Learn two eligible moves, raise each to move level 8, then use Bill’s Machine. The fusion turns the two inputs into one attack and frees a move slot. Your player level is not the same as either move’s level.
The checked v0.8.18 client contains 106 fusion definitions: 79 signature recipes, eight reaction fusions, 18 type fusions and MissingNo. The complete signature pairs and type rules are below.
Use the Move Fusion Finder to check two moves directly, search all 106 recipes and copy a link to a pair you want to build toward.
What has actually been checked?
| Evidence | Checked edition | Coverage |
|---|---|---|
| Recipe identities, types and damage categories | Saved v0.8.62 source, reviewed October 29 | All 106 results and 79 signature inputs compared with our stored list. |
| Attack parts and Area/Duration/Projectiles | Saved v0.8.62 source, reviewed October 29 | All 106 result descriptions; no live DPS test. |
| Machine readiness and matching | v0.8.46, October 25 | Level-8 readiness and recipe precedence. |
| Detailed inheritance rules below | v0.8.18 baseline | Not a full recheck of every later combat coefficient. |
Quick answers before you choose a pair
| Question | Answer |
|---|---|
| How many fusion results are there? | 106: 79 signature, 8 reaction, 18 same-type and MissingNo. |
| Do I need the fourth move slot? | No. A pair needs two moves; the fourth slot simply leaves more room for other attacks. |
| Do both moves need level 10 with TM Case? | No. The checked readiness rule accepts move level 8 or higher. |
| Does the starting Pokémon have to own the signature? | No. The exact input pair selects the signature result. |
| Can I fuse an existing fusion again? | No. Existing fusions, weather and buff inputs are excluded. |
| Why did I get MissingNo.? | An eligible pair did not match a signature, reaction or same-type result. |
The v0.8.46 matcher and all 79 signature pairs/names were compared with this v0.8.18 recipe snapshot on October 25, 2026; those recipe identities and readiness rules matched. This does not revalidate every damage coefficient or upgrade cap in the older detailed guide.
Fuse two moves at Bill’s Machine
- Decide which pair you want to build toward and learn both inputs during the run.
- Upgrade both moves to level 8 or higher.
- Find Bill’s Machine and open its interaction. The list shows ready pairs and what is missing from unfinished ones.
- Choose a ready pair. The two inputs become one fused move, leaving capacity to learn another attack.
Weather moves, stat-boosting moves and existing fusions are excluded from fusion inputs. Merely filling two slots does not make every pair eligible.
The machine enters its used/cooling state after a fusion. This is not a portable menu action you can repeat indefinitely from the same machine. Check another available machine if you intend to fuse again.
How the pair chooses the result
The client checks results in this order:
| Priority | Pair condition | Result |
|---|---|---|
| 1 | The two exact move keys match a signature recipe | That signature fusion |
| 2 | Their types match a reaction rule | The reaction fusion |
| 3 | Both are the same type | That type’s fusion |
| 4 | No earlier match | MissingNo. |
Input order does not change which recipe matches. A signature match takes priority even if the same pair could also be described as two moves of one type. The exact input pair determines a signature result; the matching function does not require that partner to be the one you started with.
MissingNo. is the fallback for unrelated eligible pairs. Each cast chooses a random type fusion. It is a defined result, rather than evidence that a valid fusion failed.
Which upgrades help your fusion?
These six examples cover the starter and published advanced routes. Component rules were checked on October 29 against the saved official v0.8.62 source. Choose any of the 106 results in the Move Fusion Finder to read its affected parts. These are source definitions, not measured DPS.
| Fusion | Area affects | Duration affects | Projectiles / Count |
|---|---|---|---|
| Flower Beam | Solar Beam / Petal Bloom | Solar Beam | Sharp Leaves: 10 base. For each +1: +4 additional, capped at +12 Also up to 2 extra whole casts at 70% damage each. |
| Fiery Whirlwind | Flamethrower / Fire Spin / Small Whirlwinds / Flame Puddle | Fire Spin / Small Whirlwinds / Flame Puddle | Small Whirlwinds: For each +1: +1 additional, capped at +2 |
| Hydro Spiral | Shell Spin / Spinning Jets / Final Splash | Spinning Jets | Spinning Jets: 2 base. For each +1: +1 additional, capped at +2 |
| Primeval Forest | Thorny Roots / Leafy Trees | Not listed | Thorny Roots: 6 base. For each +1: +1 additional, capped at +3 |
| Stampede | Seismic Gore | Tauros Herd | Tauros Herd: 3 base. For each +1: +1 additional, capped at +3 |
| Gloomy Curse | Shadow Ball / Chain Misfortune | Not listed | Chain Misfortune: 5 base. For each +1: +1 additional, capped at +5 |
Fuse now or keep two moves?
| Situation | Decision to consider |
|---|---|
| The result fits your damage investment and frees a useful slot | Fuse when both inputs and the machine are ready. |
| One input supplies needed recovery | Replace that recovery first; see the Vileplume route. |
| The result changes Physical/Special category | Re-evaluate the damage cards and items already taken. |
| Both attacks still provide useful coverage or states | Keep them separate if fusion removes an important job; see Gengar decisions. |
Starter fusion pairs
| Partner | Input pair | Fusion |
|---|---|---|
| Razor LeafSolar Beam | Flower Beam | |
| Fire SpinFlamethrower | Fiery Whirlwind | |
| Rapid SpinHydro Pump | Hydro Spiral |
The starters’ own kit eligibility makes these pairs easy to plan around: Bulbasaur’s Solar Beam can enter offers from player level 7; Charmander’s Flamethrower from level 4; Squirtle’s Hydro Pump from level 7. Those are offer eligibility levels, while the fusion requires upgrading each input to move level 8.
You do not need the Lab’s fourth move slot to hold a two-move pair. Having four slots does give you more room for other attacks while you prepare it. See the Lab guide for the separate move-slot and fourth-option purchases.
All 79 signature recipes
Each row names a signature’s associated League partner and its exact input moves. Names without a link do not yet have a standalone reference page on this site; their recipe is still present in the checked game client.
Select a fusion name to open its pair in the finder. The input names lead to published move references, and the partner name opens its Pokédex entry.
Reaction and type recipes
For a reaction row containing alternatives, choose one eligible move from each side. For example, Fire + Grass / Flying means a Fire move with either a Grass move or a Flying move. Both inputs must still reach move level 8, and an exact signature match wins first.
| Type pair | Reaction fusion |
|---|---|
| water + electric | Conductive Storm |
| fire + water | Boiling Geyser |
| fire + grass / flying | Fiery Gale |
| ice + fighting / rock / steel | Shattered Glacier |
| poison + fire | Toxic Combustion |
| psychic / grass + ghost / dark | Eternal Sleep |
| electric + psychic | Psychic Spark |
| fairy / normal + dragon | Enchanted Breath |
| Shared type | Type fusion |
|---|---|
| normal | Hyper Star |
| fire | Scorching Sun |
| water | Tidal Wave |
| grass | Primeval Forest |
| electric | Electric Storm |
| ice | Eternal Blizzard |
| fighting | Thousand Fists |
| poison | Toxic Swamp |
| ground | Seismic Fault |
| flying | Typhoon |
| psychic | Mind Warp |
| bug | Swarm |
| rock | Meteorite Shower |
| ghost | Spectral Parade |
| dragon | Ancestral Fury |
| dark | Pitch Black |
| steel | Steel Rain |
| fairy | Fairy Halo |
Together with the signature table and the MissingNo. fallback, these cover all 106 current fusion definitions. The rules describe many possible input pairs, so 106 is the number of fusion results, not the number of all legal two-move combinations.
What happens to upgrades and slots
Both original moves are removed. The fused attack occupies the earlier input slot, and the other slot becomes free. You can then learn another attack if a valid new-move offer appears.
The fusion combines input upgrades using different rules for different stats. Damage, area, speed, duration, critical and status modifiers are averaged; cooldown modifiers use a geometric mean; pierce and bounce keep the larger input value. It does not simply add every bonus from both cards together.
A newly made fusion starts at ★1, with upgrades normally available through ★5. TM Case raises the fusion cap to ★6.
There is a useful distinction for TM Case: it raises a normal move’s cap from 8 to 10, but the checked fusion-readiness code still requires level 8 for each input. You do not have to reach level 10 solely to satisfy that check.
When a fusion is not ready
- A move is missing: learn the listed input. A visible signature preview is not proof that both moves are equipped.
- An input is below level 8: upgrade that move, rather than your player level alone.
- The input is weather, a booster or already fused: it is excluded from eligible input pairs.
- Your result differs from the shared type: check the priority table for an exact signature or reaction match.
- The machine is cooling: it has already been used. Its unavailable state is separate from your moves’ readiness.
Keep the starter kit guide nearby when choosing early offers, and use the League unlock guide when your planned partner is not yet available. This recipe list does not rank fused damage or claim a playtested optimal build.
October 26 follow-up: since v0.8.47, in-game fusion descriptions explain their separate parts and how Area, Duration and Projectiles affect them. Consult that description before applying one scaling rule to the whole attack. v0.8.55 adds accumulated move-level bonuses to the pause menu. Our recipe identities and level-8 matching check remain separately dated; these announcements do not revalidate every coefficient in the finder. Official v0.8.47–0.8.55 notes.
October 27 update: v0.8.59 says Chansey can learn Transform and Mimic together to make Ditto’s fusion. This is a learner-availability update; it does not by itself revalidate every recipe, damage coefficient or eligible input in our older snapshot. Official notes.
Sources and checks
Primary sources: the original game’s gameplay client, configuration and news, and English UI names, buildmvjge531. We read static definitions and their calling code without executing downloaded JavaScript.
Our screenshots show the live English guest interface on October 22, 2026. Game and artwork by the original PokéBonk project and their respective rights holders. Read our source methodology.
Component source: official v0.8.62 client (saved source; checked 2026-10-29).
Frequently asked questions
Do both fusion inputs need move level 8?
Yes. Learn two eligible moves and raise each to at least level 8 before using Bill’s Machine. Player level 8 is not sufficient.
Does TM Case make level 10 mandatory for fusion?
No. The v0.8.46 readiness code still accepts level 8 or higher, even when TM Case raises an ordinary move’s cap.
Are the 106 fusions all possible input pairs?
No. 106 counts the fusion results. Reaction and same-type rules permit many different eligible input pairs.
















