Mods are items that can be applied to weapons to receive various benefits. They are applied to weapons in the Weapons menu, which is found in the Unlocks tab.
Basics
Mods can be obtained by finishing waves on any difficulty; the higher the difficulty, the higher the chance a mod will drop upon a wave completion. You can also buy mods via ROBUX. Similarly to Perks, every weapon has a specific number of mod slots that can be increased by leveling the weapon up (1 slot every 3 levels, up to Level 12) through gameplay, with an additional slot being unlocked by beating Wave 30 on Impossible mode. Like locking perks, mods installed in weapons will be locked and receive a red border once you leave spawn for the first time in a game. They can only be removed once the current game session ends.
When a mod is received, both the tier and the type of the mod are randomized, with higher tiers being rarer. Every mod has five tiers, with higher tiers providing stronger bonuses. All mods can both positively and negatively impact a weapon; negative effects are only seen starting with Tier 2 mods. Some mods can only be applied to specific types of weapons, and no mod can be applied to utility or consumable items. You can upgrade a mod to a tier higher if you own 4 of the same mod of the same tier. Recycling a mod gives 2 random mods that are a tier lower than the recycled mod.
It can be assumed that the formula for mod bonuses is PositiveStat*Tier & NegativeStat*(Tier-1).
Mod stats stacks additively with additional mods, but are multiplicative with Perk bonuses, with the exception of Lucky and Unlucky Mods, in which the crit chance/damage bonuses are additive.
Mods
Mod Name | Tier 1 (74.5%) | Tier 2 (19.2%) | Tier 3 (4.8%) | Tier 4 (1.2%) | Tier 5 (0.3%) | Incompatible with |
---|---|---|---|---|---|---|
Sniper Mod |
Accuracy +2% Range +2% |
Accuracy +4%
|
Accuracy +6%
|
Accuracy +8%
|
Accuracy +10%
|
N/A |
Loaded Mod |
Magazine Size +2.5% |
Magazine Size +5%
|
Magazine Size +7.5%
|
Magazine Size +10%
|
Magazine Size +12.5%
|
Weapons w/ infinite or no Ammo Reserve |
Rapid Mod | Attack Speed
+1.2% |
Attack Speed
+2.4% Damage -0.5% |
Attack Speed +3.6%
|
Attack Speed +4.8%
|
Attack Speed +6%
|
N/A |
Volley Mod |
Attack Speed +1%
|
Attack Speed +2%
|
Attack Speed +3%
|
Attack Speed +4%
|
Attack Speed +5%
|
Weapons w/ no Velocity |
Spray Mod |
Attack Speed +1.2% |
Attack Speed +2.4%
|
Attack Speed +3.6%
|
Attack Speed +4.8%
|
Attack Speed +6%
|
Melee Weapons |
Lucky Mod |
Critical Chance +0.5% |
Critical Chance +1%
|
Critical Chance +1.5%
|
Critical Chance +2%
|
Critical Chance +2.5%
|
Launchers |
Unlucky Mod |
Critical Damage +5% |
Critical Damage +10%
|
Critical Damage +15%
|
Critical Damage +20%
|
Critical Damage +25%
|
Launchers |
Heavy Mod |
Damage +0.8% |
Damage +1.6%
|
Damage +2.4%
|
Damage +3.2%
|
Damage +4%
|
N/A |
CQB Mod |
Damage +0.8% |
Damage +1.6%
|
Damage +2.4%
|
Damage +3.2%
|
Damage +4%
|
Melee Weapons |
Glass Mod |
Damage +0.8% |
Damage +1.6%
|
Damage +2.4%
|
Damage +3.2%
|
Damage +4%
|
N/A |
MOAB Mod |
Damage +0.5%
|
Damage +1%
|
Damage +1.5%
|
Damage +2%
|
Damage +2.5%
|
Weapons w/ no Radius |
Explosive Mod |
Explosive Radius +1% |
Explosive Radius +2%
|
Explosive Radius +3%
|
Explosive Radius +4%
|
Explosive Radius +5%
|
Weapons w/ no Radius |
Ammo Mod |
Magazine Size +1%
|
Magazine Size +2%
|
Magazine Size +3%
|
Magazine Size +4%
|
Magazine Size +5%
|
Melee Weapons |
Greed Mod |
Money +0.8% |
Money +1.6%
|
Money +2.4%
|
Money +3.2%
|
Money +4%
|
N/A |
End Mod |
Damage +0.4%
|
Damage +0.8%
|
Damage +1.2%
|
Damage +1.6%
|
Damage +2%
|
N/A |
Penetration Mod |
Pierce +1%
|
Pierce +2%
|
Pierce +3%
|
Pierce +4%
|
Pierce +5%
|
Weapons w/ <5 Shots in Mag |
Swift Mod |
Reload Speed +1.5% |
Reload Speed +3%
|
Reload Speed +4.5%
|
Reload Speed +6%
|
Reload Speed +7.5%
|
Weapons w/ <5 Shots in Mag |
Tank Mod |
Resistance +1.2% |
Resistance +2.4%
|
Resistance +3.6%
|
Resistance +4.8%
|
Resistance +6%
|
N/A |
Perfect Mod |
Damage +0.3%
|
Damage +0.6%
|
Damage +0.9%
|
Damage +1.2%
|
Damage +1.5%
|
N/A |
Velocity Mod |
Velocity +3%
|
Velocity +6%
|
Velocity +9%
|
Velocity +12%
|
Velocity +15%
|
N/A |
Chance to get a Mod
Night | Normal
Mod Chance |
Career Mode |
---|---|---|
1-4 | 13.3% | 6.7% |
5-9 | 16% | 8% |
10 | 18.7% | 9.3% |
11-14 | 18.7% | 12.6% |
15-19 | 21.3% | 14.4% |
20 | 24% | 16.2% |
21-24 | 24% | 20.4% |
25-29 | 26.7% | 22.7% |
30 | 29.3% | 24.9% |
31-34 | 29.3% | 30.1% |
35-39 | 32% | 32.8% |
40 | 34.7% | 35.5% |
41-44 | 34.7% | 41.6% |
45-49 | 37.3% | 44.8% |
50 | 40% | 48% |
Trivia
- When a player obtains a tier 5 mod from surviving the night, a message in chat will say "Username has found a Tier 5 Type Mod!".
- It is unlikely to obtain a tier 5 mod from solely surviving a wave. One occurrence is in this video: https://www.youtube.com/watch?v=aKF7SIFmaps&t=286s
- With Career Night 1-4, the lowest chance to gain a tier 5 mod from surviving a night is about ~1 in 4975.
- The highest chance to gain a tier 5 mod is a bit unclear, because while 200% mod rewards on Impossible would make Night 50 have an 80% chance to obtain a mod, B_Ketchup has said that Night 50 Impossible is only a 70% chance for a mod. It is unknown if this figure is still accurate.
- If assuming the mod chance is 80%, it would be ~1 in 417 chance to get a T5 mod.
- If assuming the mod chance is 70%, it would be ~1 in 476 chance to get a T5 mod.
- If assuming the mod chance is 100% (By purchasing Double Mod Chance), it would be a 0.3% chance to get a T5 mod.
- The highest chance to gain a tier 5 mod is a bit unclear, because while 200% mod rewards on Impossible would make Night 50 have an 80% chance to obtain a mod, B_Ketchup has said that Night 50 Impossible is only a 70% chance for a mod. It is unknown if this figure is still accurate.
- Since it takes 4 mods of a lower tier to upgrade it to a lower tier, it will take 256 tier 1 mods, 64 tier 2 mods, 16 tier 3 mods, or 4 tier 4 mods to get a tier 5.