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PokéBonk controls for desktop and mobile

Your moves attack automatically. You control movement, the camera, interaction and the active actions that help you stay alive. Start with the default controls below, then check Settings if you have changed any key bindings.

Default PokéBonk controls at a glance

The keyboard column uses the default bindings. You can reassign keys in Settings under Keys, so your saved bindings take priority if you changed them. Touch controls use the on-screen joystick and action buttons rather than a separate keyboard layout.

ActionKeyboard and mouseMobile touch
MoveW, A, S, D or arrow keysDrag the left-side joystick
Turn the cameraMove the mouse after focusing the game; drag if pointer capture is unavailableDrag empty space on the right
JumpSpaceJump button
SlideShift while moving on the ground, when readySlide button while moving, when ready
InteractE when a nearby prompt appearsContextual interaction button
Use the ultimateR when readyUltimate button when ready
Switch auto/manual aimQAim-mode button
Toggle target lockRight mouse buttonTarget-lock button
Toggle autorunTNo dedicated autorun button; use the joystick
Open the mapM; press M again to closeTap the minimap
Pause or continueP or EscapePause button, then the continue action

There is no ordinary left-click fire command to hold down. An equipped attack runs automatically; aim mode and target lock affect how you direct combat. Clicking the game view can also give the game focus for mouse camera control.

Learn movement and camera control together

Movement follows the camera's direction. Turning the view changes the direction that forward movement takes you, so practice both controls together before threading through a crowd. Move into a clear space, turn a little and see where the same movement input now leads.

On desktop, click inside the game view to engage mouse camera control. If the browser cannot capture the pointer, mouse dragging provides a fallback. Browser prompts and menus can interrupt focus, so click back into the game after closing them if camera movement has stopped responding.

On touch screens, the left side is for movement and the empty right side is for turning the view. Place your movement finger on the left and drag to steer. Use a different finger on an empty part of the right side to look around. Avoid starting that gesture on an action button if you only want to turn.

Use jump and slide as separate actions

Space triggers a jump. Shift performs a slide when you are moving, grounded and the action is ready. Holding Shift is not a command for unlimited sprinting. If a slide does not trigger, check that you are actually moving, have landed and are not waiting for its cooldown.

The same distinction applies to the touch buttons. Keep steering with the joystick while you use the slide action, and leave room to land after a jump. Practice in a clear area so you can recognize the movement before relying on it to escape a crowded route.

Some characters have additional movement abilities. Gliding depends on the character's Flying type or a suitable floating ability, so check the partner you selected. The opening roster includes more than the three classic starters. Bulbasaur, Charmander and Squirtle use the normal jump; their behavior does not establish what every other starting partner can do.

Read prompts, aim mode and readiness

Interaction is contextual. Approach an object until its prompt appears, then press E or the touch interaction button. The same control can serve different nearby actions, including capture interactions when those become available. Pressing it from far away does not activate every object shown on the map.

Use Q or the touch aim button to switch between automatic and manual aim. Target lock is a separate toggle. Right-click on desktop, or use the touch lock button, to lock an eligible enemy near the center of the view; use the toggle again to release it. Center the target you want rather than assuming the game will always choose the most dangerous enemy.

The ultimate has its own readiness state. Press R or its touch button when it is available. A button that is not ready is different from a missed input, so look at the game display before pressing repeatedly. Automatic attacks continue to handle your ordinary move usage.

Use the map and pause without losing your place

M opens the larger map on desktop, and another M closes it. On mobile, tap the minimap to open the map view. Use it to orient yourself, then return to the arena before continuing to steer. A map view and an interaction prompt have different jobs: a marker tells you where to go, while a nearby prompt tells you when you can act.

P or Escape opens the desktop pause menu and can continue the run. P is the more dependable shortcut in fullscreen: Escape may first release the mouse pointer or leave fullscreen. On touch, use the pause button and the visible continue action. Pause is the right tool for reviewing moves or changing settings during an attempt. Reloading the page does not restore the exact battlefield; it ends the attempt using the latest successfully saved progress.

If the phone shows a rotation prompt during combat, turn it to landscape so the arena and touch buttons have the intended space. Menu screens can still be read in a narrow window. Keep browser controls clear of the action area when choosing where to place your hands.

Common control problems

Why does clicking not fire an attack?

Ordinary equipped moves attack automatically. Use the mouse for the camera, target lock and interface choices rather than treating left click as a weapon trigger.

Why is Shift doing nothing?

A slide needs movement input, a grounded character and an available cooldown. It is not a standing dash or a permanent speed toggle.

Which controls should I learn first?

Start with movement and the camera, then jump, slide and interaction. Once you can collect experience safely, add target lock, aim switching and the ultimate to your routine.

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