Boosters: when to use each one
Boxes Go Wild has three boosters. Wild Bomb removes one crate, Chain Blast removes every crate with the same number and Wild Card doubles one crate. None of them scores by itself: the points come from what moves afterwards, so the best booster is the one that sets off a chain.
The short version
| Booster | What it does | Best moment | Price |
|---|---|---|---|
| Wild Bomb | Removes one crate, steel included | A small crate burying a big one, or a steel crate in the way | 100 coins |
| Chain Blast | Removes every crate with that number | One small number scattered over several columns | 150 coins |
| Wild Card | Doubles one crate | The one crate a staircase is missing | 150 coins |
Using a booster does not cost a move: you use it while the next box waits in the launcher, and you still place that box afterwards. When a booster makes crates fall or change, they merge exactly like a box that just landed. Those merges score as usual, chains count from the first one, WILD RUSH doubles them, and they fill the WILD RUSH and WILD LIFT meters.
Wild Bomb: free what is buried
What it does: removes the crate you tap. Everything above it in that column drops one row, and each crate that moved can merge with its new neighbours.
- A small crate on a big one. A 4 sitting on your 256 blocks every chain that should end in the 256. Bomb the 4 and the 256 is open again.
- A crate between two equal ones. When a 16 sits between a 64 below and a 64 above, removing it lets the top 64 fall onto the bottom one, and the new 128 can carry on up your staircase.
- A steel crate. Steel never merges and normally needs two merges next to it to break. Wild Bomb breaks it at once, and it still pays its 10 coins.
Wasted on: the top crate of a short column, which your next drop could usually cover or merge anyway.
Chain Blast: clear the clutter
What it does: removes every crate on the board with the number you tap, wherever it is. All the columns it touched settle at once, and everything that moved merges as one turn.
- Scattered small numbers. Late in a game, stray 2s and 4s end up on top of several columns. One Chain Blast on a 2 lowers every one of those columns and often lines up merges in two or three places at once.
- Before the board closes. When the tallest columns are one crate from the top, Chain Blast on the most common number buys the most room.
Wasted on: a number that appears only once (that is a Wild Bomb's job), or a number that is also a step in your best staircase, because the step goes too. Chain Blast cannot target a steel crate.
Wild Card: complete the staircase
What it does: doubles the crate you tap, in place. The doubled crate then merges as if a crate of its new value had just landed there.
- The missing step. A column of 128, 64, 32 with a 16 on top is one step short. Wild Card on the 16 makes a 32, which merges into 64, then 128, then 256: a three-step chain from one booster.
- During WILD RUSH. Points are doubled for 10 drops, so a long chain started by Wild Card is worth twice as much.
- For a bigger crate sooner. Your biggest crate decides which numbers fall. Bigger values join at 128, 1024 and 4096, so a Wild Card that lifts your biggest crate past one of those also changes the numbers that fall next.
Wasted on: a crate with no neighbour of its doubled value, since nothing merges and no points come. Wild Card cannot target a steel crate.
Cursed crates: don't use Wild Card or Chain Blast on a cursed crate. Break its chains with merges next to it, or remove it with Wild Bomb.
Three common mistakes
- Saving every booster for an emergency. A booster used early to keep a staircase clean often earns more than one used to survive a full board.
- Using a booster before looking at what falls next. With NEXT on, check the next box first: sometimes it makes the merge for free.
- Spending a big Wild Card just before WILD RUSH. When the gauge is almost full, fill it with an ordinary chain first, then set off the booster's chain while points are doubled.
COMEBACK: when the board is full
COMEBACK is not in the tray. When a game ends at 256 points or more, it is offered on the game over screen: it bursts the top three crates of every column and the game goes on. The first COMEBACK of a game costs 120 coins or an optional video; more in the same game cost 250, 500 and then 1,000 coins each.
LOADOUT: before the game starts
LOADOUT is the panel before a game. It does not change the board during play, but it decides how you start:
| Option | What you get | Price |
|---|---|---|
| NEXT | Shows the box after the falling one | 80 coins or a video (free in your first three games and with WILD PASS) |
| LONG VIEW | Shows two boxes ahead (needs NEXT) | 500 coins |
| QUICK START | Your first crate is a 512 | 120 coins or a video |
| POWER START | Your first crate is a 1024 | 300 coins |
| WILD START | Your first crate is a 2048 | 750 coins |
How to get boosters
- Coins: Wild Bomb 100, Chain Blast 150, Wild Card 150. Coins come from your games (one per 1,024 points, up to 20 a game), broken steel crates, the daily rewards and the 33 achievements.
- Daily rewards: WILD WHEEL and SUPPLY DROPS can give boosters.
- An optional video in the booster tray gives one more.
- Packs in the shop.
- WILD PASS, the optional subscription, adds a booster and coins every day.
More ways to score: read the tips, the rules and how falling block puzzles work.
Get Boxes Go WildLast updated 25 October 2026; checked against version 1.0.2.