This page is for Plague Knight's weapon of choice. For the hazard found in stages see Bomb.
Bombs thrown from the ground fly forward with a slight upward angle. Bombs thrown from midair fly diagonally downward instead. Another important note is after performing the burst jump bombs thrown in the air act as an air brake, each one slowing Plague Knight a little more. This technique is fittingly known as Bomb Brake.
Casings alter the trajectory of bombs.
|Bounce Casing||N/A||N/A||Bounces along the ground before exploding.|
|Lob Casing||1000||None||Arcs into the air before it comes crashing down.|
|Float Casing||2000||1||Floats up and away when thrown.|
|Orbit Casing||2500||2||Spins around you and ignores walls.|
|Drop Casing||2500||3||Drops bouncing bombs at your feet.|
|Whirl Casing||3000||3||Boomerangs back and forth.|
Bounce Casing is the default. Bombs bounce if they hit terrain, but explode if they hit an enemy or block. Bounce Casing is versatile and works well with most fuses and powders.
Lob Casing makes bombs fly in an upward arc. Depending on the Fuse, they will crash down afterwards.
Float Casing makes bombs fly forward and quickly float upwards. The Float Casing is a bubble; terrain will cause the bubble to burst and drop the bomb.
Orbit Casing makes bombs revolve around Plague Knight. They ignore terrain and will only detonate from the fuse or hitting blocks or enemies.
Drop Casing makes bombs drop at Plague Knight's feet. If he has two bombs available, he will drop one in front of himself and one behind. The bombs bounce for a while and detonate when the fuse permits it or when they hit an enemy or a block.
Whirl Casing makes bombs fly directly forward for a short distance before returning to Plague Knight. When thrown from the air, his bombs move forward and downward diagonally, then move backward, often under Plague Knight before returning to him. The bombs always attempt to return to Plague Knight's position, whether he is moving or stationary.
Powders alter the explosions of bombs and determine how many bombs Plague Knight can have active at one time.
|Black Powder||N/A||N/A||3||Causes a powerful explosion.|
|Tracer Powder||2500||None||2||Produces wall-climbing flames.|
|Cascade Powder||3000||None||1||Produces waves of fire in both directions.|
|Component Powder||3000||1||3||Explosions "stack" into larger, more powerful explosions.|
|Cluster Powder||4000||2||1||Rapidly forms several explosions.|
|Sparkler Powder||3000||3||2||Pulses damaging sparks, but the case is harmless.|
Black Powder is the default. When bombs detonate, they creates small explosions. Black Powder allows three bombs onscreen and has a brief explosion, so it can be used more often than any other powder type.
Tracer Powder makes bombs produce two green fireballs upon exploding. These fireballs move along terrain until they collide with something. The flames must dissipate before more bombs can be thrown. Notably in the boss fight against Plague Knight his bombs often use the tracer effect.
Cascade Powder makes bombs produce a row of purple flames. The flames to dissipate before more bombs can be thrown, which can be a problem with only one bomb to throw.
Component Powder makes bomb explosions fuse into stronger explosions. The first explosion is a small pink sphere. If another bomb detonates in range of this sphere, it grows in size. If the third bomb detonates in range of the larger sphere, it creates a large explosion and shoots out fireballs in four directions.
Cluster Powder makes the bomb explode three times in place, thus enemies are damaged by three health points. This long explosion means it takes time to throw a new bomb. Fortunately, when the bomb impacts an enemy or dirt block, the cool down for it is shortened. Notably the explosion produced is similar to the one made by the Flareo Rod.
With the Sparkler Powder equipped, small bolts of electricity pulse twice, harming anyone near the bomb. This powder allows two bombs to be used at once although they do not conventionally detonate.
The Pandemonium Cloak allows three bombs regardless of powder, but the bombs and their explosions are random.
Fuses alter how bombs detonate.
|Standard Fuse||N/A||N/A||Explodes after a few moments.|
|Long Fuse||1500||None||Explodes a long time after throwing.|
|Quick Fuse||1500||1||Explodes almost immediately.|
|Sentry Fuse||2000||1||Hovers in place before seeking out targets.|
|Remote Fuse||2000||2||Set bombs and then detonate.|
|Impact Fuse||3000||3||Explodes on contact with terrain.|
Standard Fuse is the default. If bombs don't collide with enemies or blocks, they detonate a short while after being thrown. Standard Fuse is versatile and works well with most casings and powders.
Long Fuse increases detonation time. Depending on the casing, it can be used to damage enemies further away.
Quick Fuse decreases detonation time. This makes it more suitable for close range combat.
Sentry Fuse causes bombs to hover with a targeting range shortly after being thrown. If an enemy enters this range, the bombs will follow them and explode. Plague Knight himself can also activate the fuse, in which case the bombs will home on him and explode although this does not harm him.
Remote Fuse makes bombs explode when the next bomb is thrown. This lets Plague Knight use his bombs like traps.
Impact Fuse makes bombs explode on contact with terrain in addition to enemies and blocks. This makes it useful for ensuring the Powder effects will activate.