Chips

Last verified 2026-07-29 · 7 data tables

Chips are abilities your Guardian activates during a run. Each one has a distinct effect, from damaging enemies to pulling in bonus loot, and each can be upgraded with bits.

All chips share the same targeting behaviour, so it's worth understanding those rules before investing in upgrades.

When a chip activates, the Guardian targets the enemies closest to it, and it only has a limited range. If nothing is close enough when the chip would fire, the activation is wasted and nothing happens. If a chip can hit multiple targets, it will still go off as long as at least one enemy is in range, even if fewer are present than its maximum.

Chips ignore your target priority settings entirely. They make no attempt to pick the ideal target for their effect — proximity is all that matters.

The upgrade values shown for each chip are figures actually observed by players in game, not projections that assume the scaling curve stays the same at higher levels. That said, based on how Bots and Ultimate Weapons scale, there's reason to believe chip upgrades and their costs are linear until maxed.

Attack Chip

Attack makes the Guardian strike the enemies with the most missing health, dealing damage equal to a percentage of the health they've already lost. Against bosses this is cut in half.

Because the damage scales with lost health rather than a flat value, the chip could in theory work like a Plasma Cannon against regular enemies: with enough upgrades it might hit multiple targets, hit hard, and fire more often. That potential still needs proper testing at higher upgrade levels to confirm.

You'll know it's about to fire when a red sphere appears orbiting the Guardian.

Attack Chip — Upgrades

The upgrade table below lists the observed costs and values for each level of Attack.

PercentageBitsCooldownBitsTargetsBits
1%0120s010
2%25119s12100
3%50118s23200
4%75117s34300
5%100116s45400
6%125115s56500
7%150114s67600
8%175113s78700
9%200112s89800
10%225111s910900

Ally Chip

Ally converts an enemy into an Ally Recovery Package, which can heal your tower past its normal maximum recovery limit.

These packages are a separate item from standard recovery packages. They don't count toward effects that interact with regular packages, such as the Galaxy Compressor module.

Ally Chip — Upgrades

Fully upgrading Ally costs 14,470 bits in total, which works out to roughly 71 weeks of saving. The table below breaks down the per-level costs and values.

Recovery AmountBitsCooldownBitsMax RecoveyBits
1%0120s01.1x0
2%10119s11.2x1
3%15118s21.3x2
4%20117s31.4x3
5%25116s41.5x4
6%30115s51.6x5
7%35114s61.7x6
8%40113s71.8x7
9%45112s81.9x8
10%50111s92.0x9

Bounty Chip

Bounty marks nearby non-common enemies so they pay out extra coins when killed.

The bonus is calculated from every coin multiplier active on the target at the moment it dies, multiplied by the chip's own Bounty Multiplier stat. Effects like Golden Bot, Death Wave, Golden Tower, Black Hole and Spotlight all feed into the total, so Bounty pays out most when your coin bonuses are stacked up.

Bounty Chip — Upgrades

The upgrade table below lists the observed costs and values for each level of Bounty.

MultiplierBitsCooldownBitsTargetsBits
x0.010120010
x0.02111922100
x0.03211843200
x0.04311764300
x0.05411685400
x0.065115106500
x0.076114127600
x0.087113148700
x0.098112169800
x0.1091111810900

Fetch Chip

Fetch sends the Guardian out to find and collect hidden loot during a run. The possible finds are coins, Gems, Medals, Shards and Modules.

Droptable

The drop table below shows what Fetch can bring back and how likely each reward is.

ItemChance (%)Daily Cap
Gems420
Medal210
Reroll Shard3
Cannon Shard1
Armor Shard1
Generator Shard1
Core Shard1
Common Module0.45
Rare Module0.12
Coins86.5

Fetch Chip — Upgrades

The table below lays out an estimated optimal upgrade path for Fetch, so you can prioritise the levels that give the best return for your bits.

CooldownBitsFind ChanceBitsDouble Find ChanceBits
120s010%02%0
119s211%203%10
118s412%254%15
117s613%305%20
116s814%356%25
115s1015%407%30
114s1216%458%35
113s1417%509%40
112s1618%5510%45
111s1819%6011%50

Summon Chip

Summon spawns two enemies per second while it's active, drawn from the Basic, Tank, Ranged and Fast types. On top of that, every enemy killed during the activation pays a cash bonus — not just the ones the chip summoned.

Summoned enemies never gain Ultimate status, even if the Battle Condition for their type is active.

This chip launched in Season 5 with an incorrect in-game description, which caused some confusion before it was corrected on The Tower's Discord server.

Summon Chip — Upgrades

The upgrade table below lists the observed costs and values for each level of Summon.

CooldownBitsDurationBitsCash BonusBits
140s05s0x1.00
139s16s15x2.0100
138s37s25x3.0200
137s58s35x4.0300
136s79s45x5.0400
135s910s55x6.0500
134s1111s65x7.0600
133s1312s75x8.0700
132s1513s85x9.0800
131s1714s95x10.0900

Scout Chip

Scout marks all enemies on screen. While the effect is running, every enemy counts as being farther from your tower than it really is for damage calculations — useful if your setup benefits from distance-based damage.

Scout Chip — Upgrades

The upgrade table below lists the observed costs and values for each level of Scout.

CooldownBitsRange BonusBitsDurationBits
105s02.0x05s0
104s1x2.1106s10
103s3x2.2157s20
102s5x2.3208s30
101s7x2.4259s40
100s9x2.53010s50
99s11x2.63511s60
98s13x2.74012s70
97s15x2.84513s80
96s17x2.95014s90

Related pages

Written for Tower Hub. Numbers and mechanics were cross-checked against our decoded save data and the community's Fandom wiki (community page last edited 2026-02-23). Something out of date? Tell us in the Discord.

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