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35 buffs · 6 categories

Buffs

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.

Shot5 buffs

The gun itself — everything here changes the bullets you are already firing.

Shot

Ricochet

Your shots bounce on to another enemy.

Rank 1
Rank 7
Bounces
1
7
Seek radius
1.5u
3.0u
Shot

Split

You fire extra bullets in a spread.

Rank 1
Rank 7
Extra bullets
+1
+7
Extra damage
50%
100%
Fan width
15°
60°
Shot

Pierce

Your shots pass through enemies.

Rank 1
Rank 7
Damage kept
30%
100%
Shot

Heavy Rounds

Your shots hit harder.

Rank 1
Rank 7
Gun damage
+30%
+100%
Shot

Cadence

Your damage builds while your shots keep hitting. A miss resets it.

Rank 1
Rank 7
The moment you connect
×1.25
×1.25
After 7s unbroken
×2.5
×6.0

ramp 7s · does not multiply Bloodiron or Voltcore

Body10 buffs

You, rather than the gun: what you can take, how fast you move, what touching you costs.

Body

Thorns

Enemies touching you take damage.

Rank 1
Rank 7
Contact damage
20
140
Body

Magnet

Health and shield pickups fly to you from further away.

Rank 1
Rank 7
Pull radius
4u
16u
Body

Phase

You are untouchable for a moment after a hit lands.

Rank 1
Rank 7
Immunity
0.40s
2.00s
Body

Momentum

You move faster.

Rank 1
Rank 7
Move speed
+8%
+56%
Body

Fortify

Raises your max health, and heals you by what it adds.

Rank 1
Rank 7
Max health
×1.15
×2.66

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

Body

Bulwark

Raises your max shield.

Rank 1
Rank 7
Max shield
×1.15
×2.66

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

Body

Mendfast

Your shield comes back sooner, and faster.

Rank 1
Rank 7
Regen delay
−0.09s
−0.60s
Regen rate
+14%
+98%
Body

Regenerate

You slowly heal between waves.

Rank 1
Rank 7
Heal per second
2%
14%

share of max health, so Fortify raises it too

Body

Bloodiron

Your shots sometimes hit for a share of your health bar.

Rank 1
Rank 7
Chance
30%
60%
Bonus damage
50%
500%

share of MAX health · once per pull, on the middle bullet

Body

Voltcore

Your shots sometimes hit for a share of your shield bar.

Rank 1
Rank 7
Chance
30%
60%
Bonus damage
50%
500%

share of MAX shield · once per pull, on the middle bullet

Field4 buffs

Automatic. No input, no aim, no target — they run on their own clock the whole run.

Field

Scorch Trail

You leave burning ground behind you.

Rank 1
Rank 7
Patches alive
4
8
Patch life
1.8s
4.0s
Tick damage
30%
400%

share of ability damage · ticks 0.3s · drops every 2u

Field

Aura

Enemies close to you burn.

Rank 1
Rank 7
Radius
1.5u
4.0u
Tick damage
30%
200%

share of GUN damage · ticks 0.5s

Field

Shockwave

A blast pushes enemies away from you.

Rank 1
Rank 7
Cooldown
5.0s
3.0s
Push
1.5u
4.0u

radius fixed at 4u · elite −40% · guardian −50% · tank −60% · boss not moved at all

Field

Barrier

You drop a dome that nothing can shoot into.

Rank 1
Rank 7
Cooldown
10.0s
6.0s
Lifetime
2.0s
4.0s

radius fixed at 2u

Reaction4 buffs

All four fire on a kill, which makes them worth more the faster the room dies.

Reaction

Detonate

Enemies you kill explode.

Rank 1
Rank 7
Blast damage
100%
600%

share of gun damage · chains 3 kills deep · rim takes 31%

Reaction

Lightning Storm

Lightning strikes around the enemies you kill.

Rank 1
Rank 7
Search radius
2u
4u
Per strike
200%
600%

share of ability damage · 4 strikes, 0.1s apart · 1.5u each

Reaction

Siphon

Kills give you shield back.

Rank 1
Rank 7
Shield per kill
5
15
Reaction

Mend

Kills give you health back.

Rank 1
Rank 7
Health per kill
3
12
Edge9 buffs

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.

Edge

Crit Chance

Multiplies the crit chance your gear already gives.

Rank 1
Rank 7
Share of gun crit chance
+65%
+255%

needs a crit module · rank 7 puts a maxed legendary crit module at 110% · Volley, burn and poison damage do not crit

Edge

Crit Damage

Your crits hit much harder.

Rank 1
Rank 7
Crit damage
+50%
+400%
Edge

Lucky Shot

Some of your crits hit many times harder.

Rank 1
Rank 7
Chance on a crit
5%
25%

every crit hit has a chance to be a lucky crit and deal ×8 damage

Edge

Multihit Chance

Multiplies the extra-hit chance your gear already gives.

Rank 1
Rank 7
Share of gun extra-hit chance
+30%
+145%

needs a multihit module · rank 7 puts a maxed legendary multihit module at 110%

Edge

Multihit Damage

Every extra hit on the same enemy carries more damage.

Rank 1
Rank 7
Per-hit damage
+30%
+250%
Edge

Cascade

An extra hit sometimes erupts, and the hits after it ride it.

Rank 1
Rank 7
Chance per extra hit
15%
30%

eruption is ×8, and it re-bases the hits after it

Edge

Element Proc

Multiplies the proc chance your gear already gives.

Rank 1
Rank 7
Share of gun proc chance
+50%
+265%

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

Edge

Element Damage

Your element burns harder.

Rank 1
Rank 7
Attribute damage
+20%
+150%
Edge

Meteor

Sometimes a burning enemy explodes, hurting enemies around it.

Rank 1
Rank 7
Chance
5%
20%

fire and poison only · 1.5u blast · the rock falls for 0.45s, then it lands · pays the whole burn up front

Skill3 buffs

Your two abilities: the bubble and Volley, plus everything that reads ability damage.

Skill

Recharge

Kills bring your abilities back sooner.

Rank 1
Rank 7
Refund per kill
5%
20%

share of each ability's own full recharge, so cooldown modules cannot double-dip

Skill

Extend

Kills make your bubble last longer while it is up.

Rank 1
Rank 7
Per kill
+0.1s
+0.4s
Skill

Amplify

Your abilities hit harder.

Rank 1
Rank 7
Ability damage
+25%
+150%

feeds Volley, Lightning Storm and Scorch Trail

Worth knowing

Edge cards are gambles

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.

Regenerate waits for the lull

It only ticks between waves. Watching it mid-fight looks exactly like a buff that does nothing.

Meteor needs a burn

Fire and poison only. Its payout is the burn brought forward all at once, and ice and lightning have no burn to bring.