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.
| Name | Code | Pack | Family | Description |
|---|---|---|---|---|
| M01 | Base | ELECTRIC | When bonked, lightning jumps to another mole. | |
| M02 | Base | EXPLOSIVE | Explodes when bonked: BONKs the holes beside, below and the three above it. Read the rows ahead: the blast reaches forward. | |
| M03 | Base | WAVE | When bonked, pulls nearby moles toward its hole. Every mole gathered pays a little. | |
| M04 | Base | GOLD | Marks the chain GOLDEN: everything scored after it is worth 4x and pays extra XP. A long Golden chain ends with applause (Audience). | |
| M05 | Base | EXPLOSIVE | Needs TWO BONKs. The first cracks its helmet, which bursts into SHRAPNEL that BONKs the 4 moles around it. | |
| M06 | Base | NORMALS | When bonked, hatches baby moles 2 rows AHEAD: your column and both neighbours. Babies are normal moles, and a baby that gets away costs nothing. | |
| M07 | Base | WAVE | Popped: 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. | |
| M08 | Base | ECHO | Copies the last special effect of the chain, from its own hole. | |
| M09 | Base | GOLD | Wears a Crown that grows with every mole popped while it is on screen. BONK the King to cash the Crown in. | |
| M10 | Base | FIRE | BONK 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. | |
| M11 | Base | ELECTRIC | Appears 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. | |
| M13 | HAUNTED FAIR | ECHO | Hit it any way and it repeats the LAST special effect your build fired, from its own hole. | |
| M14 | NEON ARCADE | ECHO | Copies the type of the special mole next to it: BONK the Prism and it fires that mole's effect. | |
| M15 | SCRAP YARD CARNIVAL | PROJECTILE | Leaves a piece of scrap in its hole. BONK the scrap later and it ricochets a BONK to another mole. | |
| M16 | ROYAL GRAND FAIR | FIRE | When 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. | |
| M17 | Base | PROJECTILE | Wears an arrow. When bonked it FIRES that way, BONKing up to 3 holes in line. | |
| M18 | NEON ARCADE | ELECTRIC | Soaks up the first 3 zaps, blasts and beams that hit it. Bonk it, or fill it, to release them all at once. | |
| M19 | SCRAP YARD CARNIVAL | FIRE | Lights itself 3 rows from the line and goes BANG in a plus, bonked or not. Popped early = smaller blast. | |
| M20 | CLOCKWORK CIRCUS | PROJECTILE | Shoots the nearest mole every 3 rows while it lives (4 shots). BONK it later: pays per shot fired and fires a final volley. | |
| M21 | ROYAL GRAND FAIR | EXPLOSIVE | Flips GOLD / BOMB every row. BONK it to use the face it shows: a Golden chain or a blast. | |
| M22 | Base | NORMALS | Bakes 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. | |
| M23 | CLOCKWORK CIRCUS | NORMALS | BONK it to CASH every normal mole on screen for points and XP. No chain, no escapes. | |
| M24 | HAUNTED FAIR | WAVE | BONK it with your hammer to heal the Audience 2% for every mole in ITS ROW (max 6%). More moles, more crowd. | |
| M25 | Base | GOLD | BONK it and it breaks: candy rains as 3 GOLDEN normal moles in the 3 rows ahead. |