Modules
Modules are upgrades you can equip your Tower with to boost its power. There are 4 types of modules, you can equip 1 of each category:
- Cannons, focus on attack upgrades, improving damage and related stats
- Armor, focus on defense upgrades, improving health and defensive stats
- Generators, focus on utility upgrades, improving coin economy and related stats
- Cores, focus on ultimate weapon upgrades, improving UW damage, and UWs.
Acquiring Modules[edit | edit source]
Modules are unlocked by reaching Tier 2 wave 90. Modules can be acquired using module tickets or gems. 10 module tickets are given for free when modules are first unlocked. Earning more tickets is not yet determined. You can buy modules with gems at x1 draw for 20 gems or x10 draws for 200 gems.
Modules can be purchased in 3 rarities: Common, Rare and Epic. The rates are shown below:
- Common module - 68.5%
- Rare Module - 29%
- Epic Module - 2.5%
- With bad luck protection, if you don't get an epic Module for 150 purchases, you're guaranteed an Epic Module.
Upgrading Modules[edit | edit source]
You can upgrade module levels with shards of the module type.
Upgrading will increase the level of the module which will increase main stat and unlock more effect slots on specific milestones.
Modules can be leveled up to improve their main stat using shards and coins. The maximum level of a module is determined by its current rarity. By merging modules to higher rarities, you can increase the module to its new max. Merging will not reset the current level of the module.
Shards can be earned from shattering modules at a rate of 5 per common and 10 per rare (after merging, the shards earned from shattering keep the value of all merged modules combined), completing daily events, and buying them from the Event Store.
Each module can have multiple effects that will boost your workshop upgrades.
Modules can be reset by using the "restore" button. The button does not cost resources and will return all shards spent and all coins spent. Reroll shards and gems are not returned.
Boss Drops[edit | edit source]
Bosses can drop reroll shards and common and rare modules. Shards have a 15% chance to drop. Common modules start with a 2% chance and rare modules have a 0.5% base chance. Both module rates can be increased with their respective labs. Once a boss drops a module, there is a 5 wave cooldown before the boss can drop a module again and 20 wave cooldown in tournaments. The amount of shards dropped by bosses increase depending on the tier you are running.
Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Shards | 1 | 2 | 3 | 4 | 6 | 8 | 12 | 18 | 25 | 32 | 40 | 45 | 50 | 55 | 60 |
Merging Modules[edit | edit source]
Modules start as 1 of 3 rarities. The starting rarity determines how far a module can be merged and what rarity that module can be merged to.
- Common: Cannot be merged.
- Rare: Can be merged to Legendary+.
- Epic: Can be merged to Ancestral with 5 stars (ancestral is the only rarity with stars)
What is Merging?[edit | edit source]
Merging is boosting the rarity of a primary module which will also increase the main stat value and the main stat scaling. It also increases the highest level that module can reach.
Important: Rare modules will never receive a unique ability when merging even to epic or higher.
Important: Rare modules keep their original name. No rare will ever match with an epic that you pulled with gems.
Merge Materials[edit | edit source]
A list of merging materials can be found in game and is shown when selecting modules. The image to the left is the list of modules and the materials required in game. There are 2 icons when merging modules: 1) module icon (natural module) 2) wildcard (looks like orbs).
The module icon will always be used to denote the primary module on the left of the equation. The primary will always be the first module you click on when merging.
The icons shown after the "+" are the material quantity and type of materials needed to merge. If icon is a module icon, then it means it needs to be the same module as the primary at the rarity shown. The wildcard icon can be any module of the same type (Cannon, Armor, Generator or Core) and of the rarity shown.
Ancestral modules can be upgraded to 5 stars, each star requires an natural epic+ module and increases the main effect.
Merge Walkthrough[edit | edit source]
Using the image from the previous section, this is a sample of merging a module from Rare to Epic.
Important: The first selection screen was filtered by type: armor and rarity: Rares. After the module was selected to be merged, only valid merge materials are shown and can be selected.
Important: Again note the primary rare name never changed and merging to epic does not give it a unique effect. It can still be used as wildcard material for a natural epic later.
Module Stats[edit | edit source]
Modules have 3 types of stats: Main Effect, Sub-Module Effects, and Unique effects.
Main Effect[edit | edit source]
The main effect will be an increase to tower damage, health, Coin Bonus or Ultimate Weapon damage based on the module type. This effect is the only effect that can be increased by leveling up the module.
Level | Shard | Coin | Total Shard | Total Coins |
---|---|---|---|---|
1 | 0 | 0 | 0 | 0 |
2 | 7 | 10,000 | 14 | 20,000 |
11 | 20 | 45,000 | 108 | 210,000 |
21 | 40 | 120,000 | 353 | 810,000 |
31 | 75 | 350,000 | 838 | 2,540,000 |
41 | 120 | 1,000,000 | 1,708 | 7,440,000 |
51 | 180 | 3,000,000 | 2,968 | 19,440,000 |
61 | 250 | 25,000,000 | 4,838 | 71,440,000 |
71 | 350 | 100,000,000 | 7,438 | 396,440,000 |
81 | 500 | 350,000,000 | 11,088 | 1,650,000,000 |
91 | 700 | 350,000,000 | 16,288 | 5,150,000,000 |
101 | 1,000 | 8,000,000,000 | 23,588 | 16,300,000,000 |
111 | 1,300 | 8,000,000,000 | 33,888 | 96,300,000,000 |
121 | 1,800 | 32,000,000,000 | 47,388 | 200,300,000,000 |
131 | 2,500 | 32,000,000,000 | 66,088 | 520,300,000,000 |
141 | 3,000 | 500,000,000,000 | 91,588 | 1,310,000,000,000 |
151 | 4,000 | 500,000,000,000 | 122,588 | 6,310,000,000,000 |
161 | 5,000 | 10,000,000,000,000 | 163,588 | 20,810,000,000,000 |
171 | 8,000 | 510,000,000,000,000 | 230,088 | 2,870,000,000,000,000 |
181 | 11,000 | 1,010,000,000,000,000 | 326,588 | 10,720,000,000,000,000 |
191 | 14,000 | 1,510,000,000,000,000 | 453,088 | 23,570,000,000,000,000 |
200 | 16,700 | 1,960,000,000,000,000 | 592,588 | 39,410,000,000,000,000 |
Sub-Module Effects[edit | edit source]
Sub-module effects are dependent on the type of module. For instance, cannon modules will get sub-module effects that increase damage workshop stats. The rarity for the sub-module is not determined by the rarity of the module but the maximum rarity for the effect is the same as the current module rarity. This means a legendary module may have a common sub-module effect but can receive a legendary effect on a reroll. The chance of each sub-module rarity is as follows:
Rarity | Common | Rare | Epic | Legendary | Mythic | Ancestral |
---|---|---|---|---|---|---|
Chance | 46.2% | 40% | 10% | 2.5% | 1.0% | 0.3% |
If you don't like the current sub-effect on your module, you can try to get different effects using Reroll Shards that can be dropped by the Bosses. Sub-module effects can be locked, but that will raise the cost of rerolls.
Locks | 0 | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
Cost | 10 | 40 | 160 | 500 | 1000 | 1600 |
Cannon Submodules (Attack)[edit | edit source]
Following table lists all available submodule effects for Cannon type of Modules.
Common | Rare | Epic | Legendary | Mythic | Ancestral | |
---|---|---|---|---|---|---|
Attack Speed | 0.3 | 0.5 | 0.7 | 1 | 3 | 5 |
Crit Chance [%] | 2 | 3 | 4 | 6 | 8 | 10 |
Crit Factor | 2 | 4 | 6 | 8 | 12 | 15 |
Attack Range [m] | 2 | 4 | 8 | 12 | 20 | 30 |
Damage / Meter [m] | 3 | 5 | 7 | 14 | 20 | 30 |
Multishot Chance [%] | n/a | 3 | 5 | 7 | 10 | 13 |
Multishot Targets | n/a | n/a | 1 | 2 | 3 | 4 |
Rapid Fire Chance [%] | n/a | 2 | 4 | 6 | 9 | 12 |
Rapid Fire Duration | n/a | 0.4s | 0.8s | 1.4s | 2.5s | 3.5s |
Bounce Shot Chance | n/a | 2% | 3% | 5% | 9% | 12% |
Bounce Shot Targets | n/a | n/a | 1 | 2 | 3 | 4 |
Bounce Shot Range | n/a | 0.5m | 0.8m | 1.2m | 1.8m | 2.0m |
Super Crit Chance | n/a | n/a | 3% | 5% | 7% | 10% |
Super Crit Multi | n/a | n/a | 2 | 3 | 5 | 7 |
Rend Armor Chance | n/a | n/a | n/a | 2% | 5% | 8% |
Rend Armor Multi | n/a | n/a | n/a | 2% | 5% | 8% |
Max Rend Armor Multi | n/a | n/a | n/a | 200% | 300% | 500% |
Armor Submodules (Defense)[edit | edit source]
Following table lists all available submodule effects for Armor type of Modules.
Common | Rare | Epic | Legendary | Mythic | Ancestral | |
---|---|---|---|---|---|---|
Health Regen [%] | 20 | 40 | 60 | 100 | 200 | 400 |
Defense [%] | 1 | 2 | 3 | 5 | 6 | 8 |
Defense Absolute [%] | 15 | 25 | 40 | 100 | 500 | 1000 |
Thorns Damage | n/a | n/a | 2 | 4 | 7 | 10 |
Lifesteal [%] | n/a | n/a | 0.3 | 0.5 | 1.5 | 2.0 |
Knockback Chance [%] | n/a | n/a | 2 | 4 | 6 | 9 |
Knockback Force | n/a | n/1 | 0.1 | 0.4 | 0.9 | 1.5 |
Orb Speed | n/a | n/a | 1 | 1.5 | 2 | 3 |
Orbs | n/a | n/a | n/a | n/a | 1 | 2 |
Shockwave Size | n/a | n/a | 0.1 | 0.3 | 0.7 | 1 |
Shockwave Frequency [s] | n/a | n/a | -1 | -2 | -3 | -4 |
Land Mine Damage [%] | n/a | 30 | 50 | 150 | 500 | 800 |
Land Mine Chance [%] | n/a | 1.5 | 3 | 6 | 9 | 12 |
Land Mine Radius | n/a | 0.1 | 0.15 | 0.3 | 0.75 | 1 |
Death Defy | n/a | n/a | n/a | 1.5% | 3.5% | 5% |
Wall Health [%] | n/a | n/a | 20 | 40 | 90 | 120 |
Wall Rebuild [s] | n/a | n/a | -20 | -40 | -80 | -100 |
Generator Submodules (Utility)[edit | edit source]
Following table lists all available submodule effects for Generator type of Modules.
Common | Rare | Epic | Legendary | Mythic | Ancestral | |
---|---|---|---|---|---|---|
Cash Bonus | 0.1 | 0.2 | 0.3 | 0.5 | 1.2 | 2.5 |
Cash / Wave | 30 | 50 | 100 | 200 | 500 | 1000 |
Coins / Kill Bonus | 0.1 | 0.2 | 0.3 | 0.4 | 0.5 | 0.6 |
Coins / Wave | 20 | 35 | 60 | 120 | 200 | 350 |
Free Attack Upgrade [%] | 2 | 4 | 6 | 8 | 10 | 12 |
Free Defense Upgrade [%] | 2 | 4 | 6 | 8 | 10 | 12 |
Free Utility Upgrade [%] | 2 | 4 | 6 | 8 | 10 | 12 |
Interest / Wave [%] | n/a | n/a | 2 | 4 | 6 | 8 |
Recovery Amount [%] | n/a | n/a | 3 | 5 | 7 | 10 |
Max Recovery | n/a | n/a | 0.4 | 0.7 | 1.0 | 1.5 |
Package Chance [%] | n/a | n/a | 5 | 8 | 11 | 15 |
Enemy Attack Level Skip [%] | n/a | n/a | 2 | 4 | 6 | 8 |
Enemy Health Level Skip [%] | n/a | n/a | 2 | 4 | 6 | 8 |
Cores Sub Modules (Ultimate Weapons)[edit | edit source]
Following table lists all available submodule effects for Cores type of Modules.
Common | Rare | Epic | Legendary | Mythic | Ancestral | |
---|---|---|---|---|---|---|
Golden Tower - Bonus | n/a | n/a | 1 | 2 | 3 | 4 |
Golden Tower - Duration [s] | n/a | n/a | n/a | 2 | 4 | 7 |
Golden Tower - Cooldown [s] | n/a | n/a | n/a | -5 | -8 | -12 |
Black Hole - Size [m] | 2 | 4 | 6 | 8 | 10 | 12 |
Black Hole - Duration [s] | n/a | n/a | n/a | 2 | 3 | 4 |
Black Hole - Cooldown [s] | n/a | n/a | n/a | -2 | -3 | -4 |
Spotlight - Bonus | 1.2 | 2.5 | 3.5 | 10 | 15 | 20 |
Spotlight - Angle | n/a | n/a | 3 | 6 | 11 | 15 |
Chrono Field - Duration [s] | n/a | n/a | n/a | 4 | 7 | 10 |
Chrono Field - Speed Reduction [%] | n/a | n/a | 3 | 8 | 11 | 15 |
Chrono Field - Cooldown [s] | n/a | n/a | n/a | -4 | -7 | -10 |
Death Wave - Damage [x] | 8 | 15 | 25 | 50 | 100 | 250 |
Death Wave - Quantity | n/a | n/a | n/a | 1 | 2 | 3 |
Death Wave - Cooldown [s] | n/a | n/a | n/a | -6 | -10 | -13 |
Smart Missiles - Damage | 8 | 15 | 25 | 50 | 100 | 250 |
Smart Missiles - Quantity | n/a | n/a | 1 | 2 | 4 | 5 |
Smart Missiles - Cooldown [s] | n/a | n/a | n/a | -2 | -4 | -6 |
Inner Land Mines - Damage [x] | 2 | 5 | 15 | 40 | 100 | 150 |
Inner Land Mines - Quantity | n/a | n/a | n/a | 1 | 2 | 3 |
Inner Land Mines - Cooldown [s] | n/a | n/a | -5 | -8 | -10 | -13 |
Poison Swamp - Damage [x] | 0,5 | 0,8 | 1,5 | 4 | 10 | 20 |
Poison Swamp - Duration [s] | n/a | n/a | n/a | 5 | 10 | 13 |
Poison Swamp - Chance [%] | n/a | 3 | 4 | 8 | 11 | 15 |
Chain Lightning - Damage [x] | 8 | 15 | 25 | 50 | 100 | 250 |
Chain Lightning - Quantity | n/a | n/a | 1 | 2 | 3 | 4 |
Chain Lightning - Chance [%] | 2 | 4 | 6 | 9 | 12 | 15 |
Unique Effects[edit | edit source]
Epic modules that are drawn have a Unique effect. Merging rare modules to epic will not give them unique abilities. Only modules drawn as epics will have unique abilities.
Cannons[edit | edit source]
Module | Ability | Epic | Legendary | Mythic | Ancestral |
---|---|---|---|---|---|
Astral Deliverance | Bounce shot's range is increased by 3% of the tower's total range. Each bounce increases the projectile's damage by [x]% | 20% | 40% | 60% | 80% |
Being Anihilator | When you super crit, your next [x] attacks are guaranteed super crits. | 3 | 4 | 5 | 6 |
Death Penalty | Chance of [x]% to mark an enemy for death when it spawns, causing the first hit to destroy it. | 5% | 8% | 11% | 15% |
Havoc Bringer | [x]% chance for rend armor to instantly go to max. | 10 | 13 | 15 | 20 |
Armor[edit | edit source]
Module | Ability | Epic | Legendary | Mythic | Ancestral |
---|---|---|---|---|---|
Anti-Cube Portal | Enemies take [x]x damage for 7s after they are hit by a shockwave. | 10x | 15x | 20x | 25x |
Negative Mass Projector | If an orb doesn't kill the enemy it will apply a stacking debuff, reducing its damage and speed by [x]% per hit, to a max reduction of 50% | 1.0% | 1.5% | 2.0% | 2.5% |
Wormhole Redirector | Health Regen can heal up to [x]% of Package Max Recovery | 25% | 50% | 75% | 100% |
Space Displacer | Landmines have a [x]% chance to spawn as an Inner Land Mine (20 max) instead of a normal mine. These mines autonomously move and organize around the tower. | 15% | 20% | 25% | 30% |
Generators[edit | edit source]
Module | Ability | Epic | Legendary | Mythic | Ancestral |
---|---|---|---|---|---|
Singularity Harness | Increase the range of each bot by +[x]m. Enemies hit by the Flame Bot receive double damage. | 5m | 8m | 11m | 15m |
Galaxy Compressor | Collecting a recovery package reduced the cooldown of all Ultimate Weapons by [x]s. | 10s | 13s | 17s | 20s |
Pulsar Harvester | Each time a projectile hits an enemy, there is a [x]% chance that it will reduce the enemy's Health and Attack level by 1. | 1.0% | 1.5% | 2.0% | 2.5% |
Black Hole Digestor | Temporarily get [x]% extra Coins/ Kill Bonus for each free upgrade you got on the current wave. Free Upgrades can not increase Tower Range. | 3% | 5% | 7% | 10% |
Cores[edit | edit source]
Module | Ability | Epic | Legendary | Mythic | Ancestral |
---|---|---|---|---|---|
Om Chip | Spotlight will rotate to focus a boss. This effect can only happen again after [x] bosses. | 3 | 2 | 1 | 0 |
Harmony Conductor | [x]% chance of poisoned enemies to miss-attack (bosses chance is halved). | 15% | 20% | 25% | 30% |
Dimension Core | Chain Lightning have 60% chance of hitting the initial target. Shock chance and multiplier is doubled. If shock is applied again to the same enemy the shock multiplier will add up to a max stack of [x] | 5 | 10 | 15 | 20 |
Multiverse Nexus | Death Wave, Golden Tower and Black Hole will always activate at the same time, but the cooldown will be the average of those +/-[x]s. | +20s | +10s | +1s | -10s |