Module labs are a set of lab researches focused on your modules. They cover how often bosses drop common and rare modules, how many shards you earn from various sources, and how much it costs to level modules up. Later labs also let you unmerge modules, gain more from shattering, and ban unwanted effects when rerolling.
Each lab is unlocked through Milestones at a specific tier and wave, and most have multiple levels that stack their effect as you research them.
— Common Drop Chance
This lab is unlocked in Milestones at Tier 4 Wave 70. It raises the chance that bosses drop common modules, which matters because the base common drop chance starts at only 2%.
The lab has 10 levels, and maxing it adds a total of 1% to your common drop chance. See the level table below for the per-level values.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 4d 4h 0m | 5,000,000 | +0.10% |
| 2 | 4d 12h 21m | 40,000,000 | +0.20% |
| 3 | 4d 20h 50m | 114,250,000 | +0.30% |
| 4 | 5d 5h 39m | 282,700,000 | +0.40% |
| 5 | 5d 14h 58m | 610,030,000 | +0.50% |
| 6 | 6d 1h 1m | 1,170,000,000 | +0.60% |
| 7 | 6d 12h 0m | 2,030,000,000 | +0.70% |
| 8 | 7d 0h 10m | 3,290,000,000 | +0.80% |
| 9 | 7d 13h 45m | 5,020,000,000 | +0.90% |
| 10 | 8d 5h 0m | 7,320,000,000 | +1.00% |
— Reroll Shards
Unlocked in Milestones at Tier 4 Wave 70, this lab increases the number of reroll shards that bosses drop.
It has 100 levels, and fully researched it adds 100 reroll shards to boss drops. The table below breaks down the gain per level.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 1d 9h 20m | 900,000 | +1 |
| 2 | 1d 10h 11m | 2,920,000 | +2 |
| 3 | 1d 11h 4m | 13,940,000 | +3 |
| 4 | 1d 11h 59m | 39,800,000 | +4 |
| 5 | 1d 12h 56m | 85,430,000 | +5 |
| 6 | 1d 13h 54m | 115,260,000 | +6 |
| 7 | 1d 14h 55m | 253,390,000 | +7 |
| 8 | 1d 15h 57m | 383,680,000 | +8 |
| 9 | 1d 17h 0m | 549,810,000 | +9 |
| 10 | 1d 18h 5m | 755,280,000 | +10 |
— Daily Mission Shards
This lab unlocks in Milestones at Tier 4 Wave 70 and boosts the shards you receive from daily missions.
Across its 50 levels, it adds up to 50 extra shards per mission, making it a steady source of extra income once researched. Per-level values are listed in the table below.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 1d 9h 19m | 1.2M | +1 |
| 2 | 1d 10h 11m | 4.2M | +2 |
| 3 | 1d 11h 6m | 25.2M | +3 |
| 4 | 1d 12h 6m | 82.2M | +4 |
| 5 | 1d 13h 12m | 192.3M | +5 |
| 6 | 1d 14h 25m | 376.3M | +6 |
| 7 | 1d 15h 46m | 649.3M | +7 |
| 8 | 1d 17h 14m | 1.03B | +8 |
| 9 | 1d 18h 51m | 1.5B | +9 |
| 10 | 1d 20h 37m | 2.1B | +10 |
— Module Shard Cost
Unlocked in Milestones at Tier 10 Wave 40, this lab reduces the shard cost of levelling up your modules.
It has 30 levels, and at maximum research it cuts shard costs by 30%. Given how expensive higher module levels become, this is one of the more valuable long-term module labs. The cost per level is shown in the table below.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 5d 4h 59m | 5,000,000,000 | -1% |
| 2 | 5d 9h 11m | 5,120,000,000 | -2% |
| 3 | 5d 13h 28m | 5,960,000,000 | -3% |
| 4 | 5d 17h 55m | 8,420,000,000 | -4% |
| 5 | 5d 22h 36m | 13,520,000,000 | -5% |
| 6 | 6d 3h 35m | 22,350,000,000 | -6% |
| 7 | 6d 8h 56m | 36,030,000,000 | -7% |
| 8 | 6d 14h 41m | 55,760,000,000 | -8% |
| 9 | 6d 20h 54m | 82,760,000,000 | -9% |
| 10 | 7d 3h 38m | 118,310,000,000 | -10% |
— Module Coin Cost
This lab is unlocked in Milestones at Tier 10 Wave 40 and lowers the coin cost of levelling up modules.
It has 30 levels and provides a 30% reduction to coin costs when fully researched, pairing naturally with the Module Shard Cost lab to make upgrades cheaper overall.
— Rare Drop Chance
Unlocked in Milestones at Tier 10 Wave 40, this lab increases the chance that bosses drop rare modules. The base rare drop chance is 0.5%, so every point here is a meaningful relative gain.
The lab has 10 levels and adds a total of 1% to your rare drop chance at maximum. The table below shows the per-level progression.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 8d 16h 20m | 70B | +0.10% |
| 2 | 9d 3h 27m | 76B | +0.20% |
| 3 | 9d 14h 44m | 128,57B | +0.30% |
| 4 | 10d 2h 19m | 306,83B | +0.40% |
| 5 | 10d 14h 25m | 714B | +0.50% |
| 6 | 11d 3h 14m | 1,47T | +0.60% |
| 7 | 11d 17h 0m | 2,72T | +0.70% |
| 8 | 12d 7h 57m | 4,61T | +0.80% |
| 9 | 13d 0h 18m | 7,32T | +0.90% |
| 10 | 13d 18h 19m | 11,01T | +1.00% |
— Unmerge Module
This lab is unlocked in Milestones at Tier 8 Wave 20 and has a single level. Once researched, it lets you reverse module merges.
How an unmerge resolves depends on how the module was made. If the merge required a duplicate epic+ module, unmerging returns the lower-level module along with that epic+. If the merge accepted any module of the right rarity, unmerging instead converts the module into shards of the unmerged type. The table below covers the specifics.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 2d 0hr 0m | 10,000,000 | Unlocked |
— Shatter Shards
Unlocked in Milestones at Tier 16 Wave 40, this lab increases the shards you earn when shattering modules.
It has 5 levels, each adding 20% more shards from shattering, for a total increase of 100% at maximum. This makes shattering unwanted modules far more rewarding in the late game. Per-level values are in the table below.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 142d 14h 13m | 10.00T | 20% |
| 2 | 191d 4h 53m | 87.00T | 40% |
| 3 | 256d 10h 58m | 229.20T | 60% |
| 4 | 359d 8h 9m | 547.36T | 80% |
| 5 | 1y 158d 6h 15m | 1.19q | 100% |
— Cannon Effect Bans
This lab is unlocked at Tier 10 Wave 40 and lets you ban specific effects when rerolling cannon modules, so banned effects no longer appear as reroll outcomes.
It has 4 levels, granting 4 total bans. The table below lists the details.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 37d 12h 0m 0s | 500.00B | 1 |
| 2 | 91d 16h 0m 0s | 50.00T | 2 |
| 3 | 162d 12h 0m 0s | 5.00q | 3 |
| 4 | 204d 4h 0m 0s | 50.00q | 4 |
— Armor Effect Bans
Unlocked at Tier 10 Wave 40, this lab allows you to ban specific effects when rerolling armor modules, removing them from the pool of possible results.
It has 4 levels, giving you 4 total bans to work with.
— Generator Effect Bans
This lab unlocks at Tier 10 Wave 40 and lets you ban chosen effects when rerolling generator modules, narrowing the possible outcomes.
It has 3 levels, providing 3 total bans. See the table below for more detail.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 62d 12h 0m 0s | 5.00T | 1 |
| 2 | 162d 12h 0m 0s | 500T | 2 |
| 3 | 204d 4h 0m 0s | 50.00q | 3 |
— Core Effect Bans
Unlocked at Tier 10 Wave 40, this lab enables you to ban specific effects when rerolling core modules so they no longer appear.
It has 7 levels, the most of any effect ban lab, for 7 total bans. The table below shows the specifics.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 16d 16h 0m 0s | 50.00B | 1 |
| 2 | 62d 12h 0m 0s | 5.00T | 2 |
| 3 | 91d 16h 0m 0s | 50.00T | 3 |
| 4 | 125d 0h 0m 0s | 500.00T | 4 |
| 5 | 162d 12h 0m 0s | 5.00q | 5 |
| 6 | 204d 4h 0m 0s | 50.00q | 6 |
| 7 | 250d 0h m 0s | 500.00q | 7 |
— Assist Module Labs
The assist module labs are summarised in the data table below.
| Level | Time | Cost (Q Coins) | Value |
|---|---|---|---|
| 1 | 10d 19h 11m | 0.25 | 1% |
| 2 | 21d 14h 22m | 0.5 | 2% |
| 3 | 32d 9h 33m | 0.75 | 3% |
| 4 | 43d 4h 45m | 1 | 4% |
| 5 | 53d 23h 56m | 1.25 | 5% |
| 6 | 64d 19h 7m | 1.5 | 6% |
| 7 | 75d 14h 19m | 1.75 | 7% |
| 8 | 86d 9h 30m | 2 | 8% |
| 9 | 97d 4h 41m | 2.25 | 9% |
| 10 | 107d 23h 53m | 2.5 | 10% |
Module labs let you research better drop chances for common and rare modules, increase the shards you earn, and reduce the cost of upgrading your modules.