Pick the stat that can change your result
Original-game scope: pokebonk.com v0.8.62, checked October 28. Our Play window uses a separate third-party v0.8.27 edition and separate progress. Recommendations here are source-based decisions; no original-game full clear, catch, reward claim or co-op completion was tested.
| Goal | Relevant check | Why the other stat is not a substitute |
|---|---|---|
| Better eligible rarity offers | Luck, your level/stage, and the actual offer pool. | Status Chance does not change the rarity roller. |
| More Sleep/Burn applications | A source that applies that status, its base chance and Status Chance multiplier. | Luck alone does not add Sleep to a move. |
| More burn/poison damage | Status Damage and the underlying hit/effect. | Higher damage is not automatically more distinct affected enemies. |
| Survive the next crowded section | Your immediate recovery, mitigation and attack coverage. | A long-term offer advantage may not solve the current incoming damage. |
These are editorial choices based on the checked systems, not a claim that one stat has the best win rate.
Luck: compare normalized probabilities
The original rarity roller uses several weights, normalizes them by their sum, and also reads level and stage. A larger Legendary weight is not the same percentage-point increase in final Legendary probability. The glossary’s rough “doubling” description is not a universal normalized probability formula.
The derived table holds player level at 20 and stage at 1, assumes nonnegative Luck, and uses the unrestricted ordinary rarity roll: no minimum-rarity or allowed-rarity mask. It describes that roll only, not an item drop rate, catch rate, guaranteed card or every reward source.
[1]| Luck | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| 0 | 70.03% | 24.01% | 5.00% | 0.90% | 0.06% |
| 50 | 50.97% | 32.76% | 12.29% | 3.32% | 0.66% |
| 100 | 34.96% | 35.96% | 19.98% | 7.19% | 1.92% |
Method: a = Luck/100; effective score = level + Luck/8 + 12 × (stage−1). Weights are 70/(1+a), 24×(1+0.5a), 5×(1+a)²×ramp(3,10), 0.9×(1+a)³×ramp(8,18), and 0.12×(1+a)⁴×ramp(14,26). Each ramp clamps (score−low)/(high−low) to 0–1. Divide each weight by the sum. Rounded rows can differ from exactly 100% by 0.01.
Status Chance multiplies a source; it does not create one
The move display uses a base status chance, move-upgrade factor and player Status Chance multiplier, capped at 100% for that hit. If a move has no status, that display does not gain one merely because the player multiplier rises.[1]
| Illustrative source | At ×1.0 Status Chance | At ×1.5 | Interpretation |
|---|---|---|---|
| A status move with 10% base chance and no status-specific upgrade | 10% | 15% | +50% multiplier means 10% × 1.5, not 10% + 50 points. |
| One Awakening stack in the inspected on-hit item handler | 2.5% Sleep | 3.75% Sleep | A source is present; still not a guaranteed Sleep on every hit. |
| One Flame Orb stack in that handler | 5% Burn | 7.5% Burn | Fire damage and Burn application remain separate. |
| A move with no applicable status source | No new status supplied by this stat | Still no source supplied | Add or inspect a real source before spending to amplify it. |
Examples isolate one handler and omit other conditional effects. They are arithmetic from the checked source, not measured application rates or a complete multi-source stacking model.
When the challenge bar barely changes
- Read whether the requirement is a cumulative total or a best single-run counter.
- Check that a selected move/item actually applies the required status.
- Compare the counter for distinct affected enemies, not total hits, damage or repeat applications to one enemy.
- Keep mode, target and status source fixed while testing one change.
The existing unlock reference gives actual Sleep/Burn targets and mode restrictions; do not replace those gates with an upgrade assumption.[1][2]
Sources & verification
- pokebonk.com — original combat and menu client ↗ (external website, opens in a new tab) — v0.8.62 / mvr5gbc0, inspected October 28, 2026. SINGLE_SOURCE; code and menu inspection, not a completed run or device benchmark.
- pokebonk.com — original League and mode definitions ↗ (external website, opens in a new tab) — Same build; gates, kit definitions and mode constants, inspected October 28. This is the same project, not a second independent gameplay test.