Modules, sometimes abbreviated as Mods, are special optional upgrade items that can be placed in weapons or armor. They were introduced in the 16.2.0 update and can be unlocked at level 6.
All elemental modules placed weapons will increase the weapons' elemental damage (depends on module type), whereas non-elemental modules increase other weapon stats. Elemental modules placed into armor increase its elemental resistance. Non-elemental modules of armor can increase the player’s stats.
Before 16.4.0, modules can be identified in the Armory and loadout (elemental only) by three elemental module icons and one non-elemental icon (green bullet icon for kinetic, blue bolt icon for energy, purple star icon for magic and brown wrench icon for all non-elemental modules). After 16.4.0, module icons are no longer shown in the Armory, but are still shown when tapping on the weapon. In 17.1.1, a player can see the elemental module in the weapon that the opponent used to kill that player. The elemental module icon for armor can also be seen next to the armor bar.
Obtaining[]
As of the 17.0.0 update, the only way modules can be obtained is by opening clan chests that can either be bought with Clan Silver (like the Medium Clan Chest) or obtained after the end of a Clan War (like the Big War Chest).
Before the 17.0.0 update, each time a player wins a match, they would receive chests that contain module packs.
One could receive lots of chests in Raid mode before 17.0.0. If they won easy they get would get a rare chest, mythical on medium and golden on hard. However, passing raids without proper modules equipped is extremely difficult, since these modules are required to kill the enemies in this mode.
The modules' inventory does not have a limit, so running out of space wouldn't be problematic. However, when module chests still existed, the player could only have a maximum of 4 chests at once. They would not earn any more chests if they have 4 chests at once that are unopened or are in the process of opening.
As of the 21.4.2 update, players can obtain various modules via Progress Road. They include the Primary Kinetic Module, the Upgraded Magazine, the Butt of the Rifle, the Armor Kinetic Module, the Primary Magic Module, the Armor Magic Module, the Repair Kit, the Shrapnel, the Armor Energy Module and the Lucky Bullet.
During 21.5.0, the Trader's Van sold Primary Kinetic and Energy modules on separate occasions, alongside the non-elemental Primary modules, priced 295 for 100 modules.
Inserting and extracting modules[]
Inserting[]
One can insert a module by tapping on the Armory, then double tapping on the desired weapon, then one of the module squares. Next, they would have to tap on the modules, then a module slot, then press "Insert".
One can’t place two of the same modules in one item, but as of the 16.7.0 update, the player can place the same specific module to all of the weapons in the specific category instead of individually placing replicas of the module to each weapons.
Before the 16.7.0 update, weapons and armor used to have their power capacity. Each module would require some power, so one would need to choose modules according to their item power capacity. The higher the level of a weapon, the higher power capacity it has.
Extracting[]
Modules from weapons or armor can be extracted by tapping on the module icon in the weapon's information window, then tapping "extract".
Before the 16.7.0 update, it will cost a certain amount of . The amount of shards required will be larger as the module level increases. However, after the 16.7.0 update, with the removal of shards, there is no longer a cost to extracting modules.
Limit[]
The current limit of inserting modules on any weapon or armor piece is three modules. Only up to one elemental module and two different non-elemental modules can be inserted.
Before 16.4.0, it was possible to place three elemental modules into a weapon or armor piece. However, as of 16.4.0, the player can no longer place two elemental modules in a weapon. If they already placed 2 or 3 elemental modules in a weapon (before the 16.4.0), they can remove the extra elemental modules from their weapon for free, or they can keep them.
Shards[]
- Main article: Shard
A Shard was a craft-currency that allowed a player to upgrade their module level or extract it from the item. One can receive shards from the module-crates or buy them in the store. It was removed in the 16.7.0 update and the amount of shards was compensated to coins to all of the players in the said update.
Tips[]
- Certain module combinations give weapons extremely useful abilities. For example, the Piercing Shells combination will allow a weapon to deal greatly increased damage for a short time. Keep this and other abilities in mind when choosing which modules to upgrade and use.
- Since magic is presumably the most popular elemental module for weapons, it is recommended to use the magic module for armor.
- Since energy is presumably the least popular elemental module for armor, it is recommended to use the energy module for weapons.
- Create a loadout with all 3 elemental modules. This loadout would help because it allows killing all types in Raid (particularly in the hard difficulty) and Monster Siege.
- If you hit an enemy with a weapon that has a module that your opponent has protection against, a little colored shield will come out of your opponent indicating that they have protection against that/those type(s) of module(s). You can use this to figure out which weapons to use against your enemy to increase your damage.
List of modules[]
Elemental Modules[]
Elemental modules are a type of module that increase the elemental damage of a weapon and increase the elemental resistance of an armor piece. They perform the same in modes like Team Fight and Deathmatch (except with the opponent's defense to armor), but they are practically different for Raid, since monsters require a certain elemental module to kill them, depending on what elemental modules the player has equipped. There are three types of elemental modules:
- Kinetic: Increases kinetic damage for weapons and increases kinetic defense for armor.
- Magic: Increases magic damage for weapons and increases magic defense for armor.
- Energy: Increases energy damage for weapons and increases energy defense for armor.
Name | Image | Buff |
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Primary Kinetic Module |
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Backup Kinetic Module |
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Melee Kinetic Module |
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Special Kinetic Module |
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Sniper Kinetic Module |
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Heavy Kinetic Module |
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Armor Kinetic Module |
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Primary Energy Module |
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Backup Energy Module |
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Melee Energy Module |
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Special Energy Module |
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Sniper Energy Module |
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Heavy Energy Module |
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Armor Energy Module |
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Primary Magic Module |
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Backup Magic Module |
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Melee Magic Module |
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Special Magic Module |
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Sniper Magic Module |
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Heavy Magic Module |
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Armor Magic Module |
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Non-elemental Modules[]
Non-elemental modules, also called attribute modifiers, are a type of module that increase other weapon stats. Non-elemental modules for armor can increase the player’s stats.
Type | Image | Name | Tiers |
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Primary |
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Primary |
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Primary |
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Backup |
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Backup |
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Backup |
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Melee |
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Melee |
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Melee |
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Special |
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Special |
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Special |
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Sniper |
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Sniper |
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Sniper |
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Heavy |
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Heavy |
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Heavy |
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Armor |
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Armor |
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Armor |
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Module Combinations[]
Module Combinations, or module combos, can make the player's weapons have a unique ability (only 1 combination per weapon). A combination can be made from 2 or 3 different modules, with at least one elemental module.
Most combinations have a cooldown that occur when the weapon with the module combination is equipped. Moreover, the weapon needs to stay equipped so that the cooldown doesn't reset. However, the cooldown can be reduced by killing enemies with the said weapon.
Piercing Shell Module skill has a hidden ability, where it shows that it pierces the target, but it also makes the weapon equipped, a wall-break, with the skill's duration. This only works with weapons that do not have a wall-break ability. It does not work with weapons with travel time, like Sub Zero, Mega Gun, Firefighter and Deadly Tail. However, this skill works on weapons with Piercing Shot, or regular weapons that do not have any wall break or Piercing ability. An example of a weapon that is suitable for this skill, is the Neutron Pulsator, which has an X-Ray Vision, so when you activate the skill, you can zoom and pelt the opponent with the rapid-firing bullets. However, this wall-break ability was removed in an unknown update.
- Main articles: Turbo Charger, Lucky Shot & Piercing Shells
- Main articles: Fortune, Lucky Chance & Ball Lightning
- Main articles: Vampirism, Blood Thirst & Energy Shield (Module Combination)
- Main articles: Explosive Ammo, Shock (Module Combination) & Mine Field
- Main articles: Steel Hands, Oracle & Disguise
- Main articles: Last Word, Stone Skin & Homing Rocket