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.
| Cinder Lab | Rank costs |
|---|---|
| Rootbroth | 20 → 35 → 55 → 85 → 120 |
| Kiln Salt | 20 → 35 → 55 → 85 → 120 |
| Mote Lantern | 15 → 30 → 50 → 75 → 110 |
| Quiet Study | 20 → 35 → 55 → 85 → 120 |
| Third Knot | 50 |
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