0
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Starts on:Farfetch’d

Ball Storm

Electricspecial
Base Dmg
68.3
Cooldown
3.04s
Area
5.0

Archetype: fusion · Pierce 99 · 50% paralysis

Gloomy Curse

Ghostspecial
Base Dmg
67.2
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99 · 50% curse

Typhoon

Flyingspecial
Base Dmg
66.3
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99

Psycho Boost

Psychicspecial
Base Dmg
65.1
Cooldown
4.16s
Area
4.2

Archetype: meteor · Pierce 99 · 12% confusion

Starts on:Mewtwo

Eruption

Firespecial
Base Dmg
64.2
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99 · 80% burn

Starts on:Magmar

Headlong Rush

Groundphysical
Base Dmg
63.8
Cooldown
4.00s
Area
4.2

Archetype: meteor · Pierce 99 · 50% stun

Starts on:Tauros

Sacred Gallop

Firephysical
Base Dmg
63.2
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% burn

Perish Song

Normalspecial
Base Dmg
62.3
Cooldown
3.60s
Area
4.2

Archetype: meteor · Pierce 99 · 100% curse

Starts on:Jynx

Fairy Halo

Fairyspecial
Base Dmg
60.0
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99

Dragon Ascent

Flyingphysical
Base Dmg
58.5
Cooldown
4.00s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Starts on:Aerodactyl

Blast Burn

Firespecial
Base Dmg
58.4
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99 · 12% burn

Frenzy Plant

Grassspecial
Base Dmg
58.4
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99 · 12% root

Giga Impact

Normalphysical
Base Dmg
58.4
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99

Starts on:Snorlax

Rock Wrecker

Rockphysical
Base Dmg
58.4
Cooldown
4.24s
Area
4.2

Archetype: meteor · Pierce 99 · 12% stun

Starts on:Rhyhorn

Guillotine

Normalphysical
Base Dmg
57.9
Cooldown
3.60s
Area
4.2

Archetype: meteor · Pierce 99 · 60% stun

Starts on:Krabby

Prehistoric Dive

Flyingphysical
Base Dmg
56.8
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99 · 50% paralysis

Sky Attack

Flyingphysical
Base Dmg
56.6
Cooldown
4.16s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Doom Desire

Steelspecial
Base Dmg
56.6
Cooldown
4.16s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Last Resort

Normalphysical
Base Dmg
56.6
Cooldown
4.16s
Area
4.2

Archetype: meteor · Pierce 99

Starts on:Eevee

Overheat

Firespecial
Base Dmg
54.9
Cooldown
4.08s
Area
4.2

Archetype: meteor · Pierce 99 · 60% burn

Starts on:Moltres

Draco Meteor

Dragonspecial
Base Dmg
54.9
Cooldown
4.08s
Area
4.2

Archetype: meteor · Pierce 99

Starts on:Dratini

Bolt Strike

Electricphysical
Base Dmg
54.9
Cooldown
4.08s
Area
4.2

Archetype: meteor · Pierce 99 · 60% paralysis

Starts on:Electabuzz

Blue Flare

Firespecial
Base Dmg
54.9
Cooldown
4.08s
Area
4.2

Archetype: meteor · Pierce 99 · 32% burn

Sludge Tide

Poisonspecial
Base Dmg
53.9
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% poison

Aurora Borealis

Icespecial
Base Dmg
53.7
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99 · 50% freeze

Conductive Storm

Waterspecial
Base Dmg
53.2
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99

Future Sight

Psychicspecial
Base Dmg
53.2
Cooldown
4.00s
Area
4.2

Archetype: meteor · Pierce 99 · 12% confusion

Starts on:Abra

Gunk Shot

Poisonphysical
Base Dmg
53.2
Cooldown
4.00s
Area
4.2

Archetype: meteor · Pierce 99 · 48% poison

Starts on:Ekans

Tera Starstorm

Normalspecial
Base Dmg
53.2
Cooldown
4.00s
Area
4.2

Archetype: meteor · Pierce 99

Megalithic Charge

Groundphysical
Base Dmg
52.4
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% stun

Final Gambit

Fightingspecial
Base Dmg
51.2
Cooldown
3.60s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Starts on:Mankey

Solar Tangle

Grassphysical
Base Dmg
50.0
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% root

Sacred Fire

Firephysical
Base Dmg
49.7
Cooldown
3.84s
Area
4.2

Archetype: meteor · Pierce 99 · 80% burn

Starts on:Ponyta

Mountain Gale

Icephysical
Base Dmg
49.7
Cooldown
3.84s
Area
4.2

Archetype: meteor · Pierce 99 · 12% freeze

Collision Course

Fightingphysical
Base Dmg
49.7
Cooldown
3.84s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Meteor Mash

Steelphysical
Base Dmg
48.0
Cooldown
3.76s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Floaty Fall

Flyingphysical
Base Dmg
48.0
Cooldown
3.76s
Area
4.2

Archetype: meteor · Pierce 99 · 12% knock

Enchanted Breath

Dragonspecial
Base Dmg
47.9
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99

Mega Punch

Normalphysical
Base Dmg
46.2
Cooldown
3.68s
Area
4.2

Archetype: meteor · Pierce 99

Starts on:Kangaskhan

Grav Apple

Grassphysical
Base Dmg
46.2
Cooldown
3.68s
Area
4.2

Archetype: meteor · Pierce 99 · 12% root

Triple Ruckus

Flyingspecial
Base Dmg
45.2
Cooldown
2.89s
Area
5.0

Archetype: fusion · Pierce 99 · 50% confusion

Splintered Stormshards

Rockphysical
Base Dmg
44.2
Cooldown
4.10s
Area
5.0

Archetype: vortex · Pierce 99 · 12% stun

Shattered Glacier

Icephysical
Base Dmg
43.9
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99

Avalanche

Icephysical
Base Dmg
42.8
Cooldown
3.52s
Area
4.2

Archetype: meteor · Pierce 99 · 12% freeze

Torrential Migraine

Waterspecial
Base Dmg
42.3
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99 · 50% wet

Last Respects

Ghostphysical
Base Dmg
41.1
Cooldown
3.44s
Area
4.2

Archetype: meteor · Pierce 99 · 12% curse

Parental Double

Normalphysical
Base Dmg
41.0
Cooldown
2.89s
Area
5.0

Archetype: fusion · Pierce 99 · 50% stun

Ice Age

Icespecial
Base Dmg
40.3
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99 · 50% freeze

High Jump Kick

Fightingphysical
Base Dmg
39.5
Cooldown
1.73s
Area
1.9

Archetype: smite · Pierce 99 · 12% knock

Starts on:Hitmonlee

Shell Trap

Firespecial
Base Dmg
38.9
Cooldown
2.76s
Area
3.0

Archetype: trap · 12% burn

Hurricane

Flyingspecial
Base Dmg
38.9
Cooldown
3.53s
Area
5.0

Archetype: vortex · Pierce 99 · 48% confusion

Starts on:Pidgey

Max Starfall

Fairyphysical
Base Dmg
38.3
Cooldown
3.40s
Area
4.2

Archetype: meteor · Pierce 99 · 12% charm

Max Rockfall

Rockphysical
Base Dmg
38.3
Cooldown
3.40s
Area
4.2

Archetype: meteor · Pierce 99 · 12% stun

Magma Storm

Firespecial
Base Dmg
37.6
Cooldown
3.46s
Area
5.0

Archetype: vortex · Pierce 99 · 80% root

Springtide Storm

Fairyspecial
Base Dmg
37.6
Cooldown
3.46s
Area
5.0

Archetype: vortex · Pierce 99 · 12% charm

Sandsear Storm

Groundspecial
Base Dmg
37.6
Cooldown
3.46s
Area
5.0

Archetype: vortex · Pierce 99 · 12% stun

Toxic Combustion

Poisonspecial
Base Dmg
37.4
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99

Magnetic Field

Steelspecial
Base Dmg
37.1
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% paralysis

Thunder Cage

Electricspecial
Base Dmg
34.9
Cooldown
3.31s
Area
5.0

Archetype: vortex · Pierce 99 · 80% root

Starts on:Electabuzz

Giant Lick

Normalphysical
Base Dmg
34.5
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99 · 50% stun

Tectonic Horn

Groundspecial
Base Dmg
34.3
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99 · 50% stun

Binary Overload

Electricspecial
Base Dmg
34.3
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99 · 50% paralysis

Self-Destruct

Normalphysical
Base Dmg
34.3
Cooldown
2.99s
Area
6.5

Archetype: nova · Pierce 99

Starts on:Koffing

Spectral Parade

Ghostspecial
Base Dmg
34.0
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99

Head Smash

Rockphysical
Base Dmg
33.7
Cooldown
2.44s
Area
1.8

Archetype: dash · Pierce 99 · 12% stun

Starts on:Onix

Gravity

Psychicspecial
Base Dmg
33.6
Cooldown
3.24s
Area
5.0

Archetype: vortex · Pierce 99 · 40% stun

Starts on:Clefairy

Trick Room

Psychicspecial
Base Dmg
33.6
Cooldown
3.24s
Area
5.0

Archetype: vortex · Pierce 99 · 50% stun

Starts on:Mr. Mime

Hydro Vortex

Waterspecial
Base Dmg
33.6
Cooldown
3.24s
Area
5.0

Archetype: vortex · Pierce 99 · 12% wet

Chatter

Flyingspecial
Base Dmg
33.0
Cooldown
3.20s
Area
5.0

Archetype: vortex · Pierce 99 · 80% confusion

Leaf Tornado

Grassspecial
Base Dmg
33.0
Cooldown
3.20s
Area
5.0

Archetype: vortex · Pierce 99 · 12% root

Gravitational Moon

Fairyspecial
Base Dmg
33.0
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99 · 50% charm

Celestial Cross Slash

Bugphysical
Base Dmg
31.6
Cooldown
2.89s
Area
5.0

Archetype: fusion · Pierce 99

Psychic Spark

Electricspecial
Base Dmg
31.5
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99

Supreme Storm

Electricspecial
Base Dmg
31.1
Cooldown
3.40s
Area
5.0

Archetype: fusion · Pierce 99 · 50% paralysis

Heavy Slam

Steelphysical
Base Dmg
30.9
Cooldown
1.53s
Area
1.9

Archetype: smite · Pierce 99 · 50% stun

Starts on:Lickitung

Star Gambit

Normalphysical
Base Dmg
29.8
Cooldown
3.06s
Area
5.0

Archetype: fusion · Pierce 99

Gust

Flyingspecial
Base Dmg
29.7
Cooldown
3.06s
Area
5.0

Archetype: vortex · Pierce 99 · 12% knock

Starts on:Caterpie

Twister

Dragonspecial
Base Dmg
29.7
Cooldown
3.06s
Area
5.0

Archetype: vortex · Pierce 99

Starts on:Dratini

Prismatic Premonition

Psychicspecial
Base Dmg
29.6
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% confusion

Glacial Tide

Waterspecial
Base Dmg
29.2
Cooldown
3.23s
Area
5.0

Archetype: fusion · Pierce 99 · 50% freeze

Misty Explosion

Fairyspecial
Base Dmg
29.2
Cooldown
2.50s
Area
6.5

Archetype: nova · Pierce 99 · 35% charm

Starts on:Mr. Mime

Stone Axe

Rockphysical
Base Dmg
29.1
Cooldown
2.31s
Area
3.0

Archetype: trap · 12% stun

Starts on:Kabuto

Ceaseless Edge

Darkphysical
Base Dmg
29.1
Cooldown
2.31s
Area
3.0

Archetype: trap · 12% healblock

Fire Spin

Firespecial
Base Dmg
29.1
Cooldown
3.06s
Area
5.0

Archetype: vortex · Pierce 99 · 80% root

Starts on:Charmander

Whirlpool

Waterspecial
Base Dmg
29.1
Cooldown
3.06s
Area
5.0

Archetype: vortex · Pierce 99 · 80% root

Starts on:Tentacool

Showing top 100 results. Use the search box above to narrow down specific moves.

This database indexes all 816 active combat abilities extracted directly from client version 0.8.55 (build mvob1c8t). You can inspect exact base damage values, internal cooldown intervals in seconds, attack archetypes, projectile piercing limits and status infliction probabilities. Crucially, this tool identifies which abilities unlock powerful Bill's Machine recipes in our fusion recipe database and highlights the default kit allocations across all active League challenge unlockables.

Understanding PokéBonk moves: combat formulas and archetypes

In PokéBonk, combat abilities do not execute turn-by-turn; they fire automatically based on an internal timer known as the move cooldown. When evaluating different PokéBonk moves, looking solely at single-hit base damage presents an incomplete picture. An attack with 40 damage on a 3.0-second delay yields an average output of 13.3 damage per second, whereas a rapid ability dealing 15 damage every 0.8 seconds delivers 18.75 damage per second before factoring in area coverage or piercing opportunities.

The game engine classifies every attack under a behavioral archetype. Strike moves execute immediate point-blank swings or melee arcs centered on your trainer. Projectile abilities launch traveling missiles that travel outward along directional vectors. Aura and hazard skills generate lingering damage zones on the terrain, dealing continuous ticks to all targets entering their perimeter. Beams cast instantaneous linear colliders that damage everything along their raycast. For beginner survival, high-pierce projectiles and wide circular auras consistently outperform single-target strikes during dense wave swarms.

Physical versus special damage scaling

Every attack belongs to one of three damage categories: physical, special, or status. Unlike main-series titles where physical attacks target Defense and special attacks target Special Defense, PokéBonk enemies possess universal armor ratings. Instead, the damage class determines which stat multipliers enhance your ability's output during a run. Investing in physical stat multipliers boosts all physical skills, while special damage multipliers scale special skills exclusively.

This fundamental distinction prevents broad, unfocused buildcrafting. If your partner starts with special abilities like Flamethrower or Water Gun, choosing physical damage bonuses from level-up rewards or held items wastes investment capacity. When configuring custom loadouts in the interactive build planner, always balance your kit around a unified damage category or select neutral global damage bonuses that elevate both disciplines simultaneously.

Same-Type Attack Bonus (STAB) and elemental synergies

Aligning your attack elements with your partner's natural typing activates the Same-Type Attack Bonus (STAB). Extracted game rules confirm that when a Pokémon uses an ability matching its primary or secondary elemental profile, the attack gains an intrinsic damage multiplier of +25% (or +50% under specialized passive enhancements like Adaptability). This bonus applies multiplicatively on top of base scaling, making on-type abilities significantly stronger than mismatched alternatives.

Furthermore, stacking multiple abilities of the exact same elemental affinity triggers progressive same-type bonuses. Running four Fire attacks or four Water attacks provides passive global bonuses to attack frequency and critical strike likelihood. To verify how dual-type interactions mitigate incoming threats while amplifying your offensive output, consult our runtime type chart before deciding whether to diversify your elemental coverage or commit to a mono-type offensive strategy.

Status ailments and crowd control effects

Damage numbers alone cannot solve late-game wave densities where enemy health pools scale exponentially. Several high-tier PokéBonk moves feature secondary status ailment triggers that inflict critical crowd control or percentage-based attrition. Understanding ailment mechanics lets you stabilize dangerous encounters without needing immediate burst lethal thresholds.

Burn inflicts continuous tick damage over time while reducing enemy movement pace. Freeze completely arrests hostile advances for a set duration, granting vital breathing room to reposition or collect distant health pickups. Paralyze periodically stuns targets and disrupts aggressive lunges, while Poison applies stacking degeneration that scales against durable Elite bosses. When facing tough guardian waves on advanced region maps, incorporating at least one reliable crowd-control ability provides the safety margin necessary to preserve health buffers.

Bill's Machine fusions and signature transformations

One of the most transformative mechanics in PokéBonk is Bill's Machine fusion system. Once you elevate two compatible level-eight abilities during a run and encounter Bill's Machine, you can merge them into a single devastating hybrid attack. These fusion creations combine the mechanical strengths of both component skills while freeing an active move slot to acquire additional utility.

Certain signature fusions require exact named component skills. For example, pairing Razor Leaf with Solar Beam produces the signature Flower Beam, firing a solar beam flanked by erupting petal vortexes. Other fusions follow reaction formulas, combining contrasting elements like Fire and Ice to trigger Thermal Shockwaves. Before finalizing your four-move loadout, cross-reference our fusion recipe guide to guarantee that your opening abilities possess legal fusion paths rather than hitting dead-end upgrade ceilings.

Starting partner kits and progression recommendations

When initiating a fresh profile, the three accessible starters—Bulbasaur, Charmander, and Squirtle—offer contrasting mechanical styles. Bulbasaur features physical Grass strikes complemented by passive health regeneration upon hit, making it the most forgiving candidate for learning enemy approach vectors in our beginner player guide. Charmander specializes in directional Fire burst with high baseline scaling, while Squirtle provides defensive shield buffers and physical spin utility as detailed in our starter comparison breakdown.

As you conquer regional milestones and fulfill unlock objectives across the League partner roster, you will unlock advanced partners possessing specialized toolkits. High-ranking choices on our editorial tier list frequently combine low internal cooldowns with natural crowd control. Reviewing the complete held items index and vitamin stat enhancements further refines your ability to tailor stat multipliers to your chosen move rotation.

Laboratory cooldown and slot investment priorities

Between runs, permanent progression acquired through Stardust fundamentally reshapes how your moves behave. The Swiftness laboratory upgrade grants compounding percentage increases to global attack speed, effectively reducing cooldown timers across all equipped attacks. Additionally, purchasing the 4th move slot and 4th upgrade option in the laboratory dramatically accelerates in-run consistency, allowing you to assemble core synergies before challenging wave timers expire.

Before committing valuable Stardust to expensive high-tier upgrades, input your current progress into the Lab upgrade calculator to forecast total expenditures and identify the most cost-effective path to critical breakpoints. Stacking attack speed alongside raw damage ensures that high-power, long-cooldown abilities fire with sufficient frequency to repel relentless enemy hordes.

Frequently asked questions

What is the difference between physical and special moves in PokéBonk?

Physical moves scale with your physical damage multiplier, while special moves scale with your special damage multiplier. Enemies have uniform defense values, so the distinction dictates which upgrade buffs and held items enhance your attack power.

How do attack cooldowns work in real-time combat?

Every move features a base cooldown measured in seconds. When the cooldown elapses, the attack triggers automatically. Purchasing Swiftness in the Lab or collecting attack speed vitamins reduces this duration, allowing abilities to activate more rapidly.

Do moves get stronger as they level up during a run?

Yes. Leveling up an equipped move increases its base damage, expands its effective hit area, and frequently reduces its cooldown. Reaching level eight unlocks its eligibility for Bill's Machine fusion transformations.

Can any two moves be fused together?

No. Fusions follow strict compatibility rules governed by signature pairings, elemental reactions, mono-type combinations, or rare glitch outcomes. Both component moves must reach maximum level eight to permit fusion.