
Ricochet
Your shots bounce on to another enemy.
- Rank 1
- Rank 7
- Bounces
- 1
- 7
- Seek radius
- 1.5u
- 3.0u
Every card the buff stop can offer, what it does, and the size of it at the bottom and top of its rank ladder. A card arrives worth +1 to +3 ranks; taking a buff you already hold adds its ranks on top, to a ceiling of 7.
Numbers are from the current build and will move as the game is balanced.
The gun itself — everything here changes the bullets you are already firing.

Your shots bounce on to another enemy.

You fire extra bullets in a spread.

Your shots pass through enemies.

Your shots hit harder.

Your damage builds while your shots keep hitting. A miss resets it.
ramp 7s · does not multiply Bloodiron or Voltcore
You, rather than the gun: what you can take, how fast you move, what touching you costs.

Enemies touching you take damage.

Health and shield pickups fly to you from further away.

You are untouchable for a moment after a hit lands.

You move faster.

Raises your max health, and heals you by what it adds.
×1.15 a rank, compounding · multiplies your gear's max health, not the bare base

Raises your max shield.
×1.15 a rank, compounding · multiplies your gear's max shield, not the bare base

Your shield comes back sooner, and faster.

You slowly heal between waves.
share of max health, so Fortify raises it too

Your shots sometimes hit for a share of your health bar.
share of MAX health · once per pull, on the middle bullet

Your shots sometimes hit for a share of your shield bar.
share of MAX shield · once per pull, on the middle bullet
Automatic. No input, no aim, no target — they run on their own clock the whole run.

You leave burning ground behind you.
share of ability damage · ticks 0.3s · drops every 2u

Enemies close to you burn.
share of GUN damage · ticks 0.5s

A blast pushes enemies away from you.
radius fixed at 4u · elite −40% · guardian −50% · tank −60% · boss not moved at all

You drop a dome that nothing can shoot into.
radius fixed at 2u
All four fire on a kill, which makes them worth more the faster the room dies.

Enemies you kill explode.
share of gun damage · chains 3 kills deep · rim takes 31%

Lightning strikes around the enemies you kill.
share of ability damage · 4 strikes, 0.1s apart · 1.5u each

Kills give you shield back.

Kills give you health back.
Purely additive to a module's number. Each is worth nothing alone and a great deal on the right build — an inert one still gets offered, on purpose.

Multiplies the crit chance your gear already gives.
needs a crit module · rank 7 puts a maxed legendary crit module at 110% · Volley, burn and poison damage do not crit

Your crits hit much harder.

Some of your crits hit many times harder.
every crit hit has a chance to be a lucky crit and deal ×8 damage

Multiplies the extra-hit chance your gear already gives.
needs a multihit module · rank 7 puts a maxed legendary multihit module at 110%

Every extra hit on the same enemy carries more damage.

An extra hit sometimes erupts, and the hits after it ride it.
eruption is ×8, and it re-bases the hits after it

Multiplies the proc chance your gear already gives.
needs an attribute module · rank 7 puts a maxed legendary attribute module at 110% · scales the post-resistance number, so a resistant map costs it proportionally

Your element burns harder.

Sometimes a burning enemy explodes, hurting enemies around it.
fire and poison only · 1.5u blast · the rock falls for 0.45s, then it lands · pays the whole burn up front
Your two abilities: the bubble and Volley, plus everything that reads ability damage.

Kills bring your abilities back sooner.
share of each ability's own full recharge, so cooldown modules cannot double-dip

Kills make your bubble last longer while it is up.

Your abilities hit harder.
feeds Volley, Lightning Storm and Scorch Trail
All nine add to a module's number and add to nothing without one. Crit Damage on a build with no crit chance is a near-dead card — that is the design, not a fault.
It only ticks between waves. Watching it mid-fight looks exactly like a buff that does nothing.
Fire and poison only. Its payout is the burn brought forward all at once, and ice and lightning have no burn to bring.