Sir Bonk
Character art

Sir Bonk

The self-made knight

He knighted himself. A big, good-natured brute in homemade armour: a bucket for a helm, a plank for a sword and pot lids on his shoulders. Sir Bonk protects anyone smaller than him (everyone) and can’t tell a windmill from a giant. Big hits, easy to play. BONK!

  • Heavy hitter
  • Armor
  • Reach

Game plan

  1. Wall them out with the plank: Squire’s Cut is quick, Sunrise swats jumpers, The BONK ends stocks.
  2. Skim the Pot-Lid Throw (Q). It hits on the way out and again on the way back, pulling them toward you.
  3. Mount up for The Joust (R): gallop at them, armoured, steering with the stick. Off the stage? Targeted Jump Slam (E) picks your landing spot.

Good at

  • Plank reach on every normal
  • An armoured gallop on The Joust
  • Biggest jump in the roster

Bad at

  • Joint-slowest run and the least air control
  • The Joust rears before it charges, with no armour yet, and a miss skids to a stop
  • Blade Storm has the longest cooldown in the game

Specials

Cooldowns start when the move ends. Every E special is a recovery move.

  • Q

    Pot-Lid Throw

    SignatureOne lid: wait for it to come back

    Skim the pot lid off your shoulder like a frisbee. It hits on the way out and on the way back, knocking them toward you, and you catch it. Busy when it returns? It rings off your own bucket.

  • E

    Targeted Jump Slam

    Recovery4 s cooldown

    Hold to place a ring on the ground, release to leap onto it and slam on landing.

  • R

    The Joust

    Playmaker4 s cooldownMust try

    Rear your hobby horse (neigh included), then gallop a long way with the plank couched as a lance, armoured and steered with the stick. The first fighter you meet is unhorsed. A miss skids to a stop. Off a ledge, you gallop on thin air, look down and drop.

  • F

    Blade Storm

    Power15 s cooldown

    Three windmill turns with the plank flat: the first two hold whoever they catch, the third launches them. You can walk slowly while you spin. You end dizzy, and that’s your opponent’s chance.

Normals

No cooldowns. The same key does something different on the ground and in the air.

Ground
1Squire’s Cut
2Sunrise
3The BONK
Air
1Squire’s Cut
2Sunrise
3The BONK

Movement

  • Run speed10 m/s
  • Air speed6 m/s
  • Jump height≈3.3 m
  • Gravity26 m/s²

Playtest tuning as of October 29, 2026. Jump height is estimated from jump speed and gravity. Numbers move between builds.

In game

Sir Bonk’s Targeted Jump Slam lands on Manki in the middle of a birthday cake. BONK!