Moles 24

Special moles fire their effect when they are BONKed. You can own up to 4.

Plus the free basic mole: NORMAL MOLE. Moles that are never drafted (boss objects, hatched babies...) are listed under Helper moles.

NameCodePackFamilyDescription
TESLAM01BaseELECTRICWhen bonked, lightning jumps to another mole.
BOMBM02BaseEXPLOSIVEExplodes when bonked: BONKs the holes beside, below and the three above it. Read the rows ahead: the blast reaches forward.
MAGNETM03BaseWAVEWhen bonked, pulls nearby moles toward its hole. Every mole gathered pays a little.
GOLDM04BaseGOLDMarks the chain GOLDEN: everything scored after it is worth 4x and pays extra XP. A long Golden chain ends with applause (Audience).
ARMOREDM05BaseEXPLOSIVENeeds TWO BONKs. The first cracks its helmet, which bursts into SHRAPNEL that BONKs the 4 moles around it.
NESTM06BaseNORMALSWhen bonked, hatches baby moles 2 rows AHEAD: your column and both neighbours. Babies are normal moles, and a baby that gets away costs nothing.
CLOCKM07BaseWAVEPopped: a pulse puts a CLOCK MARK on the moles around it. Marked moles pay 60% more, and when one pops it TICKS: the nearest marked mole is BONKed too.
MIRRORM08BaseECHOCopies the last special effect of the chain, from its own hole.
KINGM09BaseGOLDWears a Crown that grows with every mole popped while it is on screen. BONK the King to cash the Crown in.
ROCKET MOLEM10BaseFIREBONK it and it rockets into a future row instead of popping: its flame BONKs the first mole it flies past and the landing scorches the holes beside it. Catch it later: +95 per flight.
PORTALM11BaseELECTRICAppears 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.
GHOSTM13HAUNTED FAIRECHOHit it any way and it repeats the LAST special effect your build fired, from its own hole.
PRISMM14NEON ARCADEECHOCopies the type of the special mole next to it: BONK the Prism and it fires that mole's effect.
SCRAPM15SCRAP YARD CARNIVALPROJECTILELeaves a piece of scrap in its hole. BONK the scrap later and it ricochets a BONK to another mole.
JUGGLERM16ROYAL GRAND FAIRFIREWhen bonked, swaps two special moles on screen, then throws a lit torch at the one that landed nearest the strike line (a FIRE BONK that leaves an ember). The crowd loves a trick.
CANNONM17BasePROJECTILEWears an arrow. When bonked it FIRES that way, BONKing up to 3 holes in line.
CAPACITORM18NEON ARCADEELECTRICSoaks up the first 3 zaps, blasts and beams that hit it. Bonk it, or fill it, to release them all at once.
FIRECRACKERM19SCRAP YARD CARNIVALFIRELights itself 3 rows from the line and goes BANG in a plus, bonked or not. Popped early = smaller blast.
TURRETM20CLOCKWORK CIRCUSPROJECTILEShoots the nearest mole every 3 rows while it lives (4 shots). BONK it later: pays per shot fired and fires a final volley.
COINM21ROYAL GRAND FAIREXPLOSIVEFlips GOLD / BOMB every row. BONK it to use the face it shows: a Golden chain or a blast.
BAKERM22BaseNORMALSBakes a fresh normal mole 1-3 rows ahead every row while it lives (up to 8). BONK it to pop 2 of them in a chain. Baked moles that escape cost half.
HARVESTERM23CLOCKWORK CIRCUSNORMALSBONK it to CASH every normal mole on screen for points and XP. No chain, no escapes.
CHEERLEADERM24HAUNTED FAIRWAVEBONK it with your hammer to heal the Audience 2% for every mole in ITS ROW (max 6%). More moles, more crowd.
PINATAM25BaseGOLDBONK it and it breaks: candy rains as 3 GOLDEN normal moles in the 3 rows ahead.

By family

ECHO 3

ELECTRIC 3

EXPLOSIVE 3

FIRE 3

GOLD 3

NORMALS 3

PROJECTILE 3

WAVE 3

By pack

Base 14

HAUNTED FAIR 2

NEON ARCADE 2

SCRAP YARD CARNIVAL 2

CLOCKWORK CIRCUS 2

ROYAL GRAND FAIR 2