What should your first Module upgrade solve?

Name the failure before you choose the upgrade. If ordinary targets survive too long, test a pressure role; if the fight becomes hard to control, test area coverage; if a short damage window is the problem, test burst. This turns “best first” into a question you can answer in the next run.

The official store confirms Modules as a between-run progression layer and names Cannons, Arcane Towers and Explosives. It does not publish a complete current ranking, stable damage table or universal unlock order. Use the role labels as a decision frame, not as proof that one family is always strongest.

First Module decision by the failure that ended the run
FailureDefault testChoose it whenDo not expect
Targets survive too longCannonsYou need steady siege pressureA universal damage ranking
The approach becomes hard to controlArcane TowersYou need area coverage or a visible control effectA confirmed current numeric value
A short damage window is the problemExplosivesTargets cluster or you need burst at one openingA guaranteed one-shot route
You cannot leave dangerMovement or spacing supportSurvival ends the run before damage doesMore raw damage solving a movement failure

How should upgrades connect to the build you are testing?

Choose the upgrade layer after you name the build problem. A Turret Layer or arrow test usually needs the visible coverage, range or cooldown choice that keeps damage working while you retreat, while Mine Layer plus Top Mortar needs the area-pressure or ability-cooldown choice that supports a readable pursuit. These are role matches, not proof that one upgrade is best for every account.

For Cannon pressure, keep the next choice tied to the target that survived; for Ram, keep it tied to the movement gap that trapped you. If the current card answers a different failure, do not rebuild the whole setup around it unless that failure ends the run sooner. Use the Builds page for the candidate route and return here for the specific upgrade layer.

Build problem to upgrade layer
Build testFirst role to inspectChoose it whenFallback
Turret Layer → Side Ballista → Archer TowerCoverage, range or cooldownDamage must continue while you retreatKeep the core and test the visible pressure role
Mine Layer → Top MortarArea pressure or ability cooldownPursuers follow a readable lineAdd movement or spacing before raw damage
Side Cannons → Front CannonSteady pressure or active timingTargets stay beside the castleKeep the existing route and test one support role
Ram movement testMovement or Nitro supportYou cannot leave dangerChange the approach before adding damage

How should you separate unlocks, silver and in-run upgrades?

Between runs, open the locked Module and use the displayed requirement as the next objective. Do not treat a permanent unlock, a silver purchase and an in-run upgrade card as the same step. They solve different bottlenecks and can appear on different screens.

Spend silver only when you can name the option it expands for the next attempt. Once the run starts, choose the visible card that changes the failure you named: pressure, control, cooldown, range, damage or movement. Record the exact label if you want to compare the result later; do not reconstruct a hidden upgrade tree from a name alone.

  1. Unlock the missing role

    Read the locked Module requirement between runs and make that displayed objective the next attempt.

  2. Spend silver with a purpose

    Buy the option that expands the role or build question you are actually testing.

  3. Choose the visible run card

    Take the current card that fixes the first failure: pressure, control, cooldown, range, damage or movement.

  4. Judge one result

    Repeat the same target or danger state and keep the upgrade only if the named symptom improves.

What should you do when the offer is missing?

Do not restart the entire plan because one named Module is absent. Keep the same role question, choose the closest visible option and write down the missing item, displayed requirement and current version. This keeps the next run useful without inventing a replacement or a permanent unlock path.

If the current offer fixes a different bottleneck, take it only when that bottleneck ends the run sooner. A defensive choice can be correct when you are trapped, while a damage choice is correct when targets survive in range. The decision is conditional until current UI captures support a stable order.

When should you test Cannons?

Test Cannons when the named problem is steady siege pressure. Read the current Cannon description, prerequisite and available slot before committing, because the collected sources do not confirm one fixed route through the unlock tree. Judge the choice by whether the target that previously survived becomes easier to pressure.

Keep the test tied to the build you are already trying. Do not add a Cannon simply because the name sounds strong if the rest of the run is solving movement or area control. Exact Cannon damage, cost and ranking are To be confirmed in the current UI.

When should you test Arcane Towers?

Test Arcane Towers when space control or a magic-focused direction is the problem. The official store names Arcane Towers, but the collected material does not provide a complete effect description or current numeric value. Read the visible behavior and identify which enemy situation it is meant to change.

A useful result is not a higher number on a tooltip alone. It is a run where the tower’s visible coverage or effect helps you keep control of the approach you previously lost. If it does not change that failure, record the mismatch and test a different role next time.

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When should you test Explosives?

Test Explosives when clustered targets or a short damage window is stopping the run. The official store includes Explosives among the named modular choices, but it does not confirm the current blast size, cooldown or damage. Treat the first attempt as a controlled burst experiment.

Use one clear success signal: the burst answers the group or opening you selected it for without removing your ability to escape. If the run still fails because damage is spread across unrelated choices, return to the role that addresses the named bottleneck. Exact values and the best pairing remain To be confirmed.

How should you read an upgrade offer?

Read the option’s role, visible effect, cost and prerequisite before selecting it. Keep unlock, rarity, slot and effect as separate facts in your notes, because a visible upgrade can be available without proving that it belongs to the full permanent path. If a field is not shown, leave it To be confirmed.

Choose the upgrade that answers the next decision rather than the most impressive label. A pressure choice is useful when pressure is the failure, while a control or burst choice is useful when the target problem is different. Do not infer hidden damage breakpoints from a name, a search result or an older build report.

What does the current 0.9.10 boundary change?

The official 0.9.10 notes change Module and Artifact behavior, including Back Turret attack-speed scaling and Side Arm active and automatic damage by rarity. Those notes are enough to make a static old order unsafe. They are not a complete current Module tier list.

Compare the choices shown in your installed version before reusing an older route. A result from the earlier EA 0.9.2 video or an older guide is historical unless the current option and failure condition match. Current DPS, best order and same-condition clear speed are To be confirmed.

How do rerolls affect upgrade planning?

The official 0.9.10 notes say every six unlocked Modules gives one New Module Reroll, and every six unlocked Artifacts gives one Artifact Reroll. Treat those as confirmed rules for the dated patch note. The note does not publish a full list of what each future offer can contain.

When a reroll is visible, record the count and the exact choices before spending it. Use the reroll to test the role your run actually needs, not to assume it guarantees a rare or optimal option. The full offer pool, cost relationship and permanent progression route are To be confirmed.

What should you do when the upgrade path is unclear?

Stop and capture the visible requirement instead of inventing the next unlock. Note the Module name, the locked or available state, the displayed cost and the text that explains what to do. Then choose the next run around that displayed objective if it addresses the problem you are trying to solve.

If the objective is not visible or conflicts with an older guide, keep the conflict out of the public answer until a current UI check resolves it. A partial route is more useful than a confident but unsupported full tree. Do not use the claimed 456-upgrade count or an unverified price as a fact.

What is still To be confirmed?

The current evidence supports role-based testing and the dated 0.9.10 reroll rule. It does not support a universal first Module, complete unlock order, exact costs, exact damage, rarity breakpoints or a full list of current options. Those fields need a live UI or an official source with matching version context.

Until that evidence is collected, keep one question per run and write down the visible result. Use Cannons, Arcane Towers or Explosives as named starting roles, then update the choice only when a current test changes the answer. This page should not become a numeric tier list without that proof.