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Power Gloves

Power Gloves

Legendary
8% chance upon hitting an enemy to create a giant blast, damaging and knocking away enemies.
Scaling Type:
Hyperbolic scaling for proc chance Linear scaling for blast radius and damage Decreasing linear scaling for cooldown (clamped between 0.2s and 1.5s)

Detailed Explanation

Power Gloves gives your attacks a chance to create a large blast that damages and knocks away enemies.
 
How it works:
 
- When you hit an enemy, Power Gloves has a chance to trigger
- When it procs, it creates a blast centered on the hit enemy
- All enemies within the blast radius take damage and are knocked away (very large defeault knockback strength of 9999.0)
- The blast has a cooldown (1.5s with 1 copy)
 
Blast damage formula:
 
The blast deals damage based on your BaseDamage:
 
 
$$ \text{BlastDamage}(n) = 1.25 \cdot n \cdot (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png} $$
 
 
Where
- $ n $ = number of Power Gloves copies
 
It also works with crit (the blast can crit).
 
Blast mechanics:
 
- The blast radius scales with copies (see "How it Stacks" below)
- Knockback force does not scale with multiple copies, but is very large from the beginning
- The blast has a cooldown that decreases with more copies (see "How it Stacks" below)
 
Cooldown:
 
Power Gloves has a cooldown between procs. After proccing, it cannot proc again until the cooldown expires. The cooldown decreases with more copies, allowing more frequent procs.

How it Stacks

Power Gloves has multiple scaling stats:
 

1. Proc Chance (Hyperbolic Scaling)

 
The proc chance uses hyperbolic scaling:
 
 
$$ \text{ProcChance}(n) = \frac{0.08n}{0.08n + 0.5} $$
 
 
Where $ n $ = number of Power Gloves copies
 
Examples:
 
- 1 copy → ~13.79% proc chance (not 8% as description suggests)
- 2 copies → ~24.24% proc chance
- 3 copies → ~32.43% proc chance
- 5 copies → ~44.44% proc chance
- 10 copies → ~61.54% proc chance
 
Note: The proc chance approaches 100% asymptotically but never reaches it as can be seen here:
 Pasted image 
 
 

2. Blast Radius (Linear Scaling)

 
The blast radius scales linearly with copies:
Note size does not impact the blast radius for this item
 
 
$$ \text{Radius}(n) = 10.0 + 5.0n $$
 
 
Where $ n $ = number of Power Gloves copies
 
Examples:
 
- 1 copy → 15.0 units
- 2 copies → 20.0 units
- 3 copies → 25.0 units
- 5 copies → 35.0 units
- 10 copies → 60.0 units
 

3. Blast Damage (Linear Scaling)

 
Each copy increases the blast damage linearly:
 
 
$$ \text{BlastDamage}(n) = 1.25 \times n \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png} $$
 
 
Where
- $ n $ = number of Power Gloves copies
 
Examples (at level 10, 1.0× damage multiplier):
 
- 1 copy → 1.25 × 18 = 22.5 damage
- 2 copies → 45.0 damage
- 3 copies → 67.5 damage
- 5 copies → 112.5 damage
 

4. Cooldown (Decreasing Linear Scaling, Capped)

 
The cooldown decreases linearly with copies but is clamped:
 
 
$$ \text{Cooldown}(n) = \min\left(1.5,\ \max\left(0.2,\ 3.2 - 0.2n\right)\right) $$
 
 
Where $ n $ = number of Power Gloves copies
 
Examples:
 
 
CopiesCalculationCooldown
13.2 - 0.2 = 3.0 → clamped1.5s (capped)
63.2 - 1.2 = 2.0 → clamped1.5s (capped)
83.2 - 1.6 = 1.6 → clamped1.5s (capped)
93.2 - 1.8 = 1.41.4s
103.2 - 2.0 = 1.21.2s
153.2 - 3.0 = 0.20.2s (capped)
16+3.2 - 3.2 = 0.0 → clamped0.2s (capped)
Note: The cooldown is clamped between 0.2 seconds (minimum) and 1.5 seconds (maximum).
 

5. Fixed Values

 
- Knockback force: Does not scale with more copies, but is always very large from the beginning
 
Key points:
 
- Proc chance uses hyperbolic scaling with diminishing returns
- Blast radius and damage scale linearly
- Cooldown decreases with more copies (allowing more frequent procs), but is clamped between 0.2s and 1.5s