BONK! Wiki Families ELECTRIC
ELECTRIC ELECTRIC is one of the nine families of BONK!; 23 pieces pay under it.
Every piece pays under one of nine families : electric, explosive , fire , gold , normals , projectile , wave , echo or fair (the fair-rule prizes).
Hammers (3) MAGNETIC GRIPBONK a special mole and another special is dragged one column toward you. If it lands in YOUR column it gets BONKed. NEON COILBONKs charge the coil. When full, your next strike sends a pulse that BONKs the moles around it. CHARGE GLOVEEvery normal mole you resolve charges it. Each full bar (6) re-triggers the next special you pop. Stores 2.
Moles (3) TESLAWhen bonked , lightning jumps to another mole. PORTALAppears in pairs. BONK one and its twin pops out a BONK too. A zap, blast or pulse that hits a Portal comes out of the twin. CAPACITORSoaks up the first 3 zaps, blasts and beams that hit it. Bonk it, or fill it, to release them all at once.
Prizes (2) MAIN STAGE LIGHTSA spotlight sweeps the columns: lit moles often become your specials , pay double and pass the BONK to the lit holes around them. DOWNPOUREvery 30 s a storm rains over the WHOLE board for 4 s and soaks every mole. Wet moles conduct: electric hits jump to every wet mole within 2 holes. Fire goes out on wet moles.
Chemistry (15) MAGNETIC STORMElectrified targets drag the next jump toward them: nearby moles are pulled beside each zap target. PHANTOM CURRENTA 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. TICKING CIRCUITAfter every zap the current jumps to the nearest clock-marked mole (3 holes) and leaves a fresh mark beside it. CHARGED TAPThe 2nd BONK on a Tesla throws an extra electric branch to a target its first arc missed. CHAIN REACTIONOnce per chain , a Tesla arc hands its reaction to a Ricochet ball, and a ball hit hands it to a Tesla arc. MAGNETIC WAKEMove across the machine and your wake drags the next special one column toward the columns you crossed. TRI-ARCEvery prong that lands on a mole starts a Tesla arc from its hole. STORED LIGHTNINGTesla arcs are drawn into Capacitors, and every stored arc is released as ONE giant fork. POWER GRIDEvery Turret activation charges the Neon Coil , and every Coil pulse gives the Turrets shots back and fires each one at once. SURGE PROTECTORA Capacitor on screen absorbs 60% of every escape penalty and banks it. Crack a helmet or pop the Capacitor to give the applause back. TRAMPOLINE NETA plain mole that would escape bounces back through a Portal into your column, and the crowd forgives half of it. Once per mole. SOLAR FARMThe crop is power: every 2 normals the Harvester cashes charge the Neon Coil once (up to 3). STATIC GLOVEEvery full bar of the Glove loads a spark into the nearest Capacitor . Pop the Capacitor and the sparks fly. ARC FUSIONA Tesla dragged or fused by the Grip discharges: 2 arcs BONK the nearest moles (specials first). NEON SPECTRUMA Coil pulse that hits a Prism is refracted: the Prism fires a second pulse ring from its own hole.
Recipes inside the family
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