PokéBonk · Items & upgrades

Learn what level-up cards, tonics, pacts and permanent Cinder Lab purchases do. Keep the five-move limit in mind and save a slot for a skill link you want to complete.

Make the upgrade screen work for you

  • You can carry five moves including the primary attack, so at most four additional moves. Each move can reach level 5; taking every new move early leaves fewer choices for a focused build.
  • Each run starts with two rerolls, two skips and one banish. Completing the stage challenge adds one reroll, up to three held at once. A skip gives up that upgrade and restores 8% of maximum health. Banish removes the chosen unlearned move from this run’s offers and redraws immediately without spending the level.
  • Only banish a move you do not want in this run. There is no permanent penalty to future runs, and a banished move is not removed from your collection.

New move

Frost Bloom
A wide chill burst slows enemies for 2 seconds. Upgrades add reach and damage and shorten its cooldown.
Cinder Comet
Marks a nearby foe’s position; a burning blast lands there 0.6 seconds later.
Seedwheel
Eight seeds fly outward in every direction, each piercing two targets.
Thorn Orbit
A ring of thorns circles you and cuts anything that steps through.
Arc Spray
A wider fan of shots, fired on its own cadence.
Pulse Nova
A periodic burst that shoves the nearest crowd back.
Seeker Motes
Slow motes that bend toward the closest foe.
Sap Lance
A piercing line that runs through several bodies.

Tonic

Marrow Tonic
+18% vigor, and you heal the difference.
Spark Tonic
+12% strike power.
Quill Tonic
+10% attack speed.
Reed Tonic
+8% move speed.
Lodestone
+22% mote pickup reach.
Bark Plating
+1 armor. A little less pain from every hit.
Keen Memory
+10% experience from motes.
Crest Oil
The ultimate crest fills 15% faster.

Skill links

Raise both linked moves to level 2 to activate their extra effect.

  • Glassfire: Frost Bloom + Cinder Comet: a comet hitting a chilled target releases an extra icy burst. Cooldown 2.5s.
  • Briarwheel: Thorn Orbit + Sap Lance: casting the lance launches six thorns around you. Cooldown 3s.
  • Spark relay: Arc Spray + Seeker Motes: a seeker hit jumps to two nearby enemies. Cooldown 1.5s.

What to buy with your first Cinders

  • If you keep losing health, the first Rootbroth rank costs 20 Cinders and adds 14 starting health. If you clear too slowly, the first Kiln Salt rank costs 20 and adds 7% starting attack.
  • If you leave too much experience behind, Mote Lantern starts at 15 Cinders and adds 0.45 pickup reach per rank. Quiet Study starts at 20 and adds 8% experience per rank.
  • Third Knot is a one-time 50-Cinder upgrade. Buy it when you can reach and defeat several elites; it adds capacity, not a free companion at the start.
All lab prices in Cinders
Cinder LabRank costs
Rootbroth20 → 35 → 55 → 85 → 120
Kiln Salt20 → 35 → 55 → 85 → 120
Mote Lantern15 → 30 → 50 → 75 → 110
Quiet Study20 → 35 → 55 → 85 → 120
Third Knot50

Pacts: read both sides

Each pact lasts for this run. Leaden adds health but makes escapes slower; Glass and Frenzy raise damage pressure at a survival cost. Ember drains health toward 1, so it cannot kill you by itself, but the next enemy hit can. The offer is a choice between two pacts, not a promise that your preferred one will appear.

  • Glass Pact: +32% strike power · −22% maximum vigor
  • Leaden Pact: +35% vigor · −14% move speed
  • Greedy Pact: +30% experience, +28% pickup reach · −16% strike power
  • Frenzy Pact: +22% attack speed · You take 18% more harm
  • Ember Pact: A burning aura around you · Your vigor slowly seeps, but never to zero

Game guide