The Art of Lure: A Layman's Guide
You think you know the basics of what hits what in throw and squirt: A cream pie can take out a lured level 6 cog, the storm cloud takes out a lured level 9 cog. Then, when you go into a Mint, for some reason smacking that level 10 Money Bags with a birthday cake only gets him angry.
What happened?
Why didn't he jump back and explode? When does the lure bonus - or "kickback" as some players refer to it - occur? When is it wise to hit solo or pass and wait for two toons to hit a cog together?

The lure bonus or "kickback" is shown on the right.
Which Cogs Guarantee a Bonus?
There are two types of cogs which will always have the bonus anywhere in Toontown. The first is the one who challenges you. He says his catch phrase, either by your arrival or by tagging him directly.

Left: a tagged cog. Right: A building challenge.
Being the first among several cogs present, he will position him or herself on the far right. The other sure thing is the last cog standing, either from a prior luring or it stands alone.
After that, different places in Toontown follow different rules. This guide will cover these so you'll know what works and when.
Street Fights & Boss Runs
You can always count on the lure bonus for any cog when you're battling in the street. The same normally goes for boss runs such as the Sellbot V.P.
Boss Run Bug or Exception?
It has occurred on rare occasions that the last set of cogs in a boss battle may require a little overkill to take down. One theory for this suggests that when one side of toons is engaged too long with the same cogs, the remaining ones intended for them are released to the other side of toons, and those cogs may not carry the lure bonus until one is left standing. Since the final set is often taken down with excessive force (for example, four birthday cakes thrown at two remaining skelecogs), this often goes unnoticed.
Building
When the elevator door opens and a cog challenges you, he and any cogs with him when you arrive are subject to a lure bonus. Any new cogs which emerge from the elevator behind them cannot be relied on until one is left standing.

Overkill is a good thing when dealing with these cogs.
Choose your gags on those as though they aren't lured and you'll be fine.
The Factory & Mint
In these places, trust no cog except the one you tag and the last one left in the lineup. Not even the level 10 Money Bags. It is for this reason that you should be selective in which cog to confront. Even if you plan to sound a row in the Mint, there may be circumstances where the group has to fall back on throw and squirt for a second attempt. Tagging a level 10 means someone can take it out solo on the right if two toon-up and one lures. Or two can take it out with cream pies if only one needs to toon-up; knowing what to tag can help preserve your bigger gags for when you really need them.
The District Attorney's Office
The DA Offices in Lawbot Headquarters are home to the lure multi-bonus. When a cog is hit in the same turn as the tagged cog, the lure bonus applies to both.

Setting up for a double bonus in Office C
Trapping
Trappers may take these rules to heart and consider not throwing their gag in front of the rightmost cog. This means that everyone will have to use bigger gags to take the others out. Since the trap gag is not subject to a lure bonus, hitting another cog while the right is trapped will not yield a bonus. The exception to this is when there is either one or no cogs left after that round.

Trappers: Let someone throw or squirt with a bonus. Don't choose the rightmost cog.
The Random Exception
On occasion a cog defies all these rules. Someone has chosen a gag, and you wince in anticipation of an attack. Instead, the cog jumps back and explodes. There is a random factor in the game, and on occasion the odd cog will carry a lure bonus. But don't count on it. Just be grateful for the occasional happy accident.
Lure Strength, Duration, & Homegrown
As those who carry lure are aware, the bigger the lure gag, the more number of turns it can hold a cog in its spell. Levels 1 and 2 last two turns, levels 3 and 4 last three turns, and levels 5 and 6 last 4 turns. The level 7 presentation gag can hold cogs in place for approximately 15 rounds. The exception to this rule are the level 6 hypnogoggles. When more than one toon uses them in a turn, the cogs can hold in place for almost twice as long.
Organic lure does not last any more turns. Growing organic lure increases its rate of success. Note that growing lure does not guarantee success.
Luring Together
Combined like lures in a turn will usually average out the potential rather than add up the strength or duration. For example, luring a cog with a $5 bill and a $10 bill together may make the $5 stronger. Depending on the level of the cog, it could make the $10 weaker and result in a miss. Often well matched lures will get the best results. Combining incongruous types of lure greatly jeopardize success. For example: $5 bill and blue magnet used together usually has less chance of succeeding than a red and blue magnet.
Lure is unique in its purpose. It is the gag of control. With lure, a toon becomes David in the face of Goliath. Under the spell of lure, the underdog - or cat, monkey, etc. - overcomes adversity and turns the tide of battle in his or her favor. Knowing how and when it works will help you make the most out of your other gags and get you farther than you've ever been.

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