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

Appearance

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

Use

It is used to insert in a Sniper 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 Disguise. This combination, which also requires the Handgrip and the Lenses, temporarily makes the player invisible while they aren't moving.

Buffs

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