Epic Modules that are drawn (from the Standard Banner or Featured Banner) and have a unique effect. Merging Rare Modules to become Epic Modules will not give a module unique abilities. These unique effects are different from the Sub-Module Effect that any module has, including the unique epic modules.

Unique Epic Modules Effects

Cannon Modules

Module Ability Epic Legendary Mythic Ancestral Abbreviation
‣’s range is increase by 3% of the Tower’s total range. Each bounce increases the projectile’s damage by [X}%. 20% 40% 60% 80%
When you do a ‣ hit, your next [X] shots are guaranteed super crit. 3 4 5 6
Gives a a chance of [X]% to mark an enemy for death when it spawns, causing any damage to destroy it. 5% 8% 11% 15%
Gives you [X]% chance for ‣ to instantly go to max. 10% 13% 15% 20%

Armor Modules

Module Ability Epic Legendary Mythic Ancestral Abbreviation
‣ takes [X]x damage for 7 seconds after they are hit by a ‣. 10x 15x 20x 25x
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% 1.5% 2% 2.5%
Land mines have a [X]% chance of spawning as ‣ (20 max) instead of a normal mine. These mines move and organize around the tower autonomously. 15% 20% 25% 30%
‣ can heal up to [X]% of ‣. 25% 50% 75% 100%

Generator Modules

Module Ability Epic Legendary Mythic Ancestral Abbreviation
You temporarily get [X]% extra ‣ for each free upgrade you got on the current wave. Free Upgrades can not increase ‣. 3% 5% 7% 10%
When you collect ‣ it reduces the cooldown of all ‣ (except for ‣) by [X]s. 10s 13s 17s 20s
Tower damage is multiplied by [X]% of the number of digits in your current ‣. 12.5% 25% 50% 100%
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% 1.5% 2% 2.5%
Increases the range of each bot by +[X] meters. And ‣ hit by the Flame bot receive double damage. 5m 8m 11m 15m

Core Modules

Module Ability Epic Legendary Mythic Ancestral Abbreviation
‣ have 60% chance of hitting the initial target. Shock chance and multiplier is double. If a shock is applied again to the same enemy the shock multiplier will add up to a max stack of [X]. 5 10 15 20
[X]% chance of poisoned enemies (from ‣) to miss attacks. ‣ chance is halved. 15% 20% 25% 30%
[X] ‣ are fired at Bosses as they enter ‣. 25% of ‣ have Inner Land Mines fired at them as they enter Tower range. 1 2 3 4
‣, ‣, and ‣ will always activate at the same time, but the cooldown will be the average of those +/- [X]s. 20s 10s 1s -10s
‣ will rotate to focus on a ‣. This effect can only happen again after [X] bosses. 3 2 1 0 ‣, ‣

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