● Source package: 2–3 November 2026 · Not independently retested Game v0.8.89 Independent · unofficial
Bonk
Field NotesAn independent PokéBonk guide

PokéBonk items: all 126 effects, rarities and caps

PokéBonk has 126 run items across five rarities. Every effect below is transcribed from v0.8.89 — including the downside clauses.

Six high-impact item effects worth knowing first
ItemExact effect
Life Orb
Rare
+30% total damage, but -10% max HP.
Choice Band
Rare
+35% physical damage, but -8% attack speed.
Focus Band
Rare
15% chance to survive a lethal hit with 1 HP, once every 20 s.
Sitrus Berry
Uncommon
+10 max HP. Below 30% HP, recover 35% HP every 45 s.
Big Nugget
Common
Poké Balls cost 8% less, up to -40%; +5% PokéDollars.
Master Ball
Legendary
+25% damage; guarantees capture in Wild Encounters.

How items work in a run

Items are not the same thing as vitamins. Items go into your run Bag and modify a stat or add a rule; vitamins are chosen on the level-up screen and improve a specific move or stat. The pause screen shows both separately: “Items” and “Vitamins”.

The pause-screen tip says the Poké Balls on the map hold items and are opened with E. The same screen says items can be bought from Meowth. The Lab’s Items tab is where items are unlocked and put into your Poké Ball pool; the Archive can remove an owned item from that pool so it stops appearing. Our fresh guest Lab showed 67/126 in the pool, which is an account-state number, not a permanent count.

The Bag starts with two item slots and the Lab’s Big Bag upgrade raises it to three. That is separate from how many items you can find during a run. Item effects in the catalogue are per copy; the cap is the maximum number of copies represented in the item table, not a promise that a shop will sell that many.

Stack-cap caveat: 59 of the 126 entries have no explicit max and fall back to the data’s default of 10 copies. The other 67 have a lower cap shown in the card footer. We did not test whether every source can actually deliver that many copies.

The four item roles worth building around

Damage with a cost

Life Orb adds 30% total damage but cuts max HP by 10%. Choice Band adds 35% physical damage but slows attack speed by 8%; Choice Specs is the special version. These are real tradeoffs, not free multipliers.

Survive one mistake

Focus Band has a 15% chance to leave you at 1 HP and a 20-second cooldown. Focus Sash survives a lethal hit once per phase. Revive and Max Revive restore you at 35% and 60% HP respectively. Different safety nets, different caps.

Economy and capture

Big Nugget lowers Poké Ball prices by 8% per copy, up to 40%, and adds 5% PokéDollars. Master Ball adds 25% damage and guarantees capture in Wild Encounters. Coin Case converts spent PokéDollars into damage, up to +30%.

Status and control

Flame Orb adds a 5% burn chance; Toxic Orb adds a 6% poison chance; Snowball chills and freezes after three chills. Binding Band then adds 20% damage to stunned, rooted, paralysed, frozen or sleeping enemies.

All 126 items, with exact effects

Sorted by rarity, then name. The effect is the English card text from the v0.8.89 item table. “Cap 10 (default)” means the entry had no explicit max and uses the table default; a lower number is the item’s listed cap.

Showing 126 of 126 items.

Adamant Orb

Legendary

+15% damage. When you take a hit you stop time: nearby enemies freeze in place for 3 s (every 20 s).

Cap: 1 adamant-orb

Dawn Stone

Legendary

+30% to all damage and +20% attack speed.

Cap: 2 dawn-stone

Lustrous Orb

Legendary

+20% area and +1 projectile. Every 8 s you open a rift that pulls in nearby enemies and then explodes.

Cap: 1 lustrous-orb

Master Ball

Legendary

+25% damage to everything. Guarantees capture in Wild Encounters.

Cap: 1 master-ball

Max Revive

Legendary

You revive once with 60% HP.

Cap: 3 max-revive

Moon Stone

Legendary

+2 projectiles and +25% area.

Cap: 2 moon-stone

Poké Flute

Legendary

Your Ultimate charges 25% faster. On cast, all your moves recharge and you gain +30% attack speed for 6 s.

Cap: 1 poke-flute

Rainbow Wing

Legendary

+15% healing received. Once per zone, when you faint you rise again in flames with 50% HP and 3 s of invulnerability, scorching everything around you: Fire damage that burns and knocks back.

Cap: 1 rainbow-wing

Rare Candy

Legendary

You gain 2 levels instantly and +5% damage.

Cap: 10 (default) rare-candy

Silver Wing

Legendary

+1 extra jump and +12% speed. Every 5 s a gust of wind hits and pushes away the enemies around you.

Cap: 1 silver-wing

Soul Dew

Legendary

+20% special damage and +15% area. Your Ultimate charges 40% faster.

Cap: 1 soul-dew

Sun Stone

Legendary

+10% damage. Every 6 s a solar beam strikes the strongest nearby enemy: a huge Fire explosion that burns.

Cap: 2 sun-stone

TM Case

Legendary

Your moves can go up 2 more levels (up to 10) and fusions 1 more star (up to ★6).

Cap: 1 tm-case

Comet Shard

Epic

+40% PokéDollars and +30 luck.

Cap: 10 (default) comet-shard

Dusk Stone

Epic

+40% crit damage and +8% crit.

Cap: 10 (default) dusk-stone

Electirizer

Epic

Every 2.5 s lightning strikes 3 nearby enemies and may paralyze them (+1 bolt per unit).

Cap: 3 electirizer

Fire Stone

Epic

Burning enemies have a 50% chance to explode when they faint: special Fire damage in a 3.5 m radius that grows with your level and with each extra unit, with a 50% chance to burn those hit.

Cap: 3 fire-stone

Focus Sash

Epic

You survive a lethal hit once per phase.

Cap: 1 focus-sash

Griseous Orb

Epic

Every defeated enemy has a 12% chance to leave a shadow that bursts instantly and curses those around it.

Cap: 2 griseous-orb

Ice Stone

Epic

+10% status chance. Frozen or chilled enemies burst into ice shards when they faint: special Ice damage in a 3.2 m radius that grows with your level and with each extra unit, chilling everyone it hits.

Cap: 3 ice-stone

Leaf Stone

Epic

Each KO has a 10% chance to release a leaf whirlwind: physical Grass damage in a 3.5 m radius that grows with your level and with each extra unit (no status), and heals you 1% HP.

Cap: 3 leaf-stone

Max Elixir

Epic

+20% attack speed.

Cap: 10 (default) max-elixir

Max Ether

Epic

Your vitamins can level up 2 more times (up to 12).

Cap: 1 max-ether

PP Max

Epic

+1 projectile to all moves.

Cap: 10 (default) pp-max

Protector

Epic

+20 armor, +15% max HP and +40 thorns, but -5% speed.

Cap: 3 protector

Rage Candy Bar

Epic

The less HP you have left, the more damage: up to +60% at 25% HP or less. -25% healing received.

Cap: 1 rage-candy-bar

Reaper Cloth

Epic

Every 100 KOs in the run: +1% damage (up to +30%).

Cap: 2 reaper-cloth

Revive

Epic

You revive once with 35% HP.

Cap: 2 revive

S.S. Ticket

Epic

+1 slot for support Alphas this run.

Cap: 1 ss-ticket

Shiny Stone

Epic

+15% total damage and +15% area.

Cap: 10 (default) shiny-stone

Silph Scope

Epic

Every 6 s it marks the strongest nearby enemy: it takes 40% more damage from everything. If it falls, another is marked right away.

Cap: 2 silph-scope

Thick Club

Epic

Your physical damage rises 1% for every 2 armor (up to +50%).

Cap: 2 thick-club

Thunder Stone

Epic

+4% crit chance. Your critical hits call a bolt onto another enemy within 8 m (at most 5 per second): special Electric damage that grows with your level and with each extra unit, with a 30% chance to paralyze.

Cap: 5 thunder-stone

Assault Vest

Rare

+12 armor and +12% max HP.

Cap: 10 (default) assault-vest

Bicycle

Rare

+6% speed. You gain +1% damage for every 2% extra speed (up to +35%).

Cap: 2 bicycle

Black Sludge

Rare

+2 regeneration and +20% status damage (burns and poisons). Your poisons last 25% longer.

Cap: 10 (default) black-sludge

Cell Battery

Rare

+1.5% attack speed for every 10 KOs of streak (up to +25%).

Cap: 2 cell-battery

Choice Band

Rare

+35% physical damage, -8% attack speed.

Cap: 5 choice-band

Choice Scarf

Rare

+20% speed and +10% attack speed.

Cap: 5 choice-scarf

Choice Specs

Rare

+35% special damage, -8% attack speed.

Cap: 5 choice-specs

Coin Case

Rare

+10% PokéDollars. You gain +1% damage for every 300 ₽ you spend in the run (up to +30%).

Cap: 1 coin-case

Dowsing Machine

Rare

From the next zone on, each zone brings 1 more Unown altar and 2 more Poké Balls.

Cap: 2 dowsing-machine

Eviolite

Rare

If you can still evolve: +50% armor and +25% HP.

Cap: 1 eviolite

Exp. Share

Rare

+25% experience and +2 pickup range.

Cap: 10 (default) exp-share

Expert Belt

Rare

+30% damage with super effective attacks.

Cap: 10 (default) expert-belt

Focus Band

Rare

15% chance to survive a lethal hit with 1 HP (once every 20 s).

Cap: 4 focus-band

Fresh Water

Rare

+5% healing received. Healing that overflows at full HP is stored (up to 40% of your max HP) and every 1.5 s fires as a water jet at the nearest enemy within 14 m: special Water damage (more the more you stored) that leaves it wet.

Cap: 3 fresh-water

Full Heal

Rare

+6% damage for each different status the enemy has (up to +30%).

Cap: 3 full-heal

Guard Spec.

Rare

Every 14 s it fully shields you from the next hit.

Cap: 2 guard-spec

Iron Ball

Rare

+8 armor and -7% speed. When you land from a jump you cause a seismic wave that grows with your armor.

Cap: 3 iron-ball

King’s Rock

Rare

+6% chance to flinch (stun).

Cap: 10 (default) kings-rock

Leek

Rare

3% chance for a hit to deal ×8 damage: Bonk!

Cap: 4 stick

Life Orb

Rare

+30% total damage, but -10% max HP.

Cap: 5 life-orb

Lum Berry

Rare

Every 30 s, if you're hurt, you heal 12% of HP. +10% healing received.

Cap: 3 lum-berry

Macho Brace

Rare

+50% experience, -10% speed.

Cap: 3 macho-brace

Poké Doll

Rare

The passives of your support Alphas are 50% stronger.

Cap: 2 poke-doll

Razor Fang

Rare

You instantly finish off enemies (not bosses) below 8% HP (+4% per extra unit).

Cap: 4 razor-fang

Shed Shell

Rare

You are invulnerable during the first part of a slide, and it recharges 10% faster.

Cap: 1 shed-shell

Star Piece

Rare

+20 luck: better rarities and more loot.

Cap: 10 (default) star-piece

Adrenaline Orb

Uncommon

When hit: +20% speed and +12% attack speed for 3 s.

Cap: 3 adrenaline-orb

Air Balloon

Uncommon

+1 extra jump and +15% jump height.

Cap: 10 (default) air-balloon

Awakening

Uncommon

Your hits have a 2.5% chance to put the enemy to sleep, and sleeping enemies can keep sleeping when hit.

Cap: 3 awakening

Big Root

Uncommon

+3% lifesteal and +15% healing.

Cap: 10 (default) big-root

Binding Band

Uncommon

+20% damage to stunned, rooted, paralyzed, frozen or sleeping enemies.

Cap: 5 binding-band

Burn Heal

Uncommon

+5% status damage. Twice a second, burning enemies near you spread their burn to an unburned neighbour (within 2.5 m) at 70% of its strength: up to 7 spreads each time (+3 per extra unit).

Cap: 3 burn-heal

Flame Orb

Uncommon

Your hits have a 5% chance to burn and +10% status damage.

Cap: 5 flame-orb

Gold Teeth

Uncommon

Meowth, his refreshes and the slot machine charge you 8% less (up to -24%).

Cap: 3 gold-teeth

Ice Heal

Uncommon

Hitting a frozen enemy breaks the ice: +60% damage and shards that chill those around it.

Cap: 3 ice-heal

Leftovers

Uncommon

+1.2 HP regen per second.

Cap: 10 (default) leftovers

Lemonade

Uncommon

Your support Alphas deal 25% more damage and attack 15% faster.

Cap: 3 lemonade

Light Clay

Uncommon

+20% move and status duration.

Cap: 10 (default) light-clay

Lucky Egg

Uncommon

+15% experience.

Cap: 10 (default) lucky-egg

Metal Powder

Uncommon

If you stand still for a moment: +30% armor and +8% attack speed until you move.

Cap: 3 metal-powder

Metronome

Uncommon

You gain damage while you take no hits (up to +40%).

Cap: 10 (default) metronome

Muscle Band

Uncommon

+15% physical damage.

Cap: 10 (default) muscle-band

Old Rod

Uncommon

Every 9 s you fish: a Magikarp leaps onto an enemy and soaks it. Sometimes a Gyarados bites...

Cap: 3 old-rod

Power Herb

Uncommon

+30% status damage: that of burns and poisons.

Cap: 10 (default) power-herb

Quick Claw

Uncommon

+10% attack speed.

Cap: 10 (default) quick-claw

Razor Claw

Uncommon

+30% crit damage.

Cap: 10 (default) razor-claw

Repel

Uncommon

-8% enemies and +6% speed. For when the horde closes in.

Cap: 3 repel

Rocky Helmet

Uncommon

Enemies that touch you take 25 damage (thorns).

Cap: 10 (default) rocky-helmet

Secret Key

Uncommon

Unown altars charge 30% faster and drain half as fast when you leave.

Cap: 2 secret-key

Shell Bell

Uncommon

You recover 0.8% of the damage you deal.

Cap: 10 (default) shell-bell

Sitrus Berry

Uncommon

+10 max HP. When you drop below 30% HP you recover 35% (every 45 s).

Cap: 10 (default) sitrus-berry

Smoke Ball

Uncommon

When hit: 25% chance to turn invisible for 1.5 s. +3% evasion.

Cap: 10 (default) smoke-ball

Smooth Rock

Uncommon

+1 bounce to basic projectiles (Projectile and Burst) and +10% projectile speed.

Cap: 3 smooth-rock

Snowball

Uncommon

Your hits have a 6% chance to chill (three chills freeze) and +3 armor.

Cap: 5 snowball

Toxic Orb

Uncommon

Your hits have a 6% chance to poison and +10% status chance.

Cap: 5 toxic-orb

White Flute

Uncommon

+12% enemies, but +10% experience and +5 luck.

Cap: 5 white-flute

White Herb

Uncommon

+25% status condition chance.

Cap: 10 (default) white-herb

Wise Glasses

Uncommon

+15% special damage.

Cap: 10 (default) wise-glasses

Amulet Coin

Common

+20% PokéDollars.

Cap: 10 (default) amulet-coin

Berry Juice

Common

Every KO has a 5% chance to heal you for 2% of your max HP.

Cap: 8 berry-juice

Big Nugget

Common

Poké Balls cost 8% less (up to -40%) and +5% PokéDollars.

Cap: 5 big-nugget

Black Belt

Common

+30% Fighting-type move damage and +3% total damage.

Cap: 10 (default) black-belt

Black Glasses

Common

+30% Dark-type move damage and +3% total damage.

Cap: 10 (default) black-glasses

Bright Powder

Common

+4% evasion.

Cap: 10 (default) bright-powder

Charcoal

Common

+30% Fire-type move damage and +3% total damage.

Cap: 10 (default) charcoal

Cleanse Tag

Common

+15% damage to elites, Alphas and bosses.

Cap: 10 (default) cleanse-tag

Dragon Fang

Common

+30% Dragon-type move damage and +3% total damage.

Cap: 10 (default) dragon-fang

Fairy Feather

Common

+30% Fairy-type move damage and +3% total damage.

Cap: 10 (default) fairy-feather

Grip Claw

Common

Your hits have a 4% chance to root the enemy.

Cap: 5 grip-claw

Hard Stone

Common

+30% Rock-type move damage and +3% total damage.

Cap: 10 (default) hard-stone

Honey

Common

+1.5 pickup range.

Cap: 10 (default) honey

Lax Incense

Common

+5 armor.

Cap: 10 (default) lax-incense

Lucky Punch

Common

+10 luck and +3% crit.

Cap: 10 (default) lucky-punch

Magnet

Common

+30% Electric-type move damage and +3% total damage.

Cap: 10 (default) magnet

Metal Coat

Common

+30% Steel-type move damage and +3% total damage.

Cap: 10 (default) metal-coat

Miracle Seed

Common

+30% Grass-type move damage and +3% total damage.

Cap: 10 (default) miracle-seed

Mystic Water

Common

+30% Water-type move damage and +3% total damage.

Cap: 10 (default) mystic-water

Never-Melt Ice

Common

+30% Ice-type move damage and +3% total damage.

Cap: 10 (default) never-melt-ice

Oran Berry

Common

+15 max HP.

Cap: 10 (default) oran-berry

Poison Barb

Common

+30% Poison-type move damage and +3% total damage.

Cap: 10 (default) poison-barb

Potion

Common

+0.6 HP regen per second.

Cap: 10 (default) potion

Quick Powder

Common

+7% movement speed.

Cap: 10 (default) quick-powder

Scope Lens

Common

+6% crit chance.

Cap: 10 (default) scope-lens

Sharp Beak

Common

+30% Flying-type move damage and +3% total damage.

Cap: 10 (default) sharp-beak

Silk Scarf

Common

+30% Normal-type move damage and +3% total damage.

Cap: 10 (default) silk-scarf

Silver Powder

Common

+30% Bug-type move damage and +3% total damage.

Cap: 10 (default) silver-powder

Soda Pop

Common

Sliding bursts a wave of bubbles around you that damages and soaks.

Cap: 5 soda-pop

Soft Sand

Common

+30% Ground-type move damage and +3% total damage.

Cap: 10 (default) soft-sand

Soothe Bell

Common

+15% healing received and +0.3 regen.

Cap: 10 (default) soothe-bell

Spell Tag

Common

+30% Ghost-type move damage and +3% total damage.

Cap: 10 (default) spell-tag

Twisted Spoon

Common

+30% Psychic-type move damage and +3% total damage.

Cap: 10 (default) twisted-spoon

Wide Lens

Common

+10% move area.

Cap: 10 (default) wide-lens

Zoom Lens

Common

+15% projectile speed and +3% crit.

Cap: 10 (default) zoom-lens

What is verified, and what is not

Verified: the 126 item names, rarities, effect text and caps in the table; the live Lab’s 67/126 pool readout; the pause tip for E and Meowth; and the Lab’s items, Archive and Big Bag text. Not verified: drop rates, shop prices, how every conditional effect behaves in a completed run, and whether every item can reach its data cap from a single source.

Do not treat a Legendary label as a power guarantee. High rarity means a rarer item, not a universally better one. A Common Big Nugget can be the correct pick if your bottleneck is Poké Ball price; a Legendary Master Ball’s value depends on whether you are in a Wild Encounter.

Questions people also ask

How many items are in PokéBonk?

The v0.8.89 item table contains 126 run items: 35 Common, 32 Uncommon, 26 Rare, 20 Epic and 13 Legendary. This page lists all 126. The Lab pool shown on a fresh guest read 67/126, so the visible pool depends on unlocks.

Where do items come from?

The pause-screen tip says Poké Balls on the map hold items and are opened with E; it also says items can be bought from Meowth. The Lab has an Items tab for unlocking items and putting them into your Poké Balls. We did not measure drop rates or shop stock.

Do item effects stack?

The item data gives each item a cap. 59 entries have no explicit cap and fall back to 10 copies; the other 67 have a lower cap shown on the card. We list the data cap, not a guaranteed shop stock. We have not tested ten copies of every item.

Are these effects tested in play?

No. We transcribed the exact English item text from v0.8.89 and checked the list against the live build. We tested the run HUD, a few items in normal runs and the Lab prices, but not all 126 effects in controlled play. Treat this as a verified catalogue, not a tier ranking.