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The Primary Energy Module is an elemental module introduced in the 16.2.0 update.

Appearance

It appears to be a blue and cyan rifle magazine with a cyan lightning bolt symbol on it.

Use

It is used to insert in a Primary weapon so that it can be part of a module combination. It also allows to damage enemies in Raid that require energy damage on it to be damaged. It also gives more energy damage to weapons.

The level I module, the level II module and the level III module can't do anything in Raid, since the module's level isn't high enough.

The level IV module is enough to go against monsters in Dead City (if a level IV kinetic module is also equipped) and Magical Valley (if a level IV magic module is also equipped) in Raid and medium.

The level V module is enough to go against monsters in Dead City and Magical Valley (if a level V kinetic module and a level V magic module are equipped) in Raid in medium and hard.

Combination

The combination in which this module can be used in is the Piercing Shells. This combination, which also requires the Upgraded Magazine, increases damage and pierces the target.

Buffs

Level Modules required Cost Buff
I None None +2% energy damage
II 2 Primary Energy Modules 5 coins +1% energy damage (total: +3% energy damage)
III 5 Primary Energy Modules 25 coins +1% energy damage (total: +4% energy damage)
IV 10 Primary Energy Modules 50 coins +2% energy damage (total: +6% energy damage)
V 30 Primary Energy Modules 100 coins +2% energy damage (total: +8% energy damage)
VI 100 Primary Energy Modules 250 coins +4% energy damage (total: +12% energy damage)
VII 200 Primary Energy Modules 500 coins +4% energy damage (total: +16% energy damage)
VIII 400 Primary Energy Modules 1000 coins +4% energy damage (total: +20% energy damage)
IX 500 Primary Energy Modules 2000 coins +5% energy damage (total: +25% energy damage)
X 1000 Primary Energy Modules 4000 coins +5% energy damage (total: +30% energy damage)
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