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
| Name | Code | Members | Family | Description |
|---|---|---|---|---|
| C01 | EXPLOSIVE | Every explosion throws lightning from the holes it hit, arcing to moles beyond the blast. | ||
| C02 | ELECTRIC | Electrified targets drag the next jump toward them: nearby moles are pulled beside each zap target. | ||
| C03 | ELECTRIC | A 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. | ||
| C04 | EXPLOSIVE | Explosions first drag nearby moles into the blast, then go off. | ||
| C05 | EXPLOSIVE | Hatched babies are tiny bombs: when popped they BONK the moles next to them. | ||
| C06 | GOLD | A Golden explosion turns a nearby normal mole into Gold. | ||
| C07 | GOLD | The Magnet fetches Gold and King first, from anywhere on the board. | ||
| C08 | GOLD | A Nest may hatch a golden baby: it pays Golden. | ||
| C09 | GOLD | Cashing the King during a Golden chain hides part of the payout in a future TREASURY row: pop it to collect. | ||
| C10 | ECHO | When the Mirror copies an effect, a Ghost forwards that copy again from its own hole. | ||
| C11 | ECHO | Every effect a Ghost copies also plays from the nearest clock-marked mole, and that mole is BONKed so its mark ticks on. | ||
| C12 | ELECTRIC | After every zap the current jumps to the nearest clock-marked mole (3 holes) and leaves a fresh mark beside it. | ||
| C13 | EXPLOSIVE | The 2nd tap of a Double Tap pops an Armored mole's lid: the helmet flies to another target as a BONK. | ||
| C14 | ELECTRIC | The 2nd BONK on a Tesla throws an extra electric branch to a target its first arc missed. | ||
| C15 | ECHO | Each Echo is doubled by a spirit hammer that strikes another target, and Ghosts duplicate your Echo. | ||
| C16 | ECHO | Every Echo loops back onto the nearest clock-marked mole: a ghost hammer BONKs it and its mark ticks on. | ||
| C17 | EXPLOSIVE | A Bomb detonated by the side of your Wide Head sends a shockwave sliding along its whole row. | ||
| C18 | GOLD | If the side of your Wide Head touches a Gold mole, every BONK of that strike joins the Golden chain. | ||
| C19 | ELECTRIC | Once per chain, a Tesla arc hands its reaction to a Ricochet ball, and a ball hit hands it to a Tesla arc. | ||
| C20 | PROJECTILE | A Mirror hit by your Ricochet bounces it back at a mirrored angle, off the walls, to the mole on that line. | ||
| C21 | NORMALS | A Nest popped in your Uppercut column makes its babies jump up rows and BONK a neighbour when they land. | ||
| C22 | WAVE | An Uppercut wave that hits a Portal dives in and bursts out of its twin, punching up the exit column. | ||
| C23 | GOLD | Pop a Gold on the way out and the boomerang returns gilded: every special it popped fires again and sheds a Golden spark. | ||
| C24 | PROJECTILE | The boomerang flies THROUGH the King on the way out, raising his Crown. At Lv2 the return trip cashes it in. | ||
| C25 | WAVE | Moles pulled by the Grip or a Magnet lock together for a moment. Pop one and the whole cluster goes. | ||
| C26 | EXPLOSIVE | The Grip prefers Bombs, and a Bomb it drags across detonates the moment the pull ends. | ||
| C27 | ECHO | A reflection that lands on a Mirror mole bounces again: extra reflections stack up the rows above it. | ||
| C28 | EXPLOSIVE | A Bomb caught by the fire goes off as a keg: its blast reaches one ring further. | ||
| C30 | ECHO | Cash in a big King and the crowd demands an ENCORE sequence, even after a small chain. | ||
| C31 | WAVE | Every 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. | ||
| C32 | ELECTRIC | Move across the machine and your wake drags the next special one column toward the columns you crossed. | ||
| C33 | EXPLOSIVE | A Magnet's cluster topples on its own; each falling firecracker bursts both upper diagonals and the hole below. | ||
| C34 | NORMALS | When a domino wave hits a gap, a baby hatches in it and the row keeps toppling. | ||
| C35 | ELECTRIC | Every prong that lands on a mole starts a Tesla arc from its hole. | ||
| C36 | GOLD | Moles a prong hits turn Gold. Land BOTH prongs and the whole chain goes Golden. | ||
| C37 | ECHO | Every ghost strike of the Recorder gets an ECHO: it hits the hole again, or re-triggers the special it popped. | ||
| C39 | NORMALS | Babies hum too: bonk one and every baby on the board rings. Each baby popped by the hum hatches a new one. | ||
| C40 | WAVE | A helmet break rings through every Armored mole on the board: they all crack open and pop together. | ||
| C41 | PROJECTILE | Every 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. | ||
| C42 | PROJECTILE | The Cannon shot also rakes the two lanes beside it, 3 holes deep. | ||
| C43 | ELECTRIC | Tesla arcs are drawn into Capacitors, and every stored arc is released as ONE giant fork. | ||
| C44 | EXPLOSIVE | Blasts stored in a Capacitor are sealed and released later as a hollow RING around it. | ||
| C45 | FIRE | A Firecracker in a burning hole ignites at once, and every Ignition leaves embers that turn a nearby mole Golden. | ||
| C46 | FIRE | A burning Firecracker with a clock mark stalls and builds up each row: a longer fuse, a bigger blast. | ||
| C47 | PROJECTILE | Every tick of a clock mark makes each Turret fire one extra shot (4 per chain). | ||
| C48 | PROJECTILE | The Turret pulls moles into its column and its shot pierces the whole firing line. | ||
| C49 | GOLD | A gold-face Coin next to a Gold mole doubles its Golden window and pops the Gold. | ||
| C50 | EXPLOSIVE | The Coin fires BOTH faces on every flip: a real Bomb blast that is already Golden. | ||
| C51 | FIRE | With the Spotlight lit, the Spring always leaps into the lit column. Catch it there and the crowd cheers: +2 Audience per bounce. | ||
| C52 | ECHO | Strike a special and the Prism refracts the reflection: the normal mole opposite becomes a copy of that special, waiting for you. | ||
| C53 | PROJECTILE | Scrap Maul junk turns each plain mole it hits into a Scrap Piece first, so every throw ricochets on to another mole. | ||
| C54 | ECHO | When the ghost hammer would land on a plain mole, the Jester swaps a nearby special into that hole. The crowd loves it. | ||
| C55 | ELECTRIC | Every Turret activation charges the Neon Coil, and every Coil pulse gives the Turrets shots back and fires each one at once. | ||
| C56 | GOLD | Every golden-marked mole you pop drops a tip. When the chain ends, every tip opens the Coin's Golden window a little longer. | ||
| C58 | PROJECTILE | Before the Cannon fires, a Portal drags loose plain moles into the gaps of its firing line, so the shot never flies over empty holes. | ||
| C59 | ELECTRIC | A Capacitor on screen absorbs 60% of every escape penalty and banks it. Crack a helmet or pop the Capacitor to give the applause back. | ||
| C60 | GOLD | With 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. | ||
| C61 | ELECTRIC | A plain mole that would escape bounces back through a Portal into your column, and the crowd forgives half of it. Once per mole. | ||
| C62 | GOLD | Every Jester swap flips all the Coins on screen to their GOLD face, and the crowd loves the trick. | ||
| C63 | NORMALS | Every Reaper sweep also serves the Baker's loaves: the 2 nearest baked moles outside the swept rows get BONKed. | ||
| C64 | WAVE | The 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. | ||
| C65 | NORMALS | Every golden-marked mole you pop makes the Baker bake an extra loaf (3 per chain). | ||
| C66 | GOLD | A harvest is taxed: the nearest King on screen gets +1 Crown for every normal the Harvester cashes (max 8). | ||
| C67 | ELECTRIC | The crop is power: every 2 normals the Harvester cashes charge the Neon Coil once (up to 3). | ||
| C69 | WAVE | Every Jester swap tosses the Cheerleader into the busiest upcoming row, so her next cheer heals more. | ||
| C70 | EXPLOSIVE | Every Encore also lights the dynamite: the sides and the 2 holes ahead of the special it lands on get BONKed. Costs 1.5% Audience. | ||
| C71 | ELECTRIC | Every full bar of the Glove loads a spark into the nearest Capacitor. Pop the Capacitor and the sparks fly. | ||
| C72 | FIRE | Every full bar of the Glove lights the nearest unlit Firecracker with a short fuse: it blows at full size a row later. | ||
| C73 | PROJECTILE | The normals a Reaper sweep cuts are recycled: up to 3 Scrap Pieces land in the empty holes ahead, ready to ricochet. | ||
| C74 | NORMALS | While the Spotlight is lit, every strike also cuts the normal moles of the lit column (up to 5). | ||
| C75 | FIRE | Ignition melts gold: every Gold mole in the fire turns the 2 nearest normals within 2 holes GOLDEN. | ||
| C76 | PROJECTILE | A Magnet in the boomerang's path catches it: the boomerang bounces off the Magnet and flies again from there. | ||
| C77 | ELECTRIC | A Tesla dragged or fused by the Grip discharges: 2 arcs BONK the nearest moles (specials first). | ||
| C78 | WAVE | Every Cheerleader cheer counts as a strike for the Handle and fires its wave from the Cheerleader's hole once the count is full. | ||
| C79 | NORMALS | A Nest popped by your hammer gets tapped again: 2 of the babies it hatches are BONKed at once. | ||
| C80 | ECHO | The Phantom's far-end strike also BONKs the nearest Ghost, and its ECHO repeats your last effect from there. | ||
| C81 | NORMALS | Every litter goes in the oven: each time a Nest hatches, the Baker bakes a fresh loaf (up to 2 per chain). | ||
| C82 | GOLD | The Pinata's candy is reaped on the spot: the Harvester sweeps from the first candy hole, golden candies first. | ||
| C83 | GOLD | Every Spring leap rains candy along its flight: up to 2 empty holes on its path get a GOLDEN mole. | ||
| C84 | GOLD | A Prism with nothing to copy shatters like a Pinata: candy rains from its hole as GOLDEN moles. | ||
| C85 | PROJECTILE | Scrap that hits a Prism splits into 2 rainbow shards that fly to the 2 nearest specials of different types. | ||
| C86 | PROJECTILE | Every Spring leap shakes scrap loose: the Maul flings a piece of scrap from the hole it jumped from. | ||
| C87 | GOLD | The Pinata's candy follows the light: each GOLDEN candy slides one column toward your lit column (or your hammer). | ||
| C88 | GOLD | When the Recorder replays its tape, 2 empty holes on the ghost's path get a GOLDEN candy right before it lands. | ||
| C89 | ECHO | When the Fork rings a type, 2 Prisms on the board ring too: each fires that type's effect from its hole without popping. | ||
| C90 | ELECTRIC | A Coil pulse that hits a Prism is refracted: the Prism fires a second pulse ring from its own hole. | ||
| C91 | PROJECTILE | A Ricochet ball that hits a Spring rides it: when the Spring lands, a new ball flies on from the landing hole. | ||
| C92 | EXPLOSIVE | A topple that reaches a Spring makes it leap, and the topple carries on along the row where it lands. | ||
| C93 | PROJECTILE | Every Maul throw is mirrored: a second piece of scrap flies from the symmetric hole of the same row. | ||
| C94 | FIRE | Every Rocket Mole landing lights the Fuse Head's fire from the landing hole: the flames run up both diagonals. | ||
| C95 | FIRE | Every Juggler trick throws a lit torch at the nearest Bomb: it catches fire and goes off. | ||
| C96 | FIRE | The Fire Trail climbs: every column it crosses also burns the hole one row up. | ||
| C97 | FIRE | Every Rocket Mole leap lights the Firecrackers next to where it took off and where it landed: they blow on the next row. |