← Back to items
Cursed grabbies

Cursed grabbies

Epic
+10% difficulty, 0.8x Max HP. 5% to cast cursed magic upon hitting an enemy, damaging nearby enemies.
Scaling Type:
Hyperbolic scaling for proc chance (capped at 50%) Linear scaling for explosion damage and difficulty Multiplicative scaling for Max HP penalty (0.8× per copy) Fixed 4.0-unit explosion radius

Detailed Explanation

+10% difficulty and 0.8 Max HP on pickup. These are the obvious parts about this item, 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:
 
 
$$ \text{ExplosionDamage}(n) = 0.85n \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png} $$
 
 
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:
 Pasted image

How it Stacks

Cursed Grabbies has multiple scaling stats with different behaviors:
 

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:
 
 
Copies (n)Raw Value (0.05n)Proc ChanceChance %
10.050.0294...2.94%
20.100.0556...5.56%
30.150.0789...7.89%
50.250.1190...11.90%
100.500.1923...19.23%
201.000.2941...29.41%
402.000.3846...38.46%
1005.000.4545...45.45%
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:
 
 
CopiesMax HP MultiplierMax HP (if base = 100)
10.8×80
20.64×64
30.512×51.2
50.32768×32.768
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)