Soul Harvester
Soul Harvester Megabonk – Explained
Soul Harvester spawns homing souls when you kill enemies.
How it works:
- When you kill an enemy, Soul Harvester spawns 2 homing souls at the enemy's death location
- The souls automatically seek out and damage nearby enemies
- Each soul deals damage based on your base damage (your player level) and the number of copies
- Souls are homing projectiles that track enemies
Soul damage formula:
Each soul deals:
Where $ n $ = number of Soul Harvester copies
Soul mechanics:
- Souls are homing projectiles that seek out enemies
- Each soul lasts for 3.5 seconds (fixed, does not scale with copies - but does with your duration multiplier)
How it works:
- When you kill an enemy, Soul Harvester spawns 2 homing souls at the enemy's death location
- The souls automatically seek out and damage nearby enemies
- Each soul deals damage based on your base damage (your player level) and the number of copies
- Souls are homing projectiles that track enemies
Soul damage formula:
Each soul deals:
$$
\text{SoulDamage}(n) = ((8 + \text{playerLevel}) \times n \times 1.75 - 9.0) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png}
$$
Where $ n $ = number of Soul Harvester copies
Soul mechanics:
- Souls are homing projectiles that seek out enemies
- Each soul lasts for 3.5 seconds (fixed, does not scale with copies - but does with your duration multiplier)
How it Stacks
Soul Harvester has one scaling stat:
Each copy increases the soul damage multiplier linearly:
The damage formula is:
Examples (at level 10, 1.0× damage multiplier):
- 1 copy →
- 2 copies →
- 3 copies →
- 5 copies →
- Number of souls per kill: Always 2 (does not scale with copies)
- Soul duration: Always 3.5 seconds (does not scale with copies - but does increase with your duration multiplier)
Key points:
- More copies = more damage per soul (linear scaling)
- Number of souls per kill is fixed at 2 regardless of copies
- Soul duration, speed, and range are fixed regardless of copies
1. Soul Damage Multiplier (Linear Scaling)
Each copy increases the soul damage multiplier linearly:
The damage formula is:
$$
\text{SoulDamage}(n) = ((8 + \text{playerLevel}) \times n \times 1.75 - 9.0) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png}
$$
Examples (at level 10, 1.0× damage multiplier):
- 1 copy →
(18 × 1 × 1.75 - 9.0) × 1.0 = 22.5 damage per soul- 2 copies →
(18 × 2 × 1.75 - 9.0) × 1.0 = 54.0 damage per soul- 3 copies →
(18 × 3 × 1.75 - 9.0) × 1.0 = 85.5 damage per soul- 5 copies →
(18 × 5 × 1.75 - 9.0) × 1.0 = 148.5 damage per soul2. Fixed Values
- Number of souls per kill: Always 2 (does not scale with copies)
- Soul duration: Always 3.5 seconds (does not scale with copies - but does increase with your duration multiplier)
Key points:
- More copies = more damage per soul (linear scaling)
- Number of souls per kill is fixed at 2 regardless of copies
- Soul duration, speed, and range are fixed regardless of copies
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