Guides

Bomb Farm Abilities

Twenty skills from self-buffs to full team auras, all upgradeable to Level 10.

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All Abilities Guide

Bomb Farm has twenty hero abilities, each upgradeable from Level 1 to 10. Some affect only the hero carrying them. Others pulse to the whole team as auras. A few fire only when a hero enters rotation. This page is the complete reference so you can rank the right abilities on the right roles instead of spreading points across every button.

If you are still learning which role does what, start with hero roles. This page assumes you know Collector from Attacker and just need to know which ability button is worth ten levels.

How ability scopes work

Self — Only the hero holding this ability receives the benefit. The other three bodies on the dock get nothing.

Team aura — Every hero in Battle gets the bonus while the carrier is present. If the carrier leaves the field, the aura ends. This is why rotation order matters for aura-dependent squads.

Rotation trigger — The effect fires the moment this hero enters the field. It may have a fixed window or a cooldown separate from energy.

Damage abilities

War Cry — Team aura. Raises Attack for the whole active field. The most common aura node for Attacker-heavy squads. Worth maxing on whoever stays longest in rotation.

Brutal Strike — Self. Increases critical hit damage, not the chance. Scales harder on heroes who already crit often. Pair with Keen Eye for both stats.

Double Detonation — Self. Chance for a second blast at half damage when the bomb detonates. Scales with bomb frequency. Strong on high-activity Attackers.

Wide Blast — Self. Enlarges the blast radius so the bomb reaches more grid cells. The counter is how many rocks a single placement actually hits.

Ghost — Self. Passes through rocks and deals pass-through damage. Useful on fast nodes where the hero moves instead of detonating in place.

Pack — Self. Damage scales with how many allies are also in the field. Alone it does nothing; a full four-hero field is its peak. Good for squad synergy builds.

Mercy — Self. Execute that ignores 100% of target mitigation below the health threshold. Finishes tough wounded targets that would otherwise survive multiple hits.

Critical abilities

Keen Eye — Self. Raises Crit chance. The raw chance node before you layer in aura support.

Deadly Omen — Team aura. Raises Crit chance for the whole team. The aura version; put one of these on a durable hero who stays in rotation.

Brutal Strike — Self. Raises Crit damage, not chance. The follow-up node after you have Keen Eye or Deadly Omen.

Economy abilities

Fortune — Team aura. Increases gold from rocks the whole field breaks. The overnight farm staple when you want the chest counter to move while you sleep.

Gold Vein — Self. Increases gold only from rocks this hero personally breaks. The solo version; useful on a dedicated Collector who walks alone.

Lapidary Eye — Self. Drops from broken objects come one category higher. Item chests level up, keys gain rarity, gem and time chests gain difficulty tier. The long-game economy node.

Sustain abilities

Miner’s Stamina — Team aura. Reduces energy the whole team spends in the field. Extends how long the squad lasts before House recovery kicks in. The energy management answer to a mean grid.

Extra Battery — Self. Reduces energy this specific hero spends. The solo version; worth it on your primary Attacker if energy runs dry mid-node.

Support — For Supports who need to survive a tough tile, these sustain nodes keep the dock alive when the grid gets angry. Raise them before you raise damage.

Defense abilities

Breach — Team aura. Increases Penetration for the whole team, ignoring part of enemy mitigation. The answer to high-defense nodes in Hard and above.

Diamond Tip — Self. Raises Penetration for this hero only. The solo version; worth it on your primary damage dealer in later worlds.

Speed abilities

Forced March — Team aura. Increases Speed for the whole team while in the field. Nodes that move faster also cycle through energy faster, which can be a cost as much as a benefit.

Timed stage abilities

Against the Clock — Self. Boosts Attack only on timed stages, the 60-second gates that require a key. If you fail time gates often, this node is the difference between a consumed key and a cleared stage.

Rotation abilities

Baton Pass — Rotation trigger. When this hero enters the field, the whole active team gets a burst of bonus damage for a fixed window. Level raises the damage, not the duration. Use on your swap-in specialist to give the whole dock a pulse before they leave.

Objective abilities

Hero Hunter — Self. Increases damage specifically against cages, the sub-targets that trap heroes and require rescue. If cages are common on your current world, this node matters.

Ability ranking advice by role

Attackers: War Cry, Brutal Strike, Keen Eye, Double Detonation, Wide Blast Collectors: Fortune, Gold Vein, Lapidary Eye, Miner’s Stamina Supports: Miner’s Stamina, Extra Battery, War Cry, Deadly Omen Specialists: whatever the tooltip already does, doubled — play the role, not a generic build

Rank two or three abilities per hero, the ones the role already is. Spending on off-role abilities because they look powerful is the collector’s trap.

Ability points and gold

Twenty abilities at ten ranks is expensive. Prioritize nodes that solve a bottleneck:

  • Energy runs dry before the node clears: Miner’s Stamina or Extra Battery
  • Gold is dry despite full runs: Fortune or Gold Vein
  • Crit builds feel weak: Keen Eye then Deadly Omen
  • The Map pin moves but slowly: War Cry and Pack

The account skill tree is separate from hero abilities. Tree nodes buff whoever is in Battle. Hero abilities are hero-specific.

When a new season or patch changes ability values, the Updates Hub will catch it. This page ranks by role, not by patch notes we have not seen.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many abilities does Bomb Farm have?

Twenty hero abilities, each upgradeable from Level 1 to 10. See the ability list above.

What is the difference between a team aura and a self-buff?

Team aura benefits every hero in Battle while the carrier is present. Self only affects the one hero holding the ability.

Which abilities are best for Collectors?

Fortune and Gold Vein for gold, Lapidary Eye for drop quality, and Miner's Stamina for energy management.

What are rotation trigger abilities?

They fire when the hero enters the field. Baton Pass is the example: a damage pulse to the whole team on entry.