Cursed grabbies
Cursed grabbies Megabonk – Explained
Cursed Grabbies adds +10% difficulty and 0.8x Max HP on pickup. These are the obvious parts; the rest is not.
How it works:
- When you hit an enemy, Cursed Grabbies has a chance to cast "cursed magic". This is an explosion that is created at the hits enemy's position. All enemies within a fixed radius of 4 units take damage here.
- The official description says "5% chance," but the actual proc chance uses hyperbolic scaling, so the real in-game chance with 1 copy is approximately 2.94%, not 5%
- Max HP: Multiplicatively reduces your Max HP by 0.8x per copy
- 1 copy → MaxHP × 0.8 (80% of original)
- 2 copies → MaxHP × 0.64 (64% of original)
- 3 copies → MaxHP × 0.512 (51.2% of original)
- Difficulty: Increases difficulty by +10% per copy (additive)
Explosion damage formula:
The explosion damage scales with your base damage and number of copies:
where n is the number of cursed grabbies copies
Explosion radius:
The explosion radius is fixed at 4.0 units and does not scale with copies or size stat.
In-game the animation for cursed grabbies is a short explosion that looks like purple-ish ghosts:

How it works:
- When you hit an enemy, Cursed Grabbies has a chance to cast "cursed magic". This is an explosion that is created at the hits enemy's position. All enemies within a fixed radius of 4 units take damage here.
- The official description says "5% chance," but the actual proc chance uses hyperbolic scaling, so the real in-game chance with 1 copy is approximately 2.94%, not 5%
- Max HP: Multiplicatively reduces your Max HP by 0.8x per copy
- 1 copy → MaxHP × 0.8 (80% of original)
- 2 copies → MaxHP × 0.64 (64% of original)
- 3 copies → MaxHP × 0.512 (51.2% of original)
- Difficulty: Increases difficulty by +10% per copy (additive)
Explosion damage formula:
The explosion damage scales with your base damage and number of copies:
$$
\text{ExplosionDamage}(n) = 0.85n \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png}
$$
where n is the number of cursed grabbies copies
Explosion radius:
The explosion radius is fixed at 4.0 units and does not scale with copies or size stat.
In-game the animation for cursed grabbies is a short explosion that looks like purple-ish ghosts:

How it Stacks
Cursed Grabbies has multiple scaling stats with different behaviors:
The proc chance uses hyperbolic scaling:
Where $ n $ = number of Cursed Grabbies copies
Example table:
Each copy increases explosion damage linearly:
Examples (at level 10, 1.0x damage multiplier):
- 1 copy → 15.3 damage
- 2 copies → 30.6 damage
- 3 copies → 45.9 damage
- 5 copies → 76.5 damage
Each copy multiplies your Max HP by 0.8:
Where $ n $ = number of Cursed Grabbies copies
Examples:
Each copy increases difficulty by +10%:
Examples:
- 1 copy → +10% difficulty
- 2 copies → +20% difficulty
- 3 copies → +30% difficulty
- 5 copies → +50% difficulty
- Explosion radius: Always 4.0 units (does not scale)
1. Proc Chance (Hyperbolic Scaling)
The proc chance uses hyperbolic scaling:
$$
\text{ProcChance}(n) = \frac{0.025n}{0.05n + 0.8}
$$
Where $ n $ = number of Cursed Grabbies copies
Example table:
Note: The proc chance approaches 50% asymptotically but never reaches it. The cap of 50% is theoretical and would require infinite copies.
2. Explosion Damage (Linear Scaling)
Each copy increases explosion damage linearly:
$$
\text{ExplosionDamage}(n) = 0.85n \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png}
$$
Examples (at level 10, 1.0x damage multiplier):
- 1 copy → 15.3 damage
- 2 copies → 30.6 damage
- 3 copies → 45.9 damage
- 5 copies → 76.5 damage
3. Max HP Penalty (Multiplicative Scaling)
Each copy multiplies your Max HP by 0.8:
$$
\text{MaxHP}(n) = \text{BaseMaxHP} \times 0.8^n
$$
Where $ n $ = number of Cursed Grabbies copies
Examples:
The Max HP penalty is multiplicative, meaning each copy reduces your remaining HP by 20%, not your original HP.
4. Difficulty Increase (Linear Scaling)
Each copy increases difficulty by +10%:
$$
\text{DifficultyIncrease}(n) = 0.1n
$$
Examples:
- 1 copy → +10% difficulty
- 2 copies → +20% difficulty
- 3 copies → +30% difficulty
- 5 copies → +50% difficulty
5. Fixed Values
- Explosion radius: Always 4.0 units (does not scale)
No comments yet. (If you left a suggestion or had a question, it will show up here once it's approved. You will usually recieve a reply to any questions within a day or two.)