The Tower tools and reference
Reroll Simulator
The Tower reroll calculator: simulate module substat rerolls, locks, and bans, and see the odds and expected reroll shard cost of your target effects.
How module rerolls work in The Tower
This calculator simulates module substat rerolls. Unique epic effects such as Death Penalty, Galaxy Compressor, Dimension Core, Havoc Bringer, and Wormhole Redirector do not change the substat pool, but they are the names players actually equip.
The Tower has four module types: Cannon for attack, Armor for defense, Generator for utility, and Core for ultimate weapons. Modules unlock at Tier 2 wave 90. Common, Rare, and Epic drops come from gem banners; only natural epics get a unique effect. Merging rares into an epic does not create a unique.
Every module starts with two substat slots. Extra slots unlock at levels 41, 101, 141, 161, 201, and 241, up to eight slots. The main effect (damage, health, coin bonus, or UW damage) grows with module level. Substats are rolled separately and can sit below the module rarity. The module rarity is only a ceiling.
Reroll shards re-roll unlocked substat slots. Locked slots stay and raise the next roll cost from 10 shards with zero locks to 40, 160, 500, 1,000, 1,600, 2,250, and 3,000 with seven locks. Natural substat rarity odds are 46.2% Common, 40% Rare, 10% Epic, 2.5% Legendary, 1.0% Mythic, and 0.3% Ancestral. If a rarity pool is empty because of bans or locked stats, leftover weight overflows to the next rarity, up to your module rarity ceiling.
Targets are auto-stop rules such as Ancestral Attack Speed. Ban a stat to remove it from the roll pool, matching in-game Cannon, Armor, Generator, and Core effect-ban labs. Unique effects are listed below for reference; they do not change these reroll odds.
- Pick the module type and rarity ceiling that match the module you are rolling in-game.
- Set the number of active slots from the module level bands (2 through 8).
- Click a table cell to add a target, or ban a row to keep that stat out of the pool.
- Lock finished slots, then Manual Reroll, Auto, or Reroll Until Got to estimate shard cost.
Module mechanics summarized from the Modules wiki. Unique effect values come from the Epic Module Unique Effect page.
Substat slots by module level
| Module level | Substat slots |
|---|---|
| Lv 1-40 (2 slots) | 2 |
| Lv 41-100 (3 slots) | 3 |
| Lv 101-140 (4 slots) | 4 |
| Lv 141-160 (5 slots) | 5 |
| Lv 161-200 (6 slots) | 6 |
| Lv 201-240 (7 slots) | 7 |
| Lv 241+ (8 slots) | 8 |
Reroll shard cost by locked slots
| Locked slots | Reroll shard cost |
|---|---|
| 0 | 10 |
| 1 | 40 |
| 2 | 160 |
| 3 | 500 |
| 4 | 1,000 |
| 5 | 1,600 |
| 6 | 2,250 |
| 7 | 3,000 |
Natural substat rarity chances
| Substat rarity | Natural chance |
|---|---|
| Common | 46.2% |
| Rare | 40% |
| Epic | 10% |
| Legendary | 2.5% |
| Mythic | 1.0% |
| Ancestral | 0.3% |
Epic unique module effects
Unique effects come from natural epic modules. They do not change substat reroll odds in this calculator.
Cannon unique modules
| Module | Unique effect | 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 |
| Gilded Sniper | On enemy death: [x]% chance to apply all active coin bonuses, even if the enemy is not in range. | 10 | 20 | 30 | 40 |
Armor unique modules
| Module | Unique effect | 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 applies a stacking debuff, reducing 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 |
| Sentry Protocol | Orb Speed is reduced to zero. Orbs instead fire [x] mini orbs. | 1 | 2 | 3 | 4 |
Generator unique modules
| Module | Unique effect | 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 reduces 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 cannot 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 |
Core unique modules
| Module | Unique effect | Epic | Legendary | Mythic | Ancestral |
|---|---|---|---|---|---|
| Om Chip | Spotlight will rotate to focus a boss. Bosses reflect the light around them 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 (boss chance is halved). | 15 | 20 | 25 | 30 |
| Dimension Core | Chain Lightning has a 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 always activate at the same time, but the cooldown is 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 |
Cannon unique notes
- Amplifying Strike also boosts Impact ultimate-weapon damage. Killing another boss or elite refreshes the duration.
Armor unique notes
- Space Displacer Inner Land Mines use Level 1 x30 damage if Inner Land Mines is not unlocked, and 0 damage during Ultimate Weapon Dissonance.
- Negative Mass Projector and Anti-Cube Portal still count shockwave or orb contact on immune enemies.
- Sentry Protocol firing speed still scales with orb speed, and Extra Orbs can pair with it in defense Dissonance.
Generator unique notes
- Project Funding never goes below x1.00. The wiki lists the effective multiplier as 1 + log(cash) times the rarity value.
- Black Hole Digestor still grants its coin bonus when a free upgrade triggers, even if that category is already maxed.
- Pulsar Harvester has diminishing returns after 100 reductions and a hard cap of 400.
- Restorative Bonus refreshes on a new recovery package; duration does not stack.
Core unique notes
- Dimension Core doubles shock chance and shock multiplier, then stacks the bonus additively up to the listed ancestral stack cap.
- Multiverse Nexus syncs Death Wave, Golden Tower, and Black Hole to the average cooldown, plus or minus the rarity value.
All unique module names: Astral Deliverance, Being Annihilator, Death Penalty, Havoc Bringer, Shrink Ray, Amplifying Strike, Gilded Sniper, Anti-Cube Portal, Negative Mass Projector, Wormhole Redirector, Space Displacer, Sharp Fortitude, Orbital Augment, Sentry Protocol, Singularity Harness, Galaxy Compressor, Pulsar Harvester, Black Hole Digestor, Project Funding, Restorative Bonus, Om Chip, Harmony Conductor, Dimension Core, Multiverse Nexus, Magnetic Hook, Primordial Collapse.
Learn the mechanics
- Modules guide: How modules work in The Tower: pull rates, the rarity ladder to 5-star Ancestral (level 300), all 26 unique effects, every sub-effect value and reroll costs.