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PokeBonk Move Fusions: Bill's Machine, Recipes and Star Ranks

Fuse two max-level moves at Bill's Machine: requirements, starter recipes, fusion groups and star ranks.

▶ Play PokeBonkUpdated October 22, 2026Game v0.8.17

Move fusions arrived with Season 2 and they change how a run grows. Take two moves you have maxed out, combine them at Bill’s Machine, and you get one stronger attack plus a free move slot. This page covers the requirements, the known recipes and how fusions keep scaling afterwards.

How fusing works

  1. Learn two moves that can be fused together.
  2. Level both to max. Pick their upgrade cards on level-ups until each one is at its top level.
  3. Find Bill’s Machine. There is one on each Classic map, and one per land in Survival. When a fusion is ready, a double helix of light marks the machine, so it is easy to spot.
  4. Choose a pair. The machine lists the move pairs you can fuse. Pairs you cannot fuse yet show what is missing, for example “Flamethrower Lv. 6/8”.
  5. Fuse. The new move replaces the first move of the pair, and the second slot opens up.
  6. Wait for the cooldown. After a fusion the machine needs time before it can be used again, so plan your next one for later in the run.

Your partner’s signature fusion always appears in the list, even if you have not learned one of its moves yet. That makes the machine a handy place to check your target before you commit to a build.

What the fusion keeps

A fusion is not a reset. It inherits the upgrades from both source moves, so every card you put into them still counts. On top of that, the freed slot lets you pick up another move, which is the real win when your kit is already full.

Since v0.8.14, Bill’s Machine also previews the result before you confirm: its type, whether it is Physical or Special, and its numbers. Fusion tables are listed under Moves in the menu and in the pause screen, and since v0.8.16 the pause list scrolls inside its panel.

Starter signature fusions

Each of the three starters has its own signature fusion built from two moves in its kit:

Partner Move 1 Move 2 Fusion What it does
Bulbasaur Razor Leaf Solar Beam Flower Beam A solar beam laced with razor leaves that ends in a burst of petals
Charmander Fire Spin Flamethrower Fiery Whirlwind A fire vortex that pulls enemies in, spirals flames and then explodes
Squirtle Rapid Spin Hydro Pump Hydro Spiral Squirtle spins in its shell while two water jets sweep around it

If you have not picked a favorite partner yet, the starter guide compares all three. To see which moves each Pokémon can learn and how they show up on level-ups, read move learning.

The 106 fusions by group

Season 2 has 106 fusions in total, split into four groups:

Group Count How it works
Signature fusions 79 One for each League member, made from two moves in that Pokémon’s kit
Reaction fusions 8 Two moves that form the two halves of an elemental reaction; the fusion triggers that reaction itself
Type fusions 18 Two moves of the same type. Examples include Tidal Wave and Eternal Blizzard
MissingNo. 1 The fallback for any other valid pair; each cast fires a random type fusion

79 + 8 + 18 + 1 = 106. In practice this means almost any two maxed moves can be fused into something. If the pair is not a signature, reaction or type match, you get MissingNo., which is unpredictable but still a fusion.

Star ranks

After fusing, a fusion keeps improving through star ranks rather than move levels. You raise it with the regular upgrade cards on level-up.

Rank How to reach it
★1 Created at Bill’s Machine
★2 – ★5 Regular upgrade cards on level-up
★6 Requires the TM Case

The TM Case has a second job: it raises the cap of ordinary moves to level 10. Keep the two systems apart. Move levels apply to unfused moves, and stars apply to fusions.

What cannot be fused

  • Weather moves.
  • Boosters.
  • Other fusions. You cannot fuse a fusion again.

So a fusion is the end of a move’s chain. You can still build several fusions in one run, one pair at a time, as long as the machine’s cooldown allows it and you have maxed moves left to combine.

Planning a fusion run

  • Pick your pair early. Decide by your first few level-ups which two moves you want to fuse, and put upgrade cards into both of them.
  • Max both before the boss. A fusion right before a guardian fight gives you a damage spike when you need it most.
  • Use the free slot. After fusing, take a new move from your next cards. An area attack or a different type covers what the fusion misses.
  • Carry the TM Case for long runs. The extra star rank pays off most in Survival and in the Lavender Tower, where runs go long.
  • Use Banish wisely. Banishing an upgrade for a move you already have stops that move from upgrading for the rest of the run, which can block a fusion.

Recent fusion fixes

v0.8.17 corrected some fusion behavior and how extra projectiles apply to fusions, and leaderboard results affected by the old behavior were adjusted. Clips of fusion damage recorded before v0.8.17 may not match what you see now, so trust the preview at Bill’s Machine.

Ready to try your first fusion? Play PokeBonk and start leveling a pair.

Quick answers

What do I need to fuse two moves?

Both moves must be at their max level, and you need to reach Bill's Machine on the current map (or the current land in Survival).

Can I fuse a fusion again?

No. Fusions, weather moves and boosters cannot be used as fusion ingredients. A fusion grows through star ranks instead.

What is Squirtle's signature fusion?

Rapid Spin + Hydro Pump makes Hydro Spiral, a spinning shell attack with two sweeping water jets.

What happens to my move slots after fusing?

The fusion takes the first move's slot and the second slot becomes free, so you can learn a new move on your next level-ups.

How high can a fusion go?

From ★1 up to ★5 with regular upgrade cards, and ★6 if you carry the TM Case.

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