This page is for Plague Knight's weapon of choice. For the hazard found in stages see Bomb.
When thrown from standing bombs are thrown forward with a slight upward curve. When thrown from the air bombs move diagonally down and forward. 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.
There are 4896 possible bomb combinations.
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 even pierces through walls!|
|Drop Casing||2500||3||Drops bouncing bombs at your feet.|
|Whirl Casing||3000||3||Boomerangs back and forth!|
The Bounce Casing is the default Casing for Plague Knight's Bombs. If the bomb hits a wall or floor it will bounce a little. However if it hits an enemy or block it will detonate instantly.
As with most default options, the Bounce Casing is reasonably versatile and works well with almost all Fuses and Powders.
With the Lob Casing, Plague Knight throws his bombs in an upward arc. Depending on the Fuse, they will crash down afterwards.
With the Float Casing Plague Knight throws his bombs forward. The bombs will float upwards rapidly after a short period. The Float Casing is in a bubble; if the bomb hits something solid like a wall or a ceiling, the bubble will burst and then the bomb will fall.
With the Orbit Casing Plague Knight's Bombs revolve around him. They will only detonate depending on the fuse or when they hit blocks or enemies, and will simply move through walls, floors, and ceilings.
With the Drop Casing Plague Knight drops bombs to his feet. If he has two bombs available, he will drop one in front of himself and one behind. When he only has one bomb, he will drop the bomb in front of himself. The bombs bounce for a while and detonate when the fuse permits it or when they hit an enemy or a block.
With the Whirl Casing, Plague Knight's bombs are thrown directly forward for a short distance and then return to him. 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 will always attempt to return to Plague Knight's position, even when he is moving or stationary.
Powders alter the explosions of bombs and determines 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||Keep throwing in bombs to make a bigger boom!|
|Cluster Powder||4000||2||1||Rapidly forms several explosions.|
|Sparkler Powder||3000||3||2||Pulses damaging sparks, but the case is harmless.|
The Black Powder is the default powder for Plague Knight's bombs. When the bomb detonates, it detonates into a small explosion. The main advantage of Black Powder is that it allows for three bombs to be thrown successively, a trait only shared with the Component Powder.
Because of the brief explosion, the Black Powder tends to be more dependable than other powders as the others possess effects that have cooldowns in addition to the lower bomb limits.
With the Tracer Powder selected, bombs produce two green fireballs upon exploding. These fireballs move along the wall or floor until they collide with something. It's worth noting you have to wait for these to dissipate before more bombs can be thrown. Notably in the boss fight against Plague Knight his bombs often use the tracer effect.
With the Cascade Powder selected, Plague Knight's bombs produce a row of purple flames. It's worth noting that you have to wait for these flames to dissipate before more bombs can be thrown, which can be a problem with only one bomb to throw.
When a Component Powder bomb detonates it creates 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.
With the Cluster Powder equipped, Plague Knight can only throw one bomb. Each bomb explodes thrice, thus enemies are damaged by three health points. This long explosion also means that it will take a while to throw a new bomb. Fortunately, when the bomb impacts any enemy or dirt block, the cooldown 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 removes the Bomb limiter imposed by the Powder, making always possible to launch up to three bombs simultaneusly. This results in a dramatic increase in damage output, at the cost of fine tuning, as the Cloak is constantly swaping Bomb compination.
Fuses alter how bombs detonate.
|Standard Fuse||N/A||N/A||Blows up after a few moments.|
|Long Fuse||1500||None||Blows up a long time after throwing.|
|Quick Fuse||1500||1||Blows up almost immediately when thrown.|
|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.|
The Standard Fuse is the default Fuse for Plague Knight's Bombs. If the bomb doesn't come into contact with an enemy or blocks, it will detonate a short while after being thrown.
As with most default options, the Standard Fuse is reasonably versatile and works well with almost all Casings and Powders.
The Long Fuse makes bombs take longer to detonate of their own accord than the Standard Fuse unsurprisingly. This makes it particularly useful when trying to make shots with the trajectory of certain Casings.
The Quick Fuse makes bombs take less time to detonate of their own accord than the Standard Fuse unsurprisingly. This makes it particularly useful when trying to hit enemies that are close.
The Sentry Fuse causes bombs to hover after a short while with markers circling around them. If an enemy walks into this radius the bombs will home in on them and detonate. Notably Plague Knight will also activate the fuse in which case the bombs will home on him and explode although this does not harm him.
With the Remote Fuse equipped Plague Knight's Bombs detonate when the next bomb is thrown. This allows Plague Knight to use his bombs like traps.
With the Impact Fuse equipped Plague Knight's bombs detonate as soon as they come into contact with floors, walls and ceilings in addition to enemies and blocks. This makes it particularly useful for ensuring the Powder effects will activate.