Chemistry 93

Chemistry recipes link two pieces you own. With both members mutated, the recipe goes into Resonance.

Recipes are hand-made pairs (not every pair has one). When one member reaches its final form and you own the other, the recipe appears on the mutation screen next to the two mutations. A piece can hold one bond.

The recipe matrix shows every pair at a glance. Recipes never discovered show a NEW RECIPE badge on the card.

Related mechanics

Recipe matrix · Mutations · Resonance

NameCodeMembersFamilyDescription
OVERLOADC01TESLA + BOMBEXPLOSIVEEvery explosion throws lightning from the holes it hit, arcing to moles beyond the blast.
MAGNETIC STORMC02TESLA + MAGNETELECTRICElectrified targets drag the next jump toward them: nearby moles are pulled beside each zap target.
PHANTOM CURRENTC03TESLA + GHOSTELECTRICA visible Ghost relays a Tesla discharge (up to 3 per chain, each Ghost once): it zaps again from its own hole and stays on stage.
IMPLOSIONC04BOMB + MAGNETEXPLOSIVEExplosions first drag nearby moles into the blast, then go off.
CLUSTER HATCHC05BOMB + NESTEXPLOSIVEHatched babies are tiny bombs: when popped they BONK the moles next to them.
JACKPOT BLASTC06BOMB + GOLDGOLDA Golden explosion turns a nearby normal mole into Gold.
GOLD RUSHC07MAGNET + GOLDGOLDThe Magnet fetches Gold and King first, from anywhere on the board.
GOLDEN BROODC08GOLD + NESTGOLDA Nest may hatch a golden baby: it pays Golden.
ROYAL TREASURYC09GOLD + KINGGOLDCashing the King during a Golden chain hides part of the payout in a future TREASURY row: pop it to collect.
HALL OF ECHOESC10GHOST + MIRRORECHOWhen the Mirror copies an effect, a Ghost forwards that copy again from its own hole.
ECHO CHIMEC11GHOST + CLOCKECHOEvery effect a Ghost copies also plays from the nearest clock-marked mole, and that mole is BONKed so its mark ticks on.
TICKING CIRCUITC12TESLA + CLOCKELECTRICAfter every zap the current jumps to the nearest clock-marked mole (3 holes) and leaves a fresh mark beside it.
CAN OPENERC13DOUBLE TAP + ARMOREDEXPLOSIVEThe 2nd tap of a Double Tap pops an Armored mole's lid: the helmet flies to another target as a BONK.
CHARGED TAPC14DOUBLE TAP + TESLAELECTRICThe 2nd BONK on a Tesla throws an extra electric branch to a target its first arc missed.
SEANCEC15ECHO + GHOSTECHOEach Echo is doubled by a spirit hammer that strikes another target, and Ghosts duplicate your Echo.
TIME LOOPC16ECHO + CLOCKECHOEvery Echo loops back onto the nearest clock-marked mole: a ghost hammer BONKs it and its mark ticks on.
DEMOLITION LINEC17WIDE HEAD + BOMBEXPLOSIVEA Bomb detonated by the side of your Wide Head sends a shockwave sliding along its whole row.
GOLDEN SWEEPC18WIDE HEAD + GOLDGOLDIf the side of your Wide Head touches a Gold mole, every BONK of that strike joins the Golden chain.
CHAIN REACTIONC19RICOCHET + TESLAELECTRICOnce per chain, a Tesla arc hands its reaction to a Ricochet ball, and a ball hit hands it to a Tesla arc.
BANK SHOTC20RICOCHET + MIRRORPROJECTILEA Mirror hit by your Ricochet bounces it back at a mirrored angle, off the walls, to the mole on that line.
POPCORNC21UPPERCUT + NESTNORMALSA Nest popped in your Uppercut column makes its babies jump up rows and BONK a neighbour when they land.
TUNNEL PUNCHC22UPPERCUT + PORTALWAVEAn Uppercut wave that hits a Portal dives in and bursts out of its twin, punching up the exit column.
GOLDEN RETURNC23BOOMERANG + GOLDGOLDPop a Gold on the way out and the boomerang returns gilded: every special it popped fires again and sheds a Golden spark.
ROYAL THROWC24BOOMERANG + KINGPROJECTILEThe boomerang flies THROUGH the King on the way out, raising his Crown. At Lv2 the return trip cashes it in.
POLARITY LOCKC25MAGNETIC GRIP + MAGNETWAVEMoles pulled by the Grip or a Magnet lock together for a moment. Pop one and the whole cluster goes.
VACUUM BOMBC26MAGNETIC GRIP + BOMBEXPLOSIVEThe Grip prefers Bombs, and a Bomb it drags across detonates the moment the pull ends.
MIRROR PALACEC27MIRROR HEAD + MIRRORECHOA reflection that lands on a Mirror mole bounces again: extra reflections stack up the rows above it.
POWDER KEGC28FUSE HEAD + BOMBEXPLOSIVEA Bomb caught by the fire goes off as a keg: its blast reaches one ring further.
STANDING OVATION+C30ENCORE HEAD + KINGECHOCash in a big King and the crowd demands an ENCORE sequence, even after a small chain.
DANCE PULSEC31FIRE TRAIL + RHYTHM HANDLEWAVEEvery hole your Trail bonks counts as a strike for the Handle (up to 2 per chain). Dance across a busy row and the wave fires sooner.
MAGNETIC WAKEC32FIRE TRAIL + MAGNETIC GRIPELECTRICMove across the machine and your wake drags the next special one column toward the columns you crossed.
CLUSTER BURSTC33FIRECRACKER STRING + MAGNETEXPLOSIVEA Magnet's cluster topples on its own; each falling firecracker bursts both upper diagonals and the hole below.
NURSERY ROWC34FIRECRACKER STRING + NESTNORMALSWhen a domino wave hits a gap, a baby hatches in it and the row keeps toppling.
TRI-ARCC35PITCHFORK + TESLAELECTRICEvery prong that lands on a mole starts a Tesla arc from its hole.
GOLDEN PRONGSC36PITCHFORK + GOLDGOLDMoles a prong hits turn Gold. Land BOTH prongs and the whole chain goes Golden.
LOOP STATIONC37RECORDER HEAD + ECHOECHOEvery ghost strike of the Recorder gets an ECHO: it hits the hole again, or re-triggers the special it popped.
BROOD CHORUSC39TUNING FORK + NESTNORMALSBabies hum too: bonk one and every baby on the board rings. Each baby popped by the hum hatches a new one.
SHATTER CHORUSC40TUNING FORK + ARMOREDWAVEA helmet break rings through every Armored mole on the board: they all crack open and pop together.
FIRING LINEC41CANNON + UPPERCUTPROJECTILEEvery Cannon shot rides an Uppercut wave: a shot that flies up forks into the neighbouring columns, any other shot sends a wave up its column.
CROSSFIREC42CANNON + WIDE HEADPROJECTILEThe Cannon shot also rakes the two lanes beside it, 3 holes deep.
STORED LIGHTNINGC43CAPACITOR + TESLAELECTRICTesla arcs are drawn into Capacitors, and every stored arc is released as ONE giant fork.
TIME CAPSULEC44CAPACITOR + BOMBEXPLOSIVEBlasts stored in a Capacitor are sealed and released later as a hollow RING around it.
LIGHTERC45FIRECRACKER + FUSE HEADFIREA Firecracker in a burning hole ignites at once, and every Ignition leaves embers that turn a nearby mole Golden.
SLOW BURNC46FIRECRACKER + CLOCKFIREA burning Firecracker with a clock mark stalls and builds up each row: a longer fuse, a bigger blast.
OVERCLOCKC47TURRET + CLOCKPROJECTILEEvery tick of a clock mark makes each Turret fire one extra shot (4 per chain).
MAGNETIC MAGAZINEC48TURRET + MAGNETPROJECTILEThe Turret pulls moles into its column and its shot pierces the whole firing line.
DOUBLE JACKPOTC49COIN + GOLDGOLDA gold-face Coin next to a Gold mole doubles its Golden window and pops the Gold.
HEADS OR TAILSC50COIN + BOMBEXPLOSIVEThe Coin fires BOTH faces on every flip: a real Bomb blast that is already Golden.
STAGE LEAPC51GOLDEN SPOTLIGHT + ROCKET MOLEFIREWith the Spotlight lit, the Spring always leaps into the lit column. Catch it there and the crowd cheers: +2 Audience per bounce.
KALEIDOSCOPEC52MIRROR HEAD + PRISMECHOStrike a special and the Prism refracts the reflection: the normal mole opposite becomes a copy of that special, waiting for you.
SCRAP HEAPC53SCRAP MAUL + SCRAPPROJECTILEScrap Maul junk turns each plain mole it hits into a Scrap Piece first, so every throw ricochets on to another mole.
VANISHING ACTC54PHANTOM HEAD + JUGGLERECHOWhen the ghost hammer would land on a plain mole, the Jester swaps a nearby special into that hole. The crowd loves it.
POWER GRIDC55NEON COIL + TURRETELECTRICEvery Turret activation charges the Neon Coil, and every Coil pulse gives the Turrets shots back and fires each one at once.
TIME IS MONEYC56CLOCKWORK HEAD + COINGOLDEvery golden-marked mole you pop drops a tip. When the chain ends, every tip opens the Coin's Golden window a little longer.
LOADED LINEC58PORTAL + CANNONPROJECTILEBefore the Cannon fires, a Portal drags loose plain moles into the gaps of its firing line, so the shot never flies over empty holes.
SURGE PROTECTORC59ARMORED + CAPACITORELECTRICA Capacitor on screen absorbs 60% of every escape penalty and banks it. Crack a helmet or pop the Capacitor to give the applause back.
HIGH ROLLERC60FIRECRACKER + COINGOLDWith the crowd above 55, every Firecracker bang bets 3 Audience: the chain turns Golden. Win it with 6+ links and the crowd pays back more.
TRAMPOLINE NETC61ROCKET MOLE + PORTALELECTRICA plain mole that would escape bounces back through a Portal into your column, and the crowd forgives half of it. Once per mole.
TRICK COINC62JUGGLER + COINGOLDEvery Jester swap flips all the Coins on screen to their GOLD face, and the crowd loves the trick.
FARM TO TABLEC63REAPER HEAD + BAKERNORMALSEvery Reaper sweep also serves the Baker's loaves: the 2 nearest baked moles outside the swept rows get BONKed.
PAYDAY LOANC64DYNAMITE HAMMER + CHEERLEADERWAVEThe Dynamite Hammer's price goes on a tab. Every Cheerleader cheer adds a refund on top of its heal, up to what the tab owes.
SLOW RISEC65BAKER + CLOCKWORK HEADNORMALSEvery golden-marked mole you pop makes the Baker bake an extra loaf (3 per chain).
TAX COLLECTORC66HARVESTER + KINGGOLDA harvest is taxed: the nearest King on screen gets +1 Crown for every normal the Harvester cashes (max 8).
SOLAR FARMC67HARVESTER + NEON COILELECTRICThe crop is power: every 2 normals the Harvester cashes charge the Neon Coil once (up to 3).
CROWD SURFC69CHEERLEADER + JUGGLERWAVEEvery Jester swap tosses the Cheerleader into the busiest upcoming row, so her next cheer heals more.
SECOND MORTGAGEC70DYNAMITE HAMMER + ENCORE HEADEXPLOSIVEEvery Encore also lights the dynamite: the sides and the 2 holes ahead of the special it lands on get BONKed. Costs 1.5% Audience.
STATIC GLOVEC71CHARGE GLOVE + CAPACITORELECTRICEvery full bar of the Glove loads a spark into the nearest Capacitor. Pop the Capacitor and the sparks fly.
KINDLINGC72CHARGE GLOVE + FIRECRACKERFIREEvery full bar of the Glove lights the nearest unlit Firecracker with a short fuse: it blows at full size a row later.
RECYCLINGC73REAPER HEAD + SCRAPPROJECTILEThe normals a Reaper sweep cuts are recycled: up to 3 Scrap Pieces land in the empty holes ahead, ready to ricochet.
GLEANINGC74REAPER HEAD + GOLDEN SPOTLIGHTNORMALSWhile the Spotlight is lit, every strike also cuts the normal moles of the lit column (up to 5).
MOLTEN GOLDC75FUSE HEAD + GOLDFIREIgnition melts gold: every Gold mole in the fire turns the 2 nearest normals within 2 holes GOLDEN.
MAGNET CATCHC76BOOMERANG + MAGNETPROJECTILEA Magnet in the boomerang's path catches it: the boomerang bounces off the Magnet and flies again from there.
ARC FUSIONC77MAGNETIC GRIP + TESLAELECTRICA Tesla dragged or fused by the Grip discharges: 2 arcs BONK the nearest moles (specials first).
CHEER WAVEC78RHYTHM HANDLE + CHEERLEADERWAVEEvery Cheerleader cheer counts as a strike for the Handle and fires its wave from the Cheerleader's hole once the count is full.
LITTER TAPC79DOUBLE TAP + NESTNORMALSA Nest popped by your hammer gets tapped again: 2 of the babies it hatches are BONKed at once.
GHOST PINCERC80PHANTOM HEAD + GHOSTECHOThe Phantom's far-end strike also BONKs the nearest Ghost, and its ECHO repeats your last effect from there.
BABY BREADC81NEST + BAKERNORMALSEvery litter goes in the oven: each time a Nest hatches, the Baker bakes a fresh loaf (up to 2 per chain).
CANDY HARVESTC82PINATA + HARVESTERGOLDThe Pinata's candy is reaped on the spot: the Harvester sweeps from the first candy hole, golden candies first.
CANDY TRAILC83PINATA + ROCKET MOLEGOLDEvery Spring leap rains candy along its flight: up to 2 empty holes on its path get a GOLDEN mole.
SUGAR GLASSC84PINATA + PRISMGOLDA Prism with nothing to copy shatters like a Pinata: candy rains from its hole as GOLDEN moles.
REFRACTED SCRAPC85SCRAP MAUL + PRISMPROJECTILEScrap that hits a Prism splits into 2 rainbow shards that fly to the 2 nearest specials of different types.
SCRAP SPRINGC86SCRAP MAUL + ROCKET MOLEPROJECTILEEvery Spring leap shakes scrap loose: the Maul flings a piece of scrap from the hole it jumped from.
CANDY SPOTLIGHTC87PINATA + GOLDEN SPOTLIGHTGOLDThe Pinata's candy follows the light: each GOLDEN candy slides one column toward your lit column (or your hammer).
SWEET TAPEC88PINATA + RECORDER HEADGOLDWhen the Recorder replays its tape, 2 empty holes on the ghost's path get a GOLDEN candy right before it lands.
HARMONIC PRISMC89PRISM + TUNING FORKECHOWhen the Fork rings a type, 2 Prisms on the board ring too: each fires that type's effect from its hole without popping.
NEON SPECTRUMC90PRISM + NEON COILELECTRICA Coil pulse that hits a Prism is refracted: the Prism fires a second pulse ring from its own hole.
PINBALL BOUNCEC91ROCKET MOLE + RICOCHETPROJECTILEA Ricochet ball that hits a Spring rides it: when the Spring lands, a new ball flies on from the landing hole.
SPRING DOMINOESC92ROCKET MOLE + FIRECRACKER STRINGEXPLOSIVEA topple that reaches a Spring makes it leap, and the topple carries on along the row where it lands.
SCRAP MIRRORC93SCRAP MAUL + MIRROR HEADPROJECTILEEvery Maul throw is mirrored: a second piece of scrap flies from the symmetric hole of the same row.
AFTERBURNERC94ROCKET MOLE + FUSE HEADFIREEvery Rocket Mole landing lights the Fuse Head's fire from the landing hole: the flames run up both diagonals.
TORCH TOSSC95JUGGLER + BOMBFIREEvery Juggler trick throws a lit torch at the nearest Bomb: it catches fire and goes off.
WILDFIREC96FIRE TRAIL + FUSE HEADFIREThe Fire Trail climbs: every column it crosses also burns the hole one row up.
BOTTLE ROCKETC97ROCKET MOLE + FIRECRACKERFIREEvery Rocket Mole leap lights the Firecrackers next to where it took off and where it landed: they blow on the next row.

By family

ECHO 11

ELECTRIC 15

EXPLOSIVE 12

FIRE 9

GOLD 17

NORMALS 8

PROJECTILE 14

WAVE 7