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Module

An example of Modules in the Module Storage.

ModuleIcons

Module Icons

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[]

Golden chest opening

Opening a golden chest (before 17.0.0).

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 295Gem 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 Shard. 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 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
Primary Kinetic Module
Kinetic Module Primary
  • I: Increases +2% kinetic damage for Primary weapons.
  • II: Increases +1% kinetic damage for Primary weapons (total: +3%).
  • III: Increases +1% kinetic damage for Primary weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Primary weapons (total: +6%).
  • V: Increases +2% kinetic damage for Primary weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Primary weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Primary weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Primary weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Primary weapons (total: +25%).
  • X: Increases +5% kinetic damage for Primary weapons (total: +30%).
Backup Kinetic Module
Kinetic Module Backup
  • I: Increases +2% kinetic damage for Backup weapons.
  • II: Increases +1% kinetic damage for Backup weapons (total: +3%).
  • III: Increases +1% kinetic damage for Backup weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Backup weapons (total: +6%).
  • V: Increases +2% kinetic damage for Backup weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Backup weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Backup weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Backup weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Backup weapons (total: +25%).
  • X: Increases +5% kinetic damage for Backup weapons (total: +30%).
Melee Kinetic Module
Kinetic Module Melee
  • I: Increases +2% kinetic damage for Melee weapons.
  • II: Increases +1% kinetic damage for Melee weapons (total: +3%).
  • III: Increases +1% kinetic damage for Melee weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Melee weapons (total: +6%).
  • V: Increases +2% kinetic damage for Melee weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Melee weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Melee weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Melee weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Melee weapons (total: +25%).
  • X: Increases +5% kinetic damage for Melee weapons (total: +30%).
Special Kinetic Module
Kinetic Module Special
  • I: Increases +2% kinetic damage for Special weapons.
  • II: Increases +1% kinetic damage for Special weapons (total: +3%).
  • III: Increases +1% kinetic damage for Special weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Special weapons (total: +6%).
  • V: Increases +2% kinetic damage for Special weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Special weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Special weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Special weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Special weapons (total: +25%).
  • X: Increases +5% kinetic damage for Special weapons (total: +30%).
Sniper Kinetic Module
Kinetic Module Sniper
  • I: Increases +2% kinetic damage for Sniper weapons.
  • II: Increases +1% kinetic damage for Sniper weapons (total: +3%).
  • III: Increases +1% kinetic damage for Sniper weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Sniper weapons (total: +6%).
  • V: Increases +2% kinetic damage for Sniper weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Sniper weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Sniper weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Sniper weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Sniper weapons (total: +25%).
  • X: Increases +5% kinetic damage for Sniper weapons (total: +30%).
Heavy Kinetic Module
Kinetic Module Heavy
  • I: Increases +2% kinetic damage for Heavy weapons.
  • II: Increases +1% kinetic damage for Heavy weapons (total: +3%).
  • III: Increases +1% kinetic damage for Heavy weapons (total: +4%).
  • IV: Increases +2% kinetic damage for Heavy weapons (total: +6%).
  • V: Increases +2% kinetic damage for Heavy weapons (total: +8%).
  • VI: Increases +4% kinetic damage for Heavy weapons (total: +12%).
  • VII: Increases +4% kinetic damage for Heavy weapons (total: +16%).
  • VIII: Increases +4% kinetic damage for Heavy weapons (total: +20%).
  • IX: Increases +5% kinetic damage for Heavy weapons (total: +25%).
  • X: Increases +5% kinetic damage for Heavy weapons (total: +30%).
Armor Kinetic Module
Kinetic Module Armor
  • I: Increases +2% kinetic defence for armor.
  • II: Increases +1% kinetic defence for armor (total: +3%).
  • III: Increases +1% kinetic defence for armor (total: +4%).
  • IV: Increases +2% kinetic defence for armor (total: +6%).
  • V: Increases +2% kinetic defence for armor (total: +8%).
  • VI: Increases +4% kinetic defence for armor (total: +12%).
  • VII: Increases +4% kinetic defence for armor (total: +16%).
  • VIII: Increases +4% kinetic defence for armor (total: +20%).
  • IX: Increases +5% kinetic defence for armor (total: +25%).
  • X: Increases +5% kinetic defence for armor (total: +30%).
Primary Energy Module
Energetic Module Primary
  • I: Increases +2% energetic damage for Primary weapons.
  • II: Increases +1% energetic damage for Primary weapons (total: +3%).
  • III: Increases +1% energetic damage for Primary weapons (total: +4%).
  • IV: Increases +2% energetic damage for Primary weapons (total: +6%).
  • V: Increases +2% energetic damage for Primary weapons (total: +8%).
  • VI: Increases +4% energetic damage for Primary weapons (total: +12%).
  • VII: Increases +4% energetic damage for Primary weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Primary weapons (total: +20%).
  • IX: Increases +5% energetic damage for Primary weapons (total: +25%).
  • X: Increases +5% energetic damage for Primary weapons (total: +30%).
Backup Energy Module
Energetic Module Backup
  • I: Increases +2% energetic damage for Backup weapons.
  • II: Increases +1% energetic damage for Backup weapons (total: +3%).
  • III: Increases +1% energetic damage for Backup weapons (total: +4%).
  • IV: Increases +2% energetic damage for Backup weapons (total: +6%).
  • V: Increases +2% energetic damage for Backup weapons (total: +8%).
  • VI: Increases +4% energetic damage for Backup weapons (total: +12%).
  • VII: Increases +4% energetic damage for Backup weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Backup weapons (total: +20%).
  • IX: Increases +5% energetic damage for Backup weapons (total: +25%).
  • X: Increases +5% energetic damage for Backup weapons (total: +30%).
Melee Energy Module
Energetic Module Melee
  • I: Increases +2% energetic damage for Melee weapons.
  • II: Increases +1% energetic damage for Melee weapons (total: +3%).
  • III: Increases +1% energetic damage for Melee weapons (total: +4%).
  • IV: Increases +2% energetic damage for Melee weapons (total: +6%).
  • V: Increases +2% energetic damage for Melee weapons (total: +8%).
  • VI: Increases +4% energetic damage for Melee weapons (total: +12%).
  • VII: Increases +4% energetic damage for Melee weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Melee weapons (total: +20%).
  • IX: Increases +5% energetic damage for Melee weapons (total: +25%).
  • X: Increases +5% energetic damage for Melee weapons (total: +30%).
Special Energy Module
Energetic Module Special
  • I: Increases +2% energetic damage for Special weapons.
  • II: Increases +1% energetic damage for Special weapons (total: +3%).
  • III: Increases +1% energetic damage for Special weapons (total: +4%).
  • IV: Increases +2% energetic damage for Special weapons (total: +6%).
  • V: Increases +2% energetic damage for Special weapons (total: +8%).
  • VI: Increases +4% energetic damage for Special weapons (total: +12%).
  • VII: Increases +4% energetic damage for Special weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Special weapons (total: +20%).
  • IX: Increases +5% energetic damage for Special weapons (total: +25%).
  • X: Increases +5% energetic damage for Special weapons (total: +30%).
Sniper Energy Module
Energetic Module Sniper
  • I: Increases +2% energetic damage for Sniper weapons.
  • II: Increases +1% energetic damage for Sniper weapons (total: +3%).
  • III: Increases +1% energetic damage for Sniper weapons (total: +4%).
  • IV: Increases +2% energetic damage for Sniper weapons (total: +6%).
  • V: Increases +2% energetic damage for Sniper weapons (total: +8%).
  • VI: Increases +4% energetic damage for Sniper weapons (total: +12%).
  • VII: Increases +4% energetic damage for Sniper weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Sniper weapons (total: +20%).
  • IX: Increases +5% energetic damage for Sniper weapons (total: +25%).
  • X: Increases +5% energetic damage for Sniper weapons (total: +30%).
Heavy Energy Module
Energetic Module Heavy
  • I: Increases +2% energetic damage for Heavy weapons.
  • II: Increases +1% energetic damage for Heavy weapons (total: +3%).
  • III: Increases +1% energetic damage for Heavy weapons (total: +4%).
  • IV: Increases +2% energetic damage for Heavy weapons (total: +6%).
  • V: Increases +2% energetic damage for Heavy weapons (total: +8%).
  • VI: Increases +4% energetic damage for Heavy weapons (total: +12%).
  • VII: Increases +4% energetic damage for Heavy weapons (total: +16%).
  • VIII: Increases +4% energetic damage for Heavy weapons (total: +20%).
  • IX: Increases +5% energetic damage for Heavy weapons (total: +25%).
  • X: Increases +5% energetic damage for Heavy weapons (total: +30%).
Armor Energy Module
Energetic Module Armor
  • I: Increases +2% energetic defence for armor.
  • II: Increases +1% energetic defence for armor (total: +3%).
  • III: Increases +1% energetic defence for armor (total: +4%).
  • IV: Increases +2% energetic defence for armor (total: +6%).
  • V: Increases +2% energetic defence for armor (total: +8%).
  • VI: Increases +4% energetic defence for armor (total: +12%).
  • VII: Increases +4% energetic defence for armor (total: +16%).
  • VIII: Increases +4% energetic defence for armor (total: +20%).
  • IX: Increases +5% energetic defence for armor (total: +25%).
  • X: Increases +5% energetic defence for armor (total: +30%).
Primary Magic Module
Magic Module Primary
  • I: Increases +2% magic damage for Primary weapons.
  • II: Increases +1% magic damage for Primary weapons (total: +3%).
  • III: Increases +1% magic damage for Primary weapons (total: +4%).
  • IV: Increases +2% magic damage for Primary weapons (total: +6%).
  • V: Increases +2% magic damage for Primary weapons (total: +8%).
  • VI: Increases +4% magic damage for Primary weapons (total: +12%).
  • VII: Increases +4% magic damage for Primary weapons (total: +16%).
  • VIII: Increases +4% magic damage for Primary weapons (total: +20%).
  • IX: Increases +5% magic damage for Primary weapons (total: +25%).
  • X: Increases +5% magic damage for Primary weapons (total: +30%).
Backup Magic Module
Magic Module Backup
  • I: Increases +2% magic damage for Backup weapons.
  • II: Increases +1% magic damage for Backup weapons (total: +3%).
  • III: Increases +1% magic damage for Backup weapons (total: +4%).
  • IV: Increases +2% magic damage for Backup weapons (total: +6%).
  • V: Increases +2% magic damage for Backup weapons (total: +8%).
  • VI: Increases +4% magic damage for Backup weapons (total: +12%).
  • VII: Increases +4% magic damage for Backup weapons (total: +16%).
  • VIII: Increases +4% magic damage for Backup weapons (total: +20%).
  • IX: Increases +5% magic damage for Backup weapons (total: +25%).
  • X: Increases +5% magic damage for Backup weapons (total: +30%).
Melee Magic Module
Magic Module Melee
  • I: Increases +2% magic damage for Melee weapons.
  • II: Increases +1% magic damage for Melee weapons (total: +3%).
  • III: Increases +1% magic damage for Melee weapons (total: +4%).
  • IV: Increases +2% magic damage for Melee weapons (total: +6%).
  • V: Increases +2% magic damage for Melee weapons (total: +8%).
  • VI: Increases +4% magic damage for Melee weapons (total: +12%).
  • VII: Increases +4% magic damage for Melee weapons (total: +16%).
  • VIII: Increases +4% magic damage for Melee weapons (total: +20%).
  • IX: Increases +5% magic damage for Melee weapons (total: +25%).
  • X: Increases +5% magic damage for Melee weapons (total: +30%).
Special Magic Module
Magic Module Special
  • I: Increases +2% magic damage for Special weapons.
  • II: Increases +1% magic damage for Special weapons (total: +3%).
  • III: Increases +1% magic damage for Special weapons (total: +4%).
  • IV: Increases +2% magic damage for Special weapons (total: +6%).
  • V: Increases +2% magic damage for Special weapons (total: +8%).
  • VI: Increases +4% magic damage for Special weapons (total: +12%).
  • VII: Increases +4% magic damage for Special weapons (total: +16%).
  • VIII: Increases +4% magic damage for Special weapons (total: +20%).
  • IX: Increases +5% magic damage for Special weapons (total: +25%).
  • X: Increases +5% magic damage for Special weapons (total: +30%).
Sniper Magic Module
Magic Module Sniper
  • I: Increases +2% magic damage for Sniper weapons.
  • II: Increases +1% magic damage for Sniper weapons (total: +3%).
  • III: Increases +1% magic damage for Sniper weapons (total: +4%).
  • IV: Increases +2% magic damage for Sniper weapons (total: +6%).
  • V: Increases +2% magic damage for Sniper weapons (total: +8%).
  • VI: Increases +4% magic damage for Sniper weapons (total: +12%).
  • VII: Increases +4% magic damage for Sniper weapons (total: +16%).
  • VIII: Increases +4% magic damage for Sniper weapons (total: +20%).
  • IX: Increases +5% magic damage for Sniper weapons (total: +25%).
  • X: Increases +5% magic damage for Sniper weapons (total: +30%).
Heavy Magic Module
Magic Module Heavy
  • I: Increases +2% magic damage for Heavy weapons.
  • II: Increases +1% magic damage for Heavy weapons (total: +3%).
  • III: Increases +1% magic damage for Heavy weapons (total: +4%).
  • IV: Increases +2% magic damage for Heavy weapons (total: +6%).
  • V: Increases +2% magic damage for Heavy weapons (total: +8%).
  • VI: Increases +4% magic damage for Heavy weapons (total: +12%).
  • VII: Increases +4% magic damage for Heavy weapons (total: +16%).
  • VIII: Increases +4% magic damage for Heavy weapons (total: +20%).
  • IX: Increases +5% magic damage for Heavy weapons (total: +25%).
  • X: Increases +5% magic damage for Heavy weapons (total: +30%).
Armor Magic Module
Magic Module Armor
  • I: Increases +2% magic defence for armor.
  • II: Increases +1% magic defence for armor (total: +3%).
  • III: Increases +1% magic defence for armor (total: +4%).
  • IV: Increases +2% magic defence for armor (total: +6%).
  • V: Increases +2% magic defence for armor (total: +8%).
  • VI: Increases +4% magic defence for armor (total: +12%).
  • VII: Increases +4% magic defence for armor (total: +16%).
  • VIII: Increases +4% magic defence for armor (total: +20%).
  • IX: Increases +5% magic defence for armor (total: +25%).
  • X: Increases +5% magic defence for armor (total: +30%).

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
Primary
Unloading
Unloading
  • I: Increases ammunition by a total of 10%.
  • II: Increases ammunition by a total of 15%.
  • III: Increases ammunition by a total of 20%.
  • IV: Increases ammunition by a total of 25%.
  • V: Increases ammunition by a total of 30%.
  • VI: Increases ammunition by a total of 35%.
  • VII: Increases ammunition by a total of 40%.
  • VIII: Increases ammunition by a total of 45%.
  • IX: Increases ammunition by a total of 50%.
  • X: Increases ammunition by a total of 55%.
Primary
Butt of the Rifle
Butt of the Rifle
  • I: Reduces bullet dispersion by a total of 5%.
  • II: Reduces bullet dispersion by a total of 10%.
  • III: Reduces bullet dispersion by a total of 15%.
  • IV: Reduces bullet dispersion by a total of 20%.
  • V: Reduces bullet dispersion by a total of 25%.
  • VI: Reduces bullet dispersion by a total of 30%.
  • VII: Reduces bullet dispersion by a total of 35%.
  • VIII: Reduces bullet dispersion by a total of 40%.
  • IX: Reduces bullet dispersion by a total of 45%.
  • X: Reduces bullet dispersion by a total of 50%.
Primary
Upgraded Magazine
Upgraded Magazine
  • I: Increases reload acceleration by a total of 5%.
  • II: Increases reload acceleration by a total of 10%.
  • III: Increases reload acceleration by a total of 15%.
  • IV: Increases reload acceleration by a total of 20%.
  • V: Increases reload acceleration by a total of 25%.
  • VI: Increases reload acceleration by a total of 30%.
  • VII: Increases reload acceleration by a total of 35%.
  • VIII: Increases reload acceleration by a total of 40%.
  • IX: Increases reload acceleration by a total of 45%.
  • X: Increases reload acceleration by a total of 50%.
Backup
Drum Magazine
Drum Magazine
  • I: Increases magazine size by a total of 10%.
  • II: Increases magazine size by a total of 15%.
  • III: Increases magazine size by a total of 20%.
  • IV: Increases magazine size by a total of 25%.
  • V: Increases magazine size by a total of 30%.
  • VI: Increases magazine size by a total of 35%.
  • VII: Increases magazine size by a total of 40%.
  • VIII: Increases magazine size by a total of 45%.
  • IX: Increases magazine size by a total of 50%.
  • X: Increases magazine size by a total of 55%.
Backup
Lucky Bullet
Lucky Bullet
  • I: Increases critical hit chance by a total of 2%.
  • II: Increases critical hit chance by a total of 3%.
  • III: Increases critical hit chance by a total of 4%.
  • IV: Increases critical hit chance by a total of 5%.
  • V: Increases critical hit chance by a total of 6%.
  • VI: Increases critical hit chance by a total of 7%.
  • VII: Increases critical hit chance by a total of 8%.
  • VIII: Increases critical hit chance by a total of 9%.
  • IX: Increases critical hit chance by a total of 10%.
  • X: Increases critical hit chance by a total of 11%.
Backup
Bandolier
Bandolier
  • I: Increases reload speed by a total of 5%.
  • II: Increases reload speed by a total of 10%.
  • III: Increases reload speed by a total of 15%.
  • IV: Increases reload speed by a total of 20%.
  • V: Increases reload speed by a total of 25%.
  • VI: Increases reload speed by a total of 30%.
  • VII: Increases reload speed by a total of 35%.
  • VIII: Increases reload speed by a total of 40%.
  • IX: Increases reload speed by a total of 45%.
  • X: Increases reload speed by a total of 50%.
Melee
Alloy
Alloy
  • I: Increases movement speed by a total of 2%.
  • II: Increases movement speed by a total of 3%.
  • III: Increases movement speed by a total of 4%.
  • IV: Increases movement speed by a total of 5%.
  • V: Increases movement speed by a total of 6%.
  • VI: Increases movement speed by a total of 7%.
  • VII: Increases movement speed by a total of 8%.
  • VIII: Increases movement speed by a total of 10%.
  • IX: Increases movement speed by a total of 12%.
  • X: Increases movement speed by a total of 15%.
Melee
Astral Blade
Astral Blade
  • I: Increases damage radius by a total of 3%.
  • II: Increases damage radius by a total of 5%.
  • III: Increases damage radius by a total of 10%.
  • IV: Increases damage radius by a total of 20%.
  • V: Increases damage radius by a total of 25%.
  • VI: Increases damage radius by a total of 30%.
  • VII: Increases damage radius by a total of 35%.
  • VIII: Increases damage radius by a total of 40%.
  • IX: Increases damage radius by a total of 45%.
  • X: Increases damage radius by a total of 50%.
Melee
Shiv
Shiv
  • I: Increases attack speed by a total of 2%.
  • II: Increases attack speed by a total of 3%.
  • III: Increases attack speed by a total of 5%.
  • IV: Increases attack speed by a total of 10%.
  • V: Increases attack speed by a total of 20%.
  • VI: Increases attack speed by a total of 25%.
  • VII: Increases attack speed by a total of 30%.
  • VIII: Increases attack speed by a total of 35%.
  • IX: Increases attack speed by a total of 40%.
  • X: Increases attack speed by a total of 50%.
Special
Battery
Battery
  • I: Increases ammunition by a total of 5%.
  • II: Increases ammunition by a total of 10%.
  • III: Increases ammunition by a total of 15%.
  • IV: Increases ammunition by a total of 20%.
  • V: Increases ammunition by a total of 25%.
  • VI: Increases ammunition by a total of 30%.
  • VII: Increases ammunition by a total of 40%.
  • VIII: Increases ammunition by a total of 45%.
  • IX: Increases ammunition by a total of 50%.
  • X: Increases ammunition by a total of 60%.
Special
Oilcan
Oilcan
  • I: Increases reload speed by a total of 5%.
  • II: Increases reload speed by a total of 10%.
  • III: Increases reload speed by a total of 15%.
  • IV: Increases reload speed by a total of 20%.
  • V: Increases reload speed by a total of 25%.
  • VI: Increases reload speed by a total of 30%.
  • VII: Increases reload speed by a total of 35%.
  • VIII: Increases reload speed by a total of 40%.
  • IX: Increases reload speed by a total of 45%.
  • X: Increases reload speed by a total of 50%.
Special
Voodoo Doll
Voodoo Doll
  • I: Increases effect duration by a total of 5%.
  • II: Increases effect duration by a total of 10%.
  • III: Increases effect duration by a total of 20%.
  • IV: Increases effect duration by a total of 30%.
  • V: Increases effect duration by a total of 40%.
  • VI: Increases effect duration by a total of 50%.
  • VII: Increases effect duration by a total of 55%.
  • VIII: Increases effect duration by a total of 60%.
  • IX: Increases effect duration by a total of 65%.
  • X: Increases effect duration by a total of 75%.
Sniper
Handgrip
Handgrip
  • I: Increases stability by a total of 5%.
  • II: Increases stability by a total of 10%.
  • III: Increases stability by a total of 20%.
  • IV: Increases stability by a total of 30%.
  • V: Increases stability by a total of 40%.
  • VI: Increases stability by a total of 50%.
  • VII: Increases stability by a total of 60%.
  • VIII: Increases stability by a total of 70%.
  • IX: Increases stability by a total of 80%.
  • X: Increases stability by a total of 90%.
Sniper
Lenses
Lenses
  • I: Increases zoom by a total of 2%.
  • II: Increases zoom by a total of 3%.
  • III: Increases zoom by a total of 5%.
  • IV: Increases zoom by a total of 10%.
  • V: Increases zoom by a total of 15%.
  • VI: Increases zoom by a total of 20%.
  • VII: Increases zoom by a total of 25%.
  • VIII: Increases zoom by a total of 30%.
  • IX: Increases zoom by a total of 35%.
  • X: Increases zoom by a total of 40%.
Sniper
Muzzle Brake
Muzzle Brake
  • I: Decreases recoil by a total of 10%.
  • II: Decreases recoil by a total of 20%.
  • III: Decreases recoil by a total of 30%.
  • IV: Decreases recoil by total of 40%.
  • V: Decreases recoil by a total of 50%.
  • VI: Decreases recoil by a total of 60%.
  • VII: Decreases recoil by a total of 70%.
  • VIII: Decreases recoil by a total of 80%.
  • IX: Decreases recoil by a total of 90%.
  • X: Decreases recoil by a total of 100%.
Heavy
Sharpnel
Shrapnel
  • I: Increases damage radius by a total of 5%.
  • II: Increases damage radius by a total of 10%.
  • III: Increases damage radius by a total of 15%.
  • IV: Increases damage radius by a total of 20%.
  • V: Increases damage radius by a total of 25%.
  • VI: Increases damage radius by a total of 30%.
  • VII: Increases damage radius by a total of 35%.
  • VIII: Increases damage radius by a total of 40%.
  • IX: Increases damage radius by a total of 45%.
  • X: Increases damage radius by a total of 50%.
Heavy
Pouch
Pouch
  • I: Increases reload speed by a total of 5%.
  • II: Increases reload speed by a total of 10%.
  • III: Increases reload speed by a total of 15%.
  • IV: Increases reload speed by a total of 20%.
  • V: Increases reload speed by a total of 25%.
  • VI: Increases reload speed by a total of 30%.
  • VII: Increases reload speed by a total of 35%.
  • VIII: Increases reload speed by a total of 40%.
  • IX: Increases reload speed by a total of 45%.
  • X: Increases reload speed by a total of 50%.
Heavy
Jet Fuel
Jet Fuel
  • I: Increases rocket speed by a total of 5%.
  • II: Increases rocket speed by a total of 10%.
  • III: Increases rocket speed by a total of 15%.
  • IV: Increases rocket speed by a total of 20%.
  • V: Increases rocket speed by a total of 25%.
  • VI: Increases rocket speed by a total of 30%.
  • VII: Increases rocket speed by a total of 35%.
  • VIII: Increases rocket speed by a total of 40%.
  • IX: Increases rocket speed by a total of 45%.
  • X: Increases rocket speed by a total of 50%.
Armor
Accelerator
Accelerator
  • I: Increases acceleration by a total of 1%.
  • II: Increases acceleration by a total of 2%.
  • III: Increases acceleration by a total of 3%.
  • IV: Increases acceleration by a total of 4%.
  • V: Increases acceleration by a total of 5%.
  • VI: Increases acceleration by a total of 6%.
  • VII: Increases acceleration by a total of 7%.
  • VIII: Increases acceleration by a total of 8%.
  • IX: Increases acceleration by a total of 9%.
  • X: Increases acceleration by a total of 10%.
Armor
Repair Kit
Repair Kit
  • I: Provides armor regeneration for every 10 seconds.
  • II: Decreases armor regeneration to 9 seconds.
  • III: Decreases armor regeneration to 8 seconds.
  • IV: Decreases armor regeneration to 7 seconds.
  • V: Decreases armor regeneration to 6 seconds.
  • VI: Decreases armor regeneration to 5 seconds.
  • VII: Decreases armor regeneration to 4 seconds.
  • VIII: Decreases armor regeneration to 3 seconds.
  • IX: Decreases armor regeneration to 2 seconds.
  • X: Decreases armor regeneration to 1 second.
  • Note: Each second repairs 2% of the player's armor. However, the percentage increases by armor regeneration improves from the player's wear, like the Cyber Santa Armor, which will make the player regenerate a higher percentage of armor per the Repair Kit’s efficiency.
Armor
Camouflage
Camouflage
  • I: Provides hiding distance for a total of 50 meters.
  • II: Reduces name tag visibility to a total of 45 meters.
  • III: Reduces name tag visibility to a total of 40 meters.
  • IV: Reduces name tag visibility to a total of 35 meters.
  • V: Reduces name tag visibility to a total of 30 meters.
  • VI: Reduces name tag visibility to a total of 25 meters.
  • VII: Reduces name tag visibility to a total of 20 meters.
  • VIII: Reduces name tag visibility to a total of 15 meters.
  • IX: Reduces name tag visibility to a total of 10 meters.
  • X: Reduces name tag visibility to a total of 5 meters.
  • Note: Hiding distance hides the user's nickname from their enemies a certain amount of meters away. For example, a hiding distance of 50 meters means enemies 50 meters away cannot see their nickname, making them much less likely to spot them. In some modes, such as Team Strike and certain Brawls, this feature is irrelevant as the name is already hidden.

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
Primary Mod Abilities
Main articles: Fortune, Lucky Chance & Ball Lightning
BackUp Mod Abilities
Main articles: Vampirism, Blood Thirst & Energy Shield (Module Combination)
Melee Mod Abilities
Main articles: Explosive Ammo, Shock (Module Combination) & Mine Field
Special Mod Abilities
Main articles: Steel Hands, Oracle & Disguise
Sniper Mod Abilities
Main articles: Last Word, Stone Skin & Homing Rocket
Heavy Mod Abilities


pencil-small Other
Pixel Gun 3D

Pixel Gun World

pencil-small Modules
Elemental Modules

Non-Elemental Modules

Module Combinations

Module Chests

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