Power Gloves Megabonk

Power Gloves
Power Gloves Common Default

Effect: 8% on-hit chance to create a giant blast centred on you, dealing area damage and knocking away all enemies in radius. Blast damage scales with copies and player level. Radius grows linearly. Proc chance uses hyperbolic scaling.

Unlock: Available from the start - no unlock required

What Does Power Gloves Do in Megabonk?

Power Gloves is a Common default item that gives each hit an 8% base chance to trigger a large blast. When it fires, the blast appears centred on your character's position - not the enemy hit - and damages all enemies within the radius while knocking them away with an extremely high knockback force. The knockback is large enough to clear close-range groups completely, providing crowd control alongside the damage.

The blast has a cooldown between procs. With 1 copy the cooldown is 1.5 seconds, meaning even if you hit many times per second the blast can only fire every 1.5s. More copies reduce the cooldown, but it is capped at both ends: maximum 1.5s (with 1-8 copies) and minimum 0.2s (at 15+ copies).

The Blast Fires From Your Position - Not the Enemy You Hit

The megabonkinfo.org page was corrected by a community member who pointed out the original description was wrong. The blast is centred on the player's current position, not the enemy's position. This means the explosion always catches the enemies directly around you rather than at the hit target's location. Against ranged targets you are firing at from a distance, the blast may not reach them at all - it hits everything in your immediate vicinity regardless of what you actually hit.

Power Gloves Scaling Formulas

CopiesProc ChanceRadiusCooldownDamage (Lv30, 1.0x DM)
1~13.8%151.5s (capped)47.5
2~24.2%201.5s (capped)95.0
3~32.4%251.5s (capped)142.5
5~44.4%351.5s (capped)237.5
10~61.5%601.2s475.0
15~70.6%850.2s (capped)712.5
Proc Chance Uses Hyperbolic Scaling - Returns Diminish

The in-game description says "8% chance" but the actual formula is hyperbolic: ProcChance(n) = 0.08n / (0.08n + 0.5). With 1 copy you get approximately 13.8% (not 8%), but the chance approaches 100% asymptotically and never reaches it. At 10 copies it is only ~61.5%, and at 15 copies only ~70.6%. The damage and radius scale linearly with no cap, so in very high copy counts the damage per proc and area coverage become the primary value rather than proc rate. Overpowered Lamp gives an extra independent proc roll, effectively raising the practical trigger chance without adding more copies.

Best Characters to Use Power Gloves With

Megachad - The wiki confirms Megachad's AFK build as the primary Power Gloves context, listing it explicitly among his items. Megachad stands still while Aura deals continuous 360-degree damage - each Aura tick rolls Power Gloves independently. Aura is one of the wiki's named high-hit-frequency weapons for Power Gloves. The blast's centred-on-player positioning is ideal for Megachad who stays in one spot surrounded by enemies, meaning every blast clears the dense crowd already clustered around him. Multiple Megachad AFK build guides list Power Gloves alongside Campfire and Idle Juice as key stationary sustain items.

CL4NK - CL4NK's multi-projectile Revolver and Bone fire many independent hits per second, each rolling Power Gloves' proc chance. The wiki names Bananarang as a high-hit-frequency weapon for Power Gloves, and Bananarang is a strong CL4NK secondary weapon option. With Quantity Tome stacking and high attack speed, CL4NK generates more Power Gloves proc opportunities per second than slower single-shot characters. The blast's knockback also pairs with his high-crit burst style by clearing trash mobs that survive a crit, letting him focus crit resources on priority targets.

Ogre - Ogre's playstyle revolves around holding ground and letting enemies come to him. The blast centred on the player is ideal for Ogre specifically because enemies have to be close to him to attack, meaning the blast radius consistently catches the enemies dealing damage. His +1.5% Damage per level passive also scales Power Gloves' blast damage formula (1.25 x n x (8 + playerLevel) x Damage Multiplier) since his passive is reflected in the Damage Multiplier component. Steam community guides on Megachad-style builds also note Power Gloves as a practical pick for any stationary character using Aura.

Best Items to Pair with Power Gloves

Spicy Meatball
Spicy Meatball
The wiki explicitly lists Spicy Meatball as Power Gloves' primary synergy item, noting that "multiple sources create dense overlapping bursts." Spicy Meatball gives a 25% chance for attacks to explode dealing AoE damage. Power Gloves creates a larger centred blast. Both fire independently on hit from the same high-frequency weapon attacks. In a run where both are active, every hit has a chance to trigger either or both effects, covering the area around you with overlapping explosions.
Overpowered Lamp
Overpowered Lamp
The wiki's Overpowered Lamp page explicitly confirms Power Gloves is in the list of items that receive an extra proc roll from the Lamp. Each hit gets two independent Power Gloves rolls instead of one. Since Power Gloves uses hyperbolic scaling with diminishing returns, Overpowered Lamp is a more efficient way to raise effective proc rate than adding more Power Gloves copies - it provides a second roll without the additional cooldown or hyperbolic penalty from extra copies.
Energy Core
Energy Core
Energy Core fires periodic energy orbs that hit nearby enemies. Each orb hit is an independent proc roll for Power Gloves. In a build running Energy Core alongside a fast weapon, you have two separate hit sources both rolling Power Gloves independently - weapon hits and Energy Core hits. The wiki names Aura and high-frequency weapons as the best Power Gloves multipliers; Energy Core adds a second constantly firing source on top of whatever weapon you are running, raising the total number of proc opportunities per second.

Frequently Asked Questions

What does Power Gloves do in Megabonk?

On each hit, there is a chance to trigger a blast centred on your position that damages all nearby enemies and knocks them away. Proc chance uses hyperbolic scaling - 1 copy gives approximately 13.8% (not 8% as described), and the rate approaches but never reaches 100%. Blast damage = 1.25 x copies x (8 + playerLevel) x Damage Multiplier. Radius = 10 + 5 x copies. Cooldown between procs = min(1.5, max(0.2, 3.2 - 0.2n)). Size stat does NOT affect radius.

Is the Power Gloves blast centred on the player or the enemy?

The player. The blast appears at your character's position, not the position of the enemy you hit. This is confirmed by a community correction on the megabonkinfo.org page. All enemies within radius of your current position are hit, regardless of where the triggering hit landed.

Does Size Tome increase Power Gloves' blast radius in Megabonk?

No. The megabonkinfo.org page explicitly confirms that Size does not affect the blast radius. Radius only increases with more copies of Power Gloves, at 10 + 5 x copies. At 1 copy the radius is 15. At 5 copies it is 35. At 10 copies it is 60.

Does Overpowered Lamp work with Power Gloves in Megabonk?

Yes. The wiki's Overpowered Lamp page lists Power Gloves in its confirmed proc list. Each hit gets a second independent Power Gloves roll. This is more efficient than stacking additional copies for proc rate, since Power Gloves uses hyperbolic scaling where each extra copy adds less proc chance than the last.

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