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
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 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.
| Copies | Proc Chance | Radius | Cooldown | Damage (Lv30, 1.0x DM) |
|---|---|---|---|---|
| 1 | ~13.8% | 15 | 1.5s (capped) | 47.5 |
| 2 | ~24.2% | 20 | 1.5s (capped) | 95.0 |
| 3 | ~32.4% | 25 | 1.5s (capped) | 142.5 |
| 5 | ~44.4% | 35 | 1.5s (capped) | 237.5 |
| 10 | ~61.5% | 60 | 1.2s | 475.0 |
| 15 | ~70.6% | 85 | 0.2s (capped) | 712.5 |
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.
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.
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.
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.
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.
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.