Checked v0.7.10 · build mvgy3iyx · 21 Oct 2026

PokéBonk Beginner Guide

On my first look at the menu I wanted a damage number. The client pushed me somewhere else: catch Pokémon in zone 1, because catches fill the Pokédex and open League slots. I am writing the first three runs as that order, using the patch notes rather than a made-up route.

Pixel-art forest plateau and glowing ball on a stone altar; concept illustration, not a gameplay screenshot
Pixel-art forest plateau and glowing ball on a stone altar; concept illustration, not a gameplay screenshot
Illustrated laboratory bench with glowing dust and upgrade cards; not a gameplay screenshot
Illustrated laboratory bench with glowing dust and upgrade cards; not a gameplay screenshot

Run 1: catch, do not chase a build

Use early catches to learn the encounter system before spending every reroll on a perfect type. The how-to-play page gives the capture formula: a status ailment adds 0.15, while an additional counted attempt adds 0.20, with total chance capped at 0.95. Neither bonus can increase a chance already at that cap.

Daily and weekly tasks, called Encargos in the UI copy, are three per day and three per week. They pay Pokédollars and Stardust. I would clear the daily set before I start a second long Survival run.

Run 2: learn where Stardust comes from

The hint text lists Stardust at the end of a run (farther is more), from bosses, from shiny catches, from achievements, and from Encargos. Clan and season rewards for a top-50 finish are extra. I do not have a per-kill table in the bundle, so I am not printing fake drop numbers.

The official Lab tutorial recommends starting with the fourth move slot, then spreading dust between Reroll, Skip and stat training. The fourth move costs 1,500 Stardust in v0.7.10. The Lab page lists all 19 cards and calculates the exact cost from your current rank to a target.

Run 3: add types, do not multiply them

Since v0.5.3, bonuses of the same type add instead of multiplying. A long run will not explode into a nonsense number, and it also will not scale the way an old calculator assumed. Items stop at their cap. From that same patch, Ditto will not copy a full stack and Meowth will not sell one.

Training gains shrink per level, and from 0.6.2 each level still gives at least one third of the first level’s value. If a card looks tiny, that floor is why it is not zero.

Frequently asked questions

Which starter should I take?

All three evolve at level 24. The data differences are on the best-starter page. I am not calling a winner without a timed sample.

Will I lose the run if the tab crashes?

From 0.5.7, a refresh or a disconnect is supposed to restore the run, including a shiny you already caught.

Sources checked 2026-10-21