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Mods & Builds

Mods are the bolt-on parts that turn a stock Tool into a score-printing machine. Between Waves you drop into the Shop, spend your Coins, and stack Mods onto your Tool — and the right combination is what separates a 10-point pop from a screen-filling explosion.

"Use Mods to improve your Tool in many ways." — the in-game How to Play screen

Quick facts

  • What they are: purchasable parts that change your score math and how your Tool behaves.
  • Where you get them: the Shop, between Waves, bought with Coins.
  • How many: 139 shop Mods in build 1.0.1, plus 12 built-in mechanics pre-installed on Tools — 151 total. (Augments, Curses, Trials and other permanents are not Mods — see Augments.)
  • Six categories: ADD (red), MULTIPLY (blue), UTILITY, COIN, UNIQUE and RAINBOW — the labels shown on the How to Play screen. (Internally the COIN type is named CASH.)
  • The math: ( base 10 + all ADDs ) × your MULTIPLIER × Combo.

A Target bursting into points with combo popups in the neon cityscapeEvery Target is worth a base 10 points. Mods are what turn that 10 into the giant numbers you see exploding across the arena — note the 1x and 4x combo popups stacking on the hits.

This page covers how the Mod system works, how to buy and arrange Mods, how to build for synergy, and then a full Mod catalog organized by the game's own six categories. For the powers that change how your Tool fires, see Augments. For exactly how points are calculated, see Scoring. For deeper game-plans, see Tips & Strategy.


How Mods work

Every Mod carries a category label that tells you, at a glance, what it does. These are the six labels the game itself shows on the How to Play screen:

CategoryColorWhat it does
ADD🔴 RedAdds flat points to each Target (e.g. +3).
MULTIPLY🔵 BlueIncreases your base 1x multiplier (e.g. +1x).
UTILITY🟢 GreenChanges how your Tool behaves — reloads, mag size, freezing, exploding, etc.
COIN🟡 YellowEarns or saves Coins, or improves the Shop. (Internally the COIN type is named CASH.)
UNIQUE🟣 PurpleOne-of-a-kind, single-level effects with powerful, build-defining twists.
RAINBOW🌈 Multi"Meta" Mods that act on neighbouring slots or bend the rules of the run itself.

The score formula

Your score for a Target is calculated in this order:

( base 10 + all ADDs ) × your MULTIPLIER × your Combo

That single line is the whole game. A red ADD Mod raises the base number; a blue MULTIPLY Mod magnifies everything you've added. Crucially, every point you add gets multiplied — so the bigger your pile of ADDs, the more each MULTIPLY (and every Combo point) is worth. This happens automatically: the game always applies all ADDs before all MULTIPLYs, so the result is the same no matter which slot each Mod sits in.

Tip: One blue +1x Mod on top of a fat pile of red ADDs is worth far more than the same +1x on a bare Tool. ADDs build the pile; MULTIPLYs blow it up — so you want both. A common plan is to grow a solid ADD base early, then layer multipliers on top.

Where do RAINBOW Mods come from?

No shop Mod ships in the RAINBOW category by default. The slot-manipulating Meta Mods (Twin Boost, Enhance, Level Override, Level Upper, Overcharge, Hypercharger) are the ones the game can hand out as Rainbow Mods. You receive a batch from the Rainbow Shuffle Trial — "Gain 3 Rainbow Mods. They are randomized each Wave." — and the Rainbow / Double Rainbow / Triple Rainbow Coins guarantee 1, 2 or 3 Meta Mods in your next Shop.

Why new Mods keep "appearing"

You won't see all 139 Mods in the Shop right away. The pool opens up gradually as you play — the game starts you on a default set and rolls more Mods (and permanents) into the available pool the longer you keep running, which is why fresh Mods seem to "show up" over your first several runs. So if a build guide name-drops a Mod you've never been offered, you probably just haven't unlocked enough of the pool yet — keep playing and it works its way in.


Buying & leveling Mods

You buy Mods with Coins in the Shop. Most Mods aren't one-and-done.

  • Leveled Mods (Tiers I, II, III) cost 10 Coins to buy and +5 Coins each time you level them. "Keep buying the same Mod to increase its level." Each level re-adds its base value — a level-1 Trusty Cog gives +3, level 3 gives +9. The Shop shows a Mod's current level as 2 of 5.
  • Level cap is 5 in the Shop. Leveled Mods can't climb past Lv 5 by re-buying alone.
  • UNIQUE and Meta/RAINBOW Mods are single-level. Their level-up increment is zero, so re-buying them does nothing — Big Ten is always +10, The Multiplier is always `+4x*. Buy them once. Most UNIQUEs cost a flat 15–20 Coins (a few — Whetstone, Icepick, Battery, Piggy Bank, Brick By Brick — are 10c); the Meta Mods are 20c, except Overcharge and Hypercharger which start at 10c and rise +10c. Dung Beetle is free (0c).

Going past level 5. Even leveled Mods can be pushed beyond the Shop's Lv 5 cap by run effects:

  • Sockets — Super / Mega / Ultra Sockets add +1 / +2 / +3 levels.
  • Hacks — Elite / Epic / Monolith Hacks add levels, and the buff Elite Hacks Red Feather (all ADD Mods +2 levels), Blue Button (all MULTIPLY +2), Gold Nugget (all COIN +2) and Green Marble (all UTILITY +2) raise whole categories at once.

The value keeps climbing by the same per-level increment. See Sockets and Hacks for the full cap-breaking detail.

Tip: A focused build of 3–4 high-level Mods usually beats a scattered build of 10 level-1 Mods. Depth over breadth.


Warped Mods

A Warped Mod is a familiar Mod with its category flipped — an ADD Mod becomes a MULTIPLY Mod, or a MULTIPLY becomes an ADD. Same Mod, opposite role. It's the game's way of letting you remix your favourites:

"Warped Mods: Mods that have their category swapped between Multiplier and Add. Remix your favourites!" — Update 0.9.8 changelog

How it works (verified in the game data). Each Mod template carries a warp flag — WeaponUpgradeDef.WarpingRules{DontWarp = 0, CanBeWarped = 1} — and only Mods marked CanBeWarped are eligible. When the game warps one, GenerateWarped() builds a swapped clone whose category is flipped between ADD (0) and MULTIPLY (1) — the same swap at the score-math layer (EARLY_ADDMULTIPLY). Warping also randomly re-scales the Mod's price by 0.5x to 2x (WARPED_PRICE_COEF_MIN = 0.5, WARPED_PRICE_COEF_MAX = 2, dump.cs:389765–66), so a warped favourite can show up cheaper or pricier than usual.

For almost every Mod, warping is a clean swap

The candidate pool is drawn from the ~28 ADD and ~24 MULTIPLY shop Mods, but the exact eligible subset is a per-Mod CanBeWarped flag that isn't surfaced in the item data. For the vast majority, warping just changes the colour/category with zero change to the value — a +5 ADD simply becomes a +5x MULTIPLY. The one decoded exception is Full Throttle (killRateMult, SMG), the only Mod whose warped values differ from its base (SCORE:MULT b=0 i=1 wB=0/wI=-1); everything else warps with no value delta.

How you get Warped Mods

There are two roads to a warped Shop:

  • Warped Trial The Warped Trial"ADD and MULTIPLY Mods have a 50% chance to be Warped. All Mod prices are also warped!" Pick this Trial and warping is the whole point of the run.
  • Warp-guarantee Round Reward Coins (added in Update 0.9.9) — three reward Coins that drop warped Mods straight into your next Shop without committing to a Trial:
IconRewardWhat it does
Weird OneWeird One"Next Shop contains 1 Warped mod."
Dubious DuoDubious Duo"Next Shop contains 2 Warped mods."
Twisted TrioTwisted Trio"Next Shop contains 3 Warped mods."

Why warp on purpose? Flipping a category lets you bend a Mod to whatever your build is short on. Sitting on a fat pile of ADDs but starving for multipliers? A warped ADD-turned-MULTIPLY scales everything you've already stacked. The price re-roll is the gamble — sometimes you get your remix at a discount, sometimes you pay extra for it.


Mod slots

Your Mods sit in a row of slots, and every Tool starts with some of those slots locked. You don't just live with the slots you're given — you unlock more in the Shop, and run rewards add even more on top.

How slots work (verified in the game data). Each Tool's template carries three slot fields — m_lockedSlots, m_slotCostBase and m_slotCostIncrement (compiled code, dump.cs lines 405459–405463). Tools ship with locked slots that you pay Coins to unlock, and each unlock costs more than the last:

  • Every Tool starts with 2 locked slots (m_lockedSlots = 2).
  • Unlocking them follows base 30 / increment +20 (m_slotCostBase = 30, m_slotCostIncrement = 20): the first locked slot costs 30 Coins, the second costs 50 Coins. (Player-confirmed in-game, matching the data exactly.)

Permanents add more slots on top of the ones you unlock in the Shop:

  • Stack Overflow ("Grants another mod slot.") — an Elite Hack, +1 slot.
  • Monolith Shard ("Adds 2 extra mod slots.") — the lone Monolith permanent, +2 slots.
  • A handful of Trials also bundle an extra slot (e.g. Rainbow Shuffle grants "1 extra unlockable Mod slot").

Trials can change the price. A Trial's rule set can modify slot pricing through RuleSetDefinition.m_slotCostIncrementMod — so under some Trials each successive slot costs more (or less) than the standard +20 step.

So slots are a real economy: spend Coins to unlock your starting locked slots, then snowball them further with Stack Overflow and Monolith Shard. See Hacks and The Monolith.


Refreshing & freezing the Shop

Don't like what the Shop is offering? You can refresh it for a new roll of Mods — and freeze the ones you do like so they survive the next refresh.

Refresh cost

Refreshing has a rising price that resets every Shop (verified in the game data, ScoreManager constants UPGRADE_REFRESH_BASE = 1 and UPGRADE_REFRESH_INCREMENT = 1, dump.cs:390799 / 390802):

  • The first refresh in a Shop costs 1, the second costs 2, the third costs 3, and so on.
  • The counter resets to 1 when you reach the next Shop, so refreshing is cheap if you do it sparingly.

Two Hacks bend the refresh price

The Deep Search Hack makes "Refreshing the Shop starts at 0 Coins" — your first reroll each Shop is free, and the ramp climbs from there. (Other run effects can discount refreshes too.)

What you spend to refresh

Normally a refresh is paid in Coins. The exception is the Token Trouble Trial, which replaces Coins with a dedicated consumable:

  • Refresh Token Refresh Token"Spend to refresh the shop." A distinct currency used only for refreshing under Token Trouble.

You stock up on Refresh Tokens from two sources:

  • Token Glitch the Token Glitch — a fleeing bonus Target that drops a Refresh Token when you tag it; and
  • the Refresh Rations / Refresh Resupply / Refresh Air Drop Round Reward Coins, which add 1 / 2 / 3 Refresh Tokens respectively.

Freezing items

You can freeze a Shop item to carry it over to your next visit instead of losing it on a refresh or wave change (handled by StoreListing.IsFrozen / SetItemFrozen in the game data). Freeze the Mod you're saving up for so a refresh can't snatch it away — unless the Heatwave Curse is active, which blocks freezing entirely.


Arranging Mods

You can drag Mods to rearrange them — but here's the thing players often get told wrong: for ordinary ADD and MULTIPLY Mods, position does not change your score. The game always works out (base + all your ADDs) × all your MULTIPLYs, no matter which slot each Mod is in, so you never need to manually put reds before blues.

Where arrangement does matter is the handful of Mods that act on a neighbouring slot or on empty slots:

  • Slot-neighbour Mods — the Meta Mods Level Override, Overcharge, Enhance, Twin Boost, Level Upper and Hypercharger — copy, boost, or consume the Mod in the slot to their left or right (or "the next slot"). Place these right next to the Mod you want them to affect.
  • Empty-slot ModsLone Gunman adds +2 per empty mod slot (more at higher levels), so where you leave gaps matters.

"Drag Mods to arrange them for maximum effect." — How to Play. (That "maximum effect" is about the Mods above — not about ordering ADDs ahead of MULTIPLYs, which makes no difference.)


Build-crafting: making Mods synergize

A "build" is just a group of Mods that feed each other. The fun is finding combos where 1 + 1 = 5. Here are the engines players build around. Note that the Augment is the unlock — the Freeze/Lightning/Heat/Explosive/Critical/Combo Mods only do anything once you have the matching Augment equipped.

  • The ADD→MULTIPLY core. Always your foundation. Pile on red ADDs, then a couple of blue MULTIPLYs to scale them. Mods like Checks ("+1 per level of all owned mods") and Balances ("+1x per every 2 levels of all owned mods") even reward you for owning lots of leveled Mods, so a deep build pays itself off.
  • Combo engines. Your Combo multiplies your score on top of everything. Mods that raise your max Combo or convert hits into Combo faster (To The Moon, Combo Skipper, Reckless Climber) keep that multiplier sky-high. Combo Saver gives Combo Saves so a single miss doesn't wipe the streak. Pairs with the Combo Augment (built into the Pistol).
  • Critical builds. Stack Critical Hit chance and the payoff of each crit (Calipers, Whetstone, Coup de Grace) plus the Critical Hit Augment. Torsion Spring instantly reloads on a crit; Sharpened Pickaxe turns crits into Coins.
  • Explosive builds. Widen the blast and reward multi-target hits (TNT, Mortar, Collateral Damage) and chain it with Dominos ("Exploded targets also explode."), powered by the Detonator Augment.
  • Freeze builds. Freeze a crowd, then cash in (Chiller, Ice Sculpture, Igloo, Frozen Treasure) with the Arctic Pod Augment.
  • Lightning builds. Chain arcs across the arena (Chain Lightning, Harness Power, Battery) for score and Coins (Electrolysis), powered by the Arc Module Augment.
  • Heat builds. Heat ramps as you fire — feed it and keep it hot (Hot Streak, Beanie, Time Out, Crucible) with the Heat Augment (built into the SMG).
  • Reload / mag engines. Many Mods trigger when you reload or scale with mag size (Bellows / Chili Pepper, Slingshot, Replicator).
  • Economy snowballs. Earn more Coins each Wave (Gold Digger, Crucible, Piggy Bank) so you can out-buy the rising difficulty.

Tip: Don't try to do everything. Pick one engine that matches your Augment, build around it, and let the snowball roll. Read more in Tips & Strategy.

Heads-up — these are permanents, not shop Mods. Some run rewards look like Heat/Lightning/Freeze Mods but are actually permanents you can't buy: Firestarter ("Start the wave with 5 Heat."), Fork Lightning ("Lightning will arc to two targets instead of one.") and the Arctic Pod Augment itself ("Hitting a target freezes nearby targets."). They support the builds above but live on the Monolith path, not the Shop.


The full catalog

Every shop Mod in build 1.0.1, organized by the game's six in-game categoriesADD, MULTIPLY, UTILITY, COIN, UNIQUE and RAINBOW/Meta. Each Mod appears exactly once, in the section matching its internal type. All per-level numbers are pulled directly from the game data and are exact. Icons are the real in-game Mod icons.

Reading the tables. Leveled Mods (Tiers I/II/III) show Lv 1–5 columns — each level re-adds the increment, and Sockets/Hacks/buffs can carry it past Lv 5. Single-level Mods (UNIQUE, RAINBOW/Meta and Dung Beetle) show a single Value because they do not scale by re-buying. A value means the effect is binary (on/off) or scales by a live in-game condition rather than a fixed per-level number. Where a Mod requires a specific Augment to do anything, that gate is noted in its effect.

ADD (28)

Red Mods that add flat points to each Target. Dung Beetle is internally an ADD Mod (the lone SINGLE tier) and lives here.

Core & timing

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Trusty CogAdds points to targets.+3+6+9+12+1510c (+5)
Full ContactAdds score for direct hits.+3+6+9+12+1510c (+5)
Lone GunmanAdds to targets for each mod slot left empty.+2+4+6+8+1010c (+5)
Final SprintAdds to targets hit late in a Wave.+8+16+24+32+4010c (+5)
CrescendoEach round in the mag scores more than the previous one.+1+2+3+4+510c (+5)
BurnoutFirst round adds a bonus; every following round scores a bit less.+2+4+6+8+1010c (+5)
ExhaustFirst round adds +8; every following round scores less.+8+16+24+32+4010c (+5)
Nice OddsOdd-numbered rounds add to targets.+6+12+18+24+3010c (+5)
Dung BeetleAdds a growing amount to targets; "Likes to be boosted." The only SINGLE-tier Mod — and it's free.0c

Hit-condition & miss-streak

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
ReceiptsAdds to targets per shot missed. Resets on a hit or reload.+2+4+6+8+1010c (+5)
Focus FireAdds for each additional hit on a target.+2+4+6+8+1010c (+5)
Vendetta StrikeAdds to the first targets hit after a miss.+10+20+30+40+5010c (+5)
Flash BangAdds to targets destroyed within 1s of pulling the trigger.+4+8+12+16+2010c (+5)
Objection!If your last reload was interrupted, adds to targets.+4+8+12+16+2010c (+5)
OverkillEvery extra hit on a target is worth more than the last.+1+2+3+4+510c (+5)

Random / streak / perfect

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Lucky ShotA random round in each mag adds to targets.+15+30+45+60+7510c (+5)
ContagionHits with random rounds in the mag add a big flat bonus.+30+30+30+30+3010c (+5)
3 in a RowAdds to the 3rd target when you hit 3 without missing.+30+60+90+120+15010c (+5)
MarksmanAdds if you hit with every round in a mag.+20+40+60+80+10010c (+5)
BellowsTargets worth more every time you fully reload an empty mag. Resets each Wave.+1+2+3+4+510c (+5)

Shotgun / pellet & ricochet

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Flock ShotAdds for each additional target hit with a single shot.+5+10+15+20+2510c (+5)
RationsAdds to targets hit by half or less of the pellets fired.+5+10+15+20+2510c (+5)
BlindfoldAdds to targets per pellet that missed all targets.+2+4+6+8+1010c (+5)
MirrorRicochets add to targets.+7+14+21+28+3510c (+5)

Augment-gated (Explosive / Freeze / Lightning)

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5CostAugment
Collateral DamageTargets score more when hit by explosions.+6+12+18+24+3010c (+5)Detonator
MortarAdds for each extra target hit with an explosion.+3+6+9+12+1510c (+5)Detonator
Ice SculptureAdds to direct hits for each other target currently frozen.+1+2+3+4+510c (+5)Arctic Pod
Harness PowerAdds score for each lightning jump.+3+6+9+12+1510c (+5)Arc Module

MULTIPLY (24)

Blue Mods that raise your base 1x multiplier.

Core & combo / timing

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
WrenchAdds to targets.+1x+2x+3x+4x+5x10c (+5)
SummitAdds to targets when you're at Max Combo.+2x+4x+6x+8x+10x10c (+5)
HolsterAdds to targets hit within 1.5s of appearing.+3x+6x+9x+12x+15x10c (+5)
RampageAdds to a target hit within 0.5s of another.+3x+6x+9x+12x+15x10c (+5)
Full ThrottleAdds for each target destroyed in the previous second.+1x+2x+3x+4x+5x10c (+5)
FlywheelAdds per target destroyed without releasing the trigger or reloading.+1x+2x+3x+4x+5x10c (+5)
Costly MistakesAdds to every round; misses cost Coins.+3x+6x+9x+12x+15x10c (+5)

Mag position & reload

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Top DeckFirst round of the mag adds.+3x+6x+9x+12x+15x10c (+5)
Last WordFinal round of the mag adds.+4x+8x+12x+16x+20x10c (+5)
CandleAdds to targets; reloading reduces it. Resets each Wave.+5x+10x+15x+20x+25x10c (+5)
Baked BeansAdds to the first shot after fully loading an empty mag.+5x+10x+15x+20x+25x10c (+5)
SlingshotAfter reloading, adds to the next shot per round reloaded.+2x+4x+6x+8x+10x10c (+5)

Burst (3-round burst Tool)

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Air HornAdds to the first 3 targets hit after pressing the trigger.+3x+6x+9x+12x+15x10c (+5)
Max BurstHitting with every round of a burst adds.+2x+4x+6x+8x+10x10c (+5)
Opening BurstMultiplies the score of the first round of a burst.+1x+2x+3x+4x+5x10c (+5)

Shotgun / pellet & pierce

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
BolasAdds when 2+ targets are hit with pellets in one shot.+4x+8x+12x+16x+20x10c (+5)
FunnelAdds to targets hit by every pellet in the shot.+4x+8x+12x+16x+20x10c (+5)
SprinklerAdds to targets hit by a single pellet.+5x+10x+15x+20x+25x10c (+5)
ArrowheadRounds pierce and add when hitting multiple targets.+5x+10x+15x+20x+25x10c (+5)

Counters & grenade

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
TrophyAdds for every 8 targets hit directly. Resets each Wave.+1x+2x+3x+4x+5x10c (+5)
Trophy CaseAdds for every 12 targets hit directly. Resets each Wave.+1x+2x+3x+4x+5x10c (+5)
Flight TimeGrenades score more per half-second of age.+2x+4x+6x+8x+10x10c (+5)

Augment-gated (Explosive / Freeze)

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5CostAugment
Grand FinaleAdds to targets hit by explosions; grows over time.+1x+2x+3x+4x+5x10c (+5)Detonator
ChillerAdds to frozen targets.+3x+6x+9x+12x+15x10c (+5)Arctic Pod

UTILITY (31)

Green Mods that change how your Tool behaves rather than the score number directly.

Reload, mag & fire rate

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Big StackAdd round(s) to your mag.+1+2+3+4+510c (+5)
High TowerAdd round(s) to your mag.+3+6+9+12+1510c (+5)
Short StackRemove round(s) from your mag. Cannot remove the final one.−1−2−3−4−510c (+5)
Machine OilShorter reload time.−10%−20%−30%−40%−50%10c (+5)

Shotgun spread & pellets

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
Pellet PlusAdds pellets to each shot.+1+2+3+4+510c (+5)
ClampShot blast is narrower.−15%−30%−45%−60%−75%10c (+5)
Spray PaintShot blast is wider and adds a pellet.+30%+60%+90%+120%+150%10c (+5)

Targets, Glitches & size

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
BalloonTargets are bigger.+20%+30%+40%+50%+60%10c (+5)
SplitterChance for a hit target to spawn a smaller target.+20%+40%+60%+80%+100%10c (+5)
Whack-a-GlitchHitting a Glitch directly has a chance to spawn another.+20%+40%+60%+80%+100%10c (+5)
Glitch GlutMore Glitches spawn each Wave.+1+2+3+4+510c (+5)

Grenade Tool

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5Cost
BouncyIncrease number of bounces.+2+4+6+8+1010c (+5)
VelocityGrenades travel faster.+25%+50%+75%+100%+125%10c (+5)
MagneticGrenades find enemies attractive.+10+20+30+40+5010c (+5)
Proximity FuseTargets explode within range.+0.5m+1m+1.5m+2m+2.5m10c (+5)
Bigger GrenadesIncrease the size of your grenades.+0.5m+1m+1.5m+2m+2.5m10c (+5)

Augment-gated (Combo / Critical / Explosive / Freeze / Heat / Lightning)

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5CostAugment
To The MoonIncreases your max Combo.+4x+8x+12x+16x+20x10c (+5)Combo
Combo BuoyIncreases your minimum Combo. Cannot exceed max.+2x+4x+6x+8x+10x10c (+5)Combo
Reckless ClimberEach Combo increase is bigger; reloading resets Combo.+3x+6x+9x+12x+15x10c (+5)Combo
Combo SaverGives Combo Saves per Wave.+1+2+3+4+510c (+5)Combo
Curtain CallDoubles max Combo after a time threshold in a Wave.×2×2×2×2×210c (+5)Combo
CalipersIncreases chance of a Critical Hit.+20%+40%+60%+80%+100%10c (+5)Critical
Last StandAdds Critical Hit chance after a time threshold in a Wave.+100%+100%+100%+100%+100%10c (+5)Critical
TNTExplosion radius increased.+0.5m+1m+1.5m+2m+2.5m10c (+5)Detonator
Spark PlugFirst round in mag gives a bigger explosion.+0.5m+1m+1.5m+2m+2.5m10c (+5)Detonator
Explosive RoundsExplosion range increased (base 0.5m).+0.15m+0.3m+0.45m+0.6m+0.75m10c (+5)Detonator
IglooIce-splosion radius increased.+0.25m+0.5m+0.75m+1m+1.25m10c (+5)Arctic Pod
BeanieHeat fades slower.2× slower10c (+5)Heat
AnchorRounds fire slower; slower fire raises Heat generation.+50%+100%+150%+200%+250%10c (+5)Heat
PropellerRounds fire faster.−30%−60%−90%−120%−150%10c (+5)Heat
Chain LightningLightning can jump more times.+1+2+3+4+510c (+5)Arc Module

COIN (12)

Yellow Mods (internal type CASH) that earn or save Coins.

IconModEffectLv 1Lv 2Lv 3Lv 4Lv 5CostAugment
Gold DiggerChance to get a Coin when destroying a target.+15%+30%+45%+60%+75%10c (+5)
Reload TaxCoins per direct hit, but reloading costs Coins.+1 / −5+2 / −10+3 / −15+4 / −20+5 / −2510c (+5)
Wise InvestmentEach round in mag has a higher Coin chance than the last.+2%+4%+6%+8%+10%10c (+5)
Golden BulletA random round in mag gives a Coin on a kill.+1+2+3+4+510c (+5)
Lucky CharmHits with random rounds in mag give a Coin.1234510c (+5)
Zero WasteChance to gain a Coin when reloading.+20%+40%+60%+80%+100%10c (+5)
Sharpened PickaxeCritical Hits give Coins.+1+2+3+4+510c (+5)Critical
ChiselEach additional hit on a target gives a chance of a Coin.+4%+8%+12%+16%+20%10c (+5)Overkill
Frozen TreasureChance to gain a Coin when a frozen target is hit.+30%+60%+90%+120%+150%10c (+5)Arctic Pod
ElectrolysisChance of a Coin when lightning arcs.+20%+40%+60%+80%+100%10c (+5)Arc Module
CruciblePer Heat level, chance to get a Coin on a kill.+1%+2%+3%+4%+5%10c (+5)
Alchemy FlaskGain a Coin when you hit a target with enough pellets.+1+1+1+1+110c (+5)

UNIQUE (34)

Purple, one-of-a-kind Mods — single-level, so re-buying does nothing. A Family column keeps the mechanic findable.

Score & scaling

IconModFamilyEffectValueCostAugment
Big TenScoreAdds a flat amount to targets.+1015c
The MultiplierScoreAdds to targets.+4x15c
CollectorScoreAdds for every Unique mod (including this one).+3x each20c
ChecksScoreAdds per level of all owned mods.+1 / level20c
BalancesScoreAdds 1x per every 2 levels of all owned mods.+1x / 2 lvls20c
MoneybagsScoreAdds to targets per 10 Coins you have.+0.1 / 10c20c
Brick By BrickScore (grower)Adds to targets; increases by +2 every Wave.+2, +2/Wave10c
Ice CreamScore (shrinker)Adds to each shot; decreases every Wave.+15, −15/Wave15c

Overkill

IconModFamilyEffectValueCostAugment
Boxing GlovesOverkillAdds when a target is destroyed with 3+ hits.+5x20cOverkill
Speed BagOverkillLoad a shell when a target is destroyed with 3+ hits.on/off20cOverkill

Combo

IconModFamilyEffectValueCostAugment
Combo SkipperComboEach hit adds 2x to Combo instead of 1x.on/off20cCombo
Magic BeansComboIncreases max Combo; grows by +1x every Wave.+1x, +1/Wave20cCombo
Ridiculous ComboComboIncreases your max Combo; grows every Wave (a Trial/Combo-augment variant of Magic Beans).grows/Wave20cCombo

Critical Hit

IconModFamilyEffectValueCostAugment
WhetstoneCriticalIncreases Critical Hit chance; +10% every Wave.+10%/Wave10cCritical
Coup de GraceCriticalLast round in mag has +100% Critical Hit chance.guaranteed crit20cCritical
Torsion SpringCriticalInstantly reload when you get a Critical Hit.on/off20cCritical

Explosive

IconModFamilyEffectValueCostAugment
DominosExplosiveExploded targets also explode.on/off20cDetonator
Glitchy C4ExplosiveHitting a Glitch explodes the whole arena.arena-wide blast20cDetonator

Freeze & Lightning

IconModFamilyEffectValueCostAugment
IcepickFreezeLoads a round when a frozen target is hit directly.on/off10cArctic Pod
Voltage AmpLightningLightning can jump any distance.unlimited range20cArc Module
BatteryLightning (grower)Lightning-hit targets get a bonus; grows each Wave.+2, +2/Wave10cArc Module

Heat

IconModFamilyEffectValueCostAugment
Hot StreakHeatDirect hits add 3 Heat; misses remove 2 Heat.+3 / −220c
PreheatHeatReloading an empty mag adds Heat.+3 Heat20c
Time OutHeatHeat does not decrease while reloading.on/off20cHeat
Blow TorchHeatHeat gained is increased by 50%.+50%20cHeat

Reload, mag & pellet

IconModFamilyEffectValueCostAugment
Double BarrelReload/MagFire 2 rounds at a time.on/off20c
MomentumReload/MagReleasing the trigger loads 3 rounds if 3 targets were hit.on/off20c
ReplicatorReload/MagAdd one bullet to your mag after each full reload.+1/reload20c
Zip TieReload/MagReload 2 shells at a time.on/off20c
One Hit WonderReload/MagOnly 1 round per mag, +30% slower reload.1-round mag20c
AbacusReload/MagEach shell shoots as many pellets as your mag size.on/off20c
Chili PepperReload (grower)Targets worth +1 more every full reload of an empty mag. Resets each Wave.+1/reload20c
Drip FeederPellet (grower)Shells gain an extra pellet every 5 seconds. Resets each Wave.+1 pellet / 5s20c

Economy

IconModFamilyEffectValueCostAugment
Piggy BankEconomy (grower)After each Wave, increases its own sell value.growing value10c

RAINBOW / Meta (10)

Multi-colour "Meta" Mods — single-level. They act on a neighbouring or next slot, so place them carefully (see Arranging Mods). These are the Mods the game hands out as RAINBOW Mods (e.g. via the Rainbow Shuffle Trial). The 10 internal entries map to 6 distinct Mods — Enhance, Level Override, Overcharge and Level Upper each have a left and a right variant (paired icons below).

IconModEffectCost
Twin BoostAdds levels to both the left and right slots.20c
EnhanceBoosts the mod to the left/right by some levels.20c
Level OverrideCopies one neighbour's mod level onto the other side.20c
Level UpperPays 10 Coins to add a level to a neighbour slot each Wave / on Shop exit.20c
OverchargeAdds levels to a neighbour, then destroys it after the Wave.10c (+10)
HyperchargerAdds levels to the next slot, then destroys it for the rest of the Trial.10c (+10)

Built-in mechanics (pre-installed on Tools)

These 12 entries are baked into your Tool or unlocked by an Augment — you don't buy them in the Shop, and only one has an in-game display name (the rest carry no localized name). Most are gated by an Augment (the built-in set uses AUG_COMBO, AUG_EXPLODING, AUG_HEAT and AUG_LIGHTNING), so they only do anything once that Augment is equipped. Internally they drive the Pistol's Combo, the SMG's Heat, Overkill, multi-target, and the grenade/cluster explosions. (The shop UNIQUE Ridiculous Combo in the catalog above has a separate built-in counterpart here.)

Internal idRoleAugment gate
comboPointsPistol's built-in Combo scoring (+1x per Combo).
heatPointsSMG's built-in Heat scoring (+1x per Heat).Heat
overkillMultBuilt-in Overkill multiplier (+1x).
multiTargetMultBuilt-in multi-target multiplier (+1x).
builtInExplodingRadiusMagPer-mag explosion radius growth.Detonator
grenadeExplodingBulletsGrenade explosion sizing.
clusterGrenadeExplodingBulletsCluster-grenade explosion sizing.
builtInLightningScoreNoArcLightning score when no arc occurs (+5x).Arc Module
builtIntLightningExtraJumpLastBulletExtra lightning jump on the last round.Arc Module
pelletThiefBonusBuilt-in pellet bonus (+3 pellets).
trialOneBulletMagThe one-round-mag Trial mechanic.
comboMaxGrowerTrialRidiculous Combo — the only one with a display name.Combo

Quick build cheat-sheet

  • Always: a healthy stack of red ADD Mods and a couple of blue MULTIPLY Mods — you need both for the math to pop.
  • Then: pick the engine matching your Augment — Explosive, Freeze, Lightning, Heat, Critical or Combo — and pile Mods into it.
  • Keep Combo maxed: Combo multiplies everything. Grab Combo Saver so one miss doesn't wipe your streak.
  • Level up, don't spread out: re-buy your best leveled Mods to climb their level (UNIQUE/Meta Mods don't level — buy them once). A focused 3–4 Mod build usually beats ten level-1 picks.
  • Unlock your slots: spend Coins to open your 2 locked slots (30c then 50c), then snowball them with Stack Overflow and Monolith Shard.
  • Fuel the snowball: a little Coin economy early lets you out-buy the rising score targets later.
  • Refresh sparingly: the first reroll each Shop costs 1, then 2, 3… and resets next Shop — so don't burn Coins chasing a perfect roll. Freeze the Mod you want so a refresh can't take it.
  • Warp on purpose: a Warped Mod flips ADD ↔ MULTIPLY, so use the Warp-guarantee Coins (or the Warped Trial) to fill whatever your build is short on.
  • Placement only matters for Meta Mods: put slot-neighbour Mods (Level Override, Overcharge, Enhance, Hypercharger) next to what they affect, and mind where Lone Gunman leaves empty slots. Plain ADD/MULTIPLY order is irrelevant.

Tip: Don't try to do everything. Pick one engine that matches your Augment, build it deep, and let the snowball roll.

See also

  • Scoring — the exact (base 10 + ADDs) × MULTIPLY × Combo math, plus Combo, Overkill and Heat.
  • Augments — the seven playstyle-defining powers your build is shaped around.
  • Tools — Pistol, SMG and Shotgun, their fire modes and built-in Augments.
  • Sockets — Super/Mega/Ultra Sockets that push Mods past the Lv 5 cap.
  • Hacks — Elite/Epic/Monolith Hacks, the category-buff Hacks, the Deep Search free-refresh Hack, and slot-granting Stack Overflow.
  • Round Rewards — the post-Wave reward Coins, including the Warp-guarantee and Refresh Token rewards.
  • Modes — the Warped and Token Trouble Trials, plus every other run-warping mode.
  • Targets — the Token Glitch and the rest of the bonus Glitch family.
  • Curses — including Heatwave, which blocks freezing Shop items.
  • Tips & Strategy — run-winning game-plans and shop habits.
  • The Monolith — Waves, Nodes, Hacks, Curses and slot-granting permanents.