PROJECTILE
PROJECTILE 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)
RICOCHET | Every 3rd hit, a ball shoots diagonally up the board, bouncing off the walls, and BONKs the first mole in its way. |
BOOMERANG | Every 7th BONK the hammer is thrown up your column, BONKing up to 2 moles on the way, and returns. |
SCRAP MAUL | Hitting a heavy mole (Armored...) flings scrap at another mole. Every 5th BONK counts as heavy (1 piece). |
Moles (3)
SCRAP | Leaves a piece of scrap in its hole. BONK the scrap later and it ricochets a BONK to another mole. |
CANNON | Wears an arrow. When bonked it FIRES that way, BONKing up to 3 holes in line. |
TURRET | Shoots the nearest mole every 3 rows while it lives (4 shots). BONK it later: pays per shot fired and fires a final volley. |
Prizes (3)
CONFETTI CANNON | Every 8 s a confetti ball drops on your best special (shadow warns 1 s ahead) and starts a chain. Every 5th is golden. |
PINBALL WIZARD | Every 14 s a pinball bounces around the board for 6 s, BONKing every mole it touches. |
CONVEYOR SHELF | A sliding shelf of your specials above the board: every strike also drops the one above your column. |
Chemistry (14)
BANK SHOT | A Mirror hit by your Ricochet bounces it back at a mirrored angle, off the walls, to the mole on that line. |
ROYAL THROW | The boomerang flies THROUGH the King on the way out, raising his Crown. At Lv2 the return trip cashes it in. |
FIRING LINE | 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. |
CROSSFIRE | The Cannon shot also rakes the two lanes beside it, 3 holes deep. |
OVERCLOCK | Every tick of a clock mark makes each Turret fire one extra shot (4 per chain). |
MAGNETIC MAGAZINE | The Turret pulls moles into its column and its shot pierces the whole firing line. |
SCRAP HEAP | Scrap Maul junk turns each plain mole it hits into a Scrap Piece first, so every throw ricochets on to another mole. |
LOADED LINE | 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. |
RECYCLING | The normals a Reaper sweep cuts are recycled: up to 3 Scrap Pieces land in the empty holes ahead, ready to ricochet. |
MAGNET CATCH | A Magnet in the boomerang's path catches it: the boomerang bounces off the Magnet and flies again from there. |
REFRACTED SCRAP | Scrap that hits a Prism splits into 2 rainbow shards that fly to the 2 nearest specials of different types. |
SCRAP SPRING | Every Spring leap shakes scrap loose: the Maul flings a piece of scrap from the hole it jumped from. |
PINBALL BOUNCE | A Ricochet ball that hits a Spring rides it: when the Spring lands, a new ball flies on from the landing hole. |
SCRAP MIRROR | Every Maul throw is mirrored: a second piece of scrap flies from the symmetric hole of the same row. |
Recipes inside the family