PokéBonk uses softened type matchups and its own elemental reaction system. A usual super-effective matchup becomes ×1.35, a resistance becomes ×0.8, and a main-series immunity becomes ×0.5. Set up an enemy status, then land the matching follow-up type to trigger a reaction. Applying a status by itself does not normally count as a reaction.
This page explains the original Charcher game at pokebonk.com. Its numerical baseline is the publicly collected Beta 0.6.3 runtime of 18 October 2026. Later patches and current version notices are dated on Updates; this is not a claim of a completed combat test on every patch.
PokéBonk type chart and dual types
Read each row as the attacking move’s type. Each listed defending type gives that column’s multiplier; unlisted types are ×1. For two defending types, multiply the two factors, then clamp the result between ×0.4 and ×1.8.
| Attack type | ×1.35 against | ×0.8 against | ×0.5 against |
|---|---|---|---|
| Normal | — | Rock, Steel | Ghost |
| Fighting | Normal, Rock, Steel, Ice, Dark | Flying, Poison, Bug, Psychic, Fairy | Ghost |
| Flying | Fighting, Bug, Grass | Rock, Steel, Electric | — |
| Poison | Grass, Fairy | Poison, Ground, Rock, Ghost | Steel |
| Ground | Poison, Rock, Steel, Fire, Electric | Bug, Grass | Flying |
| Rock | Flying, Bug, Fire, Ice | Fighting, Ground, Steel | — |
| Bug | Grass, Psychic, Dark | Fighting, Flying, Poison, Ghost, Steel, Fire, Fairy | — |
| Ghost | Ghost, Psychic | Dark | Normal |
| Steel | Rock, Ice, Fairy | Steel, Fire, Water, Electric | — |
| Fire | Bug, Steel, Grass, Ice | Rock, Fire, Water, Dragon | — |
| Water | Ground, Rock, Fire | Water, Grass, Dragon | — |
| Grass | Ground, Rock, Water | Flying, Poison, Bug, Steel, Fire, Grass, Dragon | — |
| Electric | Flying, Water | Grass, Electric, Dragon | Ground |
| Psychic | Fighting, Poison | Steel, Psychic | Dark |
| Ice | Flying, Ground, Grass, Dragon | Steel, Fire, Water, Ice | — |
| Dragon | Dragon | Steel | Fairy |
| Dark | Ghost, Psychic | Fighting, Dark, Fairy | — |
| Fairy | Fighting, Dragon, Dark | Poison, Steel, Fire | — |
For example, Fire against a Grass/Bug enemy gives 1.35 × 1.35 = 1.8225, reduced to the ×1.8 ceiling. Grass against Grass/Poison gives 0.8 × 0.8 = ×0.64. Ground against Fire/Flying gives 1.35 × 0.5 = ×0.675: Flying softens the hit rather than making the target immune. These examples are calculations from the game’s rule, not measured damage samples.
Your own incoming typed damage uses this chart too, with a further clamp to ×0.5–×1.6, before armor and other protection. Enemy contact damage uses the attacker’s first type. A form change can change your own types: Charizard adds Flying, which changes both matchups and shared-move eligibility.
Same-type damage and Physical versus Special
A move matching one of the attacking Pokémon’s current types receives ×1.25 same-type damage. Adaptability changes the player’s matching-type factor to ×1.5625; allied attacks use the ally’s types and the normal ×1.25. A dual-type attacker does not receive the bonus twice for one move.
PokéBonk applies the Physical or Special category of the generated move. Protein improves Physical and Calcium improves Special; they do not apply just because a move looks like a projectile or has a particular element. Some base Pokémon Status moves become damaging Special moves here. Sleep Powder, for example, is a Grass cone with a sleep roll, while Swords Dance is a booster with no direct damage. The 133-move reference shows both the runtime category and attack pattern.
Weather bonuses and environmental effects
Weather affects the player’s non-fixed outgoing attacks. Boosted types receive ×1.3 damage and reduced types ×0.75. A weather move replaces the current weather; its default effect lasts 14 seconds, modified by duration bonuses, then the region’s base weather returns. Cooldown is separate: Rain Dance’s generated base cooldown is 28.8 seconds, so its default 14-second effect is not permanent coverage.
| Weather | Boosted ×1.3 | Reduced ×0.75 | Extra runtime effect |
|---|---|---|---|
| Clear | None | None | No special weather pulse |
| Rain | Water, Electric | Fire | Periodic pulses refresh nearby enemies’ Wet timer to at least 2 seconds, within 25 game units |
| Scorching sun | Fire, Grass | Water | No separate damage pulse in the retained weather function |
| Sandstorm | Rock, Ground, Steel | None | Pulses deal fixed Rock damage of 2 + 2 × current stage to enemies within 25 units, except Rock/Ground/Steel targets |
| Hail | Ice | None | On a pulse, each nearby non-Ice enemy has a 20% chance to receive a chill application |
| Mist | Ghost, Dark | None | Changes the scene and visibility; no separate damage pulse in this function |
| Ash rain | Fire, Dragon | Ice | Visual ash; no separate damage pulse in this function |
The environmental pulse check is random, with a per-frame gate proportional to 2 × elapsed seconds. It is not an exact metronome. Rain’s repeated Wet setup makes Electric follow-ups useful; rain alone is not an Electric attack and does not itself increment the reaction counter. Hail builds chill rather than instantly freezing every enemy. Weather particles are suppressed during the special Mewtwo event in the retained runtime; do not assume the ordinary environmental pulse continues there.
You can inspect regional weather on Maps. A map’s weather and a current weather move are different sources of the same active weather state.
Status effects and duration
The following are the normal applications against an ordinary enemy with duration multiplier 1. In the formulas, B is the hit value passed to status application, and S is your status-damage multiplier. These are source formulas, rather than promises about final damage per second in a run.
| Effect | Base duration / stack condition | What it does |
|---|---|---|
| Burn | 3 seconds × duration | Keeps the stronger recorded burn rate: 0.30 × B × S per second. Reapplying refreshes duration rather than adding independent burn stacks. |
| Poison | 5 seconds × duration; maximum 10 stacks | Keeps the stronger 0.12 × B × S base rate, then ticks at that rate × (0.6 + 0.2 × stacks). At 10 stacks, that is 0.312 × B × S per second if the strongest B stays the same. Also applies at least 5 seconds of Heal Block. Each Black Sludge copy adds 25% to this poison duration. |
| Paralysis | 3 seconds × duration | Movement speed ×0.5; intermittent stun pulses last 0.4 seconds before control resistance. Sets up Psychic Meltdown. |
| Chill → Frozen | Chill expires after 3 seconds without refresh; 3 chill applications freeze | Each chill stack reduces movement speed by 15%. A Wet target immediately reaches the three-chill threshold on a successful chill application. Frozen lasts 1.6 seconds × duration × control resistance, clears chill and Wet, prevents normal movement/attacks, and increases incoming hit damage ×1.2. |
| Sleep | 3 seconds × duration × control resistance | Stops normal movement/attacks. The next hit receives ×1.8 damage and wakes the target; Ghost/Dark follow-ups can add Nightmare. |
| Confusion | 3 seconds × duration × control resistance | Ordinary enemies wander instead of normally pursuing; random pulses can hit a nearby enemy within 2.5 units for 2 × the confused enemy’s damage as fixed Psychic damage. Special boss steering can take precedence. |
| Wet | 5 seconds × duration from a normal application | Enables Electric’s Electrocution and makes the next successful chill application freeze immediately. Rain uses its own 2-second refresh rule. |
| Curse | 4 seconds × duration | Target takes ×1.25 hit damage. This is a damage vulnerability, rather than a burn-style periodic tick. |
| Heal Block | 6 seconds × duration | Blocks enemy healing/support, and halves the target’s current shield on application. Poison’s own Heal Block has its separate minimum timer. |
| Charm | 3 seconds × duration × control resistance | Contact damage ×0.6 and ordinary active attacks are suppressed. Boss/Alpha/Totem/Summoner attack logic has exceptions. Sets up Dragon Rage. |
| Root | 2 seconds × duration × control resistance | Movement speed ×0.35; it slows rather than completely freezing movement. |
| Stun | At least 0.5 seconds × control resistance | Prevents normal movement/attacks; extends an existing stun to the longer timer. This application does not multiply by the general duration stat. |
| Knockback | An impulse, not a timed status | A knock-tagged hit multiplies the knockback impulse ×2.5. Enemy knockback has a 0.6-second per-target gate, velocity caps and stronger resistance for special enemies. |
Control resistance is 0.35 for bosses, 0.6 for Alphas/Totems/Summoners and 1 for ordinary enemies in the status helper. It applies where the table explicitly includes it, rather than shortening every damage-over-time timer. Bosses, Totems and Summoners also break out after accumulating 2 seconds of hard control and gain 5 seconds of hard-control immunity; their movement code clears frozen/sleep/stun/chill while that immunity is active. An Alpha is included in the 0.6 duration factor but not that same break-out mask.
A move’s displayed status chance is multiplied by its move-status upgrades and the player’s status-chance stat, capped at 100% for the roll. Even a 100% chill roll still follows the chill/freeze conditions. Native effects are applied after the hit’s reaction check; a hit that first burns a clean target normally sets up a later Water hit, rather than producing Steam on that same first hit. An item or ability with a separate earlier effect can change the setup, so inspect the actual held effects.
All eight elemental reactions
Set up the existing state first, then land the follow-up. In this table H is the hit damage entering the reaction stage, after earlier stat/type/weather/crit and vulnerability modifiers. Multipliers here are additional to those earlier factors. Radius values use the game’s world units.
| Existing state → follow-up | Reaction | Result and limits |
|---|---|---|
| Wet → Electric | Electrocuted! | Main hit ×1.5, consumes the main target’s Wet. Chains to up to 12 other Wet enemies within 9 units, each for 0.8 × H as fixed Electric damage with a base 60% paralysis roll. Secondary hits cannot trigger further reactions. |
| Burn → Water | Steam! | Main hit ×1.4, consumes Burn. Enemies within 6 units receive at least 2.5 seconds confusion and 2 seconds root, each scaled by their control resistance. These reaction timers do not use the general duration multiplier. |
| Burn → Grass or Flying | Inferno! | Main hit ×1.3. Spreads/reapplies Burn within 7 units, with a recorded burn rate of at least 0.39 × H × status damage. It does not consume the original Burn, so later eligible hits can react again. |
| Frozen → Fighting, Rock or Steel | Wreckage! | Main hit ×2.6, consumes Frozen. Other enemies within 5 units take 0.7 × H as fixed Ice damage, without chaining reactions. Frozen’s earlier ×1.2 vulnerability means the primary hit can reach 1.2 × 2.6 = ×3.12 relative to the same otherwise identical unfrozen hit. |
| Poison → Fire | Poison Gas! | Consumes Poison and its stack count n. Main hit ×(1.4 + 0.1n): ×1.5 at one stack to ×2.4 at ten. Other enemies within 6 units take H × (0.5 + 0.12n) and receive a base 100% poison roll; that splash does not chain reactions. |
| Paralysis → Psychic | Psychic Meltdown! | Main hit ×1.6, consumes Paralysis, and leaves at least 4 seconds confusion × control resistance. |
| Charm → Dragon | Dragon Rage! | Main hit ×2. Charm is retained rather than consumed. |
| Sleep → Ghost or Dark | Nightmare! | The waking hit’s ordinary ×1.8 sleep bonus is multiplied by a further ×1.7, for ×3.06 before other applicable effects. Wakes the target and calls life-drain for 4% of that hit; received healing modifiers apply. |
The first seven reaction families each have a shared 0.25-second cooldown per reaction kind across enemies, rather than one timer per target. Nightmare runs in the waking-hit branch and does not use that same family gate. The normal reaction function checks Electrocution, Steam, Inferno, Wreckage, Poison Gas, Psychic Meltdown and Dragon Rage in that order; the first successful matching branch returns. One hit does not automatically claim every compatible combo. Nightmare occurs before that function and can accompany another eligible reaction when several prior states coexist.
For a simple source-derived calculation, take H = 100 against a target already carrying five Poison stacks. A Fire hit produces 190 primary reaction-stage damage and 110 splash damage to nearby targets before their applicable fixed-hit processing. The splash can apply poison but uses noReact, preventing an unlimited reaction chain. This is a worked formula example, not a recorded combat result.
A status is not always a reaction
Three chills freezing an enemy is useful setup but is not itself a react call. Ordinary attacks waking Sleep get the ×1.8 bonus but only the specified Ghost/Dark follow-up calls Nightmare. Chain splash and environmental fixed hits marked noReact do not produce additional reaction cascades. Several floating numbers therefore do not prove that the reaction counter rose by the same amount.
How to work toward Gastly’s 600 and Porygon’s 1,200 reactions
Gastly asks for 600 elemental reactions in one run. Porygon asks for both 30 League members and 1,200 elemental reactions in one run. These are best-single-run requirements: adding 300 reactions from two different runs does not satisfy Gastly’s 600. The Porygon conditions are both required. Completing a challenge makes the member ready for its subsequent encounter and capture, rather than immediately adding it to your League.
Build a repeatable setup that your actual move sources allow:
- Bulbasaur + Flame Orb → Inferno. Keep a Grass attack such as Vine Whip or Razor Leaf. Flame Orb gives qualifying non-fixed hits a 5% × held copies × status-chance stat burn roll, with up to five held copies. After a hit applies Burn, later Grass hits can trigger Inferno and spread Burn in a seven-unit area. This route uses an item for setup, so it does not require teaching Bulbasaur an unavailable Fire move. It also does not require Gastly to be unlocked first.
- Squirtle + Scald/Bubble → Steam. With Slowpoke already in your League, Scald is a shared Water move from run level 2. Its base burn roll is 30%; after a successful burn application, a later Water hit such as Bubble can produce Steam. Scald can also follow up its own prior Burn on later hits. Leave a slot for the shared move and use the checker to verify the donor and capacity.
- Electric attacker during Rain → Electrocution. Once you can select an Electric member such as Pikachu, Rain repeatedly supplies Wet nearby. Land Electric hits on those wet targets. Chains help damage crowds but their secondary
noReacthits do not each add another reaction. If a rain effect ends, re-establish Wet before expecting another Electrocution.
Choose useful move upgrades and status-chance effects from the item/vitamin reference, while maintaining movement, healing and enough damage to survive. More targets and a longer Survival run can create more opportunities, but do not guarantee a threshold. There is no sourced drop rate or finished 600/1,200-reaction run being claimed here. The per-family gate also means that hitting ten burning enemies with Grass almost simultaneously is not automatically ten Infernos.
At the end of the run, compare the game’s Reactions result with the target, then check The League for the member’s challenge progress. A successful result still needs the normal recruit encounter/capture step. If progress or a run result fails to save, use troubleshooting and the original game’s reporting tools.
Why base damage divided by cooldown is not DPS
The move table exposes the unmodified generated definition so that numbers have a consistent meaning. The move executor starts with base damage × 1.3 × move damage upgrades × (1 + 0.04 × (move level − 1)), then combat applies player damage and the relevant Physical/Special stat, matching-type bonus, elemental item boosts, the softened chart, weather and other conditions. Criticals, enemy vulnerabilities, reactions, shields and boss phases alter the result further.
Cooldown follows max(0.12 seconds, base cooldown × move cooldown modifier ÷ attack speed). Beam/cone ticks, orbit contact limits, projectile travel, enemies in range, repeated wave counts and effects with zero direct damage do not all translate into one hit per cooldown. Orbit attacks also schedule active duration as part of their cycle. A random move inherits its selected attack rather than dealing its own zero base value as a normal shot.
Pause the original run to inspect its held-move sheet, as explained on Moves. For a practical setup that uses these rules, compare the three starter families, then read the Bulbasaur, Charmander or Squirtle build. Alpha support bonuses add another layer without changing your League’s shared-move ownership.
Sources and version boundaries
The numerical rules come from the public 0.6.3 runtime: effectiveness, strike, applyStatus, reactions, tickStatus, enemy update, weatherFx, Zf and mp. The attack/defender pairings come from the original type data, transformed by effectiveness as shown above. Weather boost lists, League challenge requirements and Flame Orb’s cap come from the 0.6.3 configuration; names use the English interface. These retained numerical sources were collected on 18 October 2026 and organized for this page on 19 October 2026.
This is source-derived mechanics guidance, with explicit mathematical examples. It does not claim an observed win rate, a completed challenge run or that a generic main-series Pokémon chart is the game’s unmodified damage chart. Read later dated patches on Updates alongside this stated baseline.