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.
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% | ‣ |
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% | ‣ |
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 | ‣ |
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 | ‣, ‣ |