Epic modules come with unique effects that change how parts of your tower behave, and several of them have quirks that are not obvious from their in-game descriptions. This page covers the mechanical details of those effects for cannons, armor, generators and cores, so you know exactly what you are getting when you equip one.
Cannons
Amplifying Strike deals its damage as Impact ultimate weapon damage. The effect has a duration, and that duration is refreshed whenever you kill a new boss or elite enemy, so on waves with plenty of elites you can keep it running continuously. The exact values for each rarity are listed in the table below.
| Module | Ability | Epic | Legendary | Mythic | Ancestral |
|---|---|---|---|---|---|
| Astral Deliverance | Bounce shot's range is increased by 3% of the tower's total range. Each bounce increases the projectile's damage by [x]% | 20 | 40 | 60 | 80 |
| Being Annihilator | Increase Super Crit chance by [x]%. On Super Crit: Next 5 Shots guarantee a Super Crit. | 5 | 7 | 10 | 14 |
| Death Penalty | Chance of [x]% to mark an enemy for death when it spawns, causing the first hit to destroy it. | 5 | 8 | 11 | 15 |
| Havoc Bringer | [x]% chance for rend armor to instantly go to max. | 10 | 13 | 15 | 20 |
| Shrink Ray | Attacks have a 1% chance to apply a non-stacking effect that decreases the enemy's mass by [x]% | 10 | 20 | 30 | 40 |
| Amplifying Strike | On Boss, Elite, or Fleet Kill: Increases Tower Damage by 5x for [x]s. | 5 | 11 | 18 | 26 |
Armor
Space Displacer interacts with the Inner Land Mines ultimate weapon. If you have not unlocked ILM, the module applies the level 1 x30 damage multiplier instead. If you do have ILM unlocked, your own ILM stats and effects are used, which means sub-effects like an increased ILM damage multiplier will raise the total damage dealt.
There is also a useful interaction with Negative Mass Projector and Anti Cube Portal: enemies still register as being hit by shockwaves or orbs for the purposes of those effects even when they are immune to the effects themselves.
| Module | Ability | Epic | Legendary | Mythic | Ancestral |
|---|---|---|---|---|---|
| Anti-Cube Portal | Enemies take [x]x damage for 7s after they are hit by a shockwave. | 10 | 15 | 20 | 25 |
| Negative Mass Projector | 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% | 1.0 | 1.5 | 2.0 | 2.5 |
| Wormhole Redirector | Health Regen can heal up to [x]% of Package Max Recovery | 25 | 50 | 75 | 100 |
| Space Displacer | Landmines have a [x]% chance to spawn as an Inner Land Mine (20 max) instead of a normal mine. These mines autonomously move and organize around the tower. | 15 | 20 | 25 | 30 |
| Sharp Fortitude | Increase the Wall's health and regen by x[x]. Enemies take +1% increased damage from wall thorns per subsequent hit. | 1.25 | 1.5 | 2 | 2.5 |
| Orbital Augment | Adds [x] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets) | 2 | 4 | 6 | 8 |
Generators
The unique effects for generator epic modules are listed in the table below.
| Module | Ability | Epic | Legendary | Mythic | Ancestral |
|---|---|---|---|---|---|
| Singularity Harness | Increase the range of each bot by +[x]m. Enemies hit by the Flame Bot receive double damage. | 5 | 8 | 11 | 15 |
| Galaxy Compressor | Collecting a recovery package reduced the cooldown of all Ultimate Weapons except Poison Swamp by [x]s. | 10 | 13 | 17 | 20 |
| Pulsar Harvester | 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 (diminishing returns after 100 reductions) | 1.0 | 1.5 | 2.0 | 2.5 |
| Black Hole Digestor | Temporarily get [x]% extra Coins/ Kill Bonus for each free upgrade you got on the current wave. Free Upgrades can not increase Tower Range. | 3 | 5 | 7 | 10 |
| Project Funding | Tower damage is multiplied by [x]% of the number of digits in your current cash | 12.5 | 25 | 50 | 100 |
| Restorative Bonus | Packages grant a 50% attack speed boost for [x]s, decaying for 60 seconds. | 15 | 20 | 25 | 30 |
Notes
A few unique effects have edge cases worth knowing about. Project Funding's multiplier will never drop below x1.00, and its effective multiplier follows the formula (1 + Log(cash) x rarity multiplier).
Black Hole Digestor grants its bonus whenever a free upgrade triggers, whether or not any free upgrades are actually available. If every upgrade in a category is already maxed, you still receive the bonus when a free upgrade triggers on that category.
Pulsar Harvester suffers diminishing returns once it has reduced 100 levels on an enemy. Restorative Bonus is refreshed in full when you pick up another Recovery Package rather than stacking, so grabbing a second package resets the duration instead of adding to it.
Cores
Dimension Core doubles the shock multiplier in an additive way. With the shock lab maxed, the base shock multiplier is 1.66x (1 + 0.66). After the Dimension Core effect doubles it, that becomes 2.32x (1 + 1.32). Stacking is additive and follows the form 1 + 1.32 x n, so at 20 stacks you reach 1 + 1.32 x 20, a 27.4x total multiplier once fully stacked. Values for other core modules are shown in the table below.
| Module | Ability | Epic | Legendary | Mythic | Ancestral |
|---|---|---|---|---|---|
| Om Chip | Spotlight will rotate to focus a boss. Bosses reflect the light around it to nearby enemies, increasing by x[x] the damage they receive. | 2 | 4 | 7 | 15 |
| Harmony Conductor | [x]% chance of poisoned enemies to miss-attack (bosses chance is halved). | 15 | 20 | 25 | 30 |
| Dimension Core | Chain lightning have 60% chance of hitting the initial target. Shock chance and multiplier is doubled. If shock is applied again to the same enemy the shock multiplier will add up to a max stack of [x]. | 5 | 10 | 15 | 20 |
| Multiverse Nexus | Death Wave, Golden Tower and Black Hole will always activate at the same time, but the cooldown will be the average of those +/-[x]s. | 20 | 10 | 1 | -10 |
| Magnetic Hook | [x] Inner Land Mines are fired at Bosses and Fleets as they enter Tower range. 25% of Elites have Inner Land Mines fired at them as they enter Tower range. | 1 | 2 | 3 | 4 |
| Primordial Collapse | Spawns one additional Black Hole. Damage from enemies within a Black Hole is decreased by [x]% | 60 | 65 | 75 | 90 |