Metaverse Keeper

Metaverse Keeper

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Metaverse Keeper Heroes, Weapons, Items, Chips, Achievements Guide (90% Complete) - June 2021
By Lumin.
Hi! In this guide you will find 90% of what you need to know about the heroes, items, weapons and chips that are in the game. A less optimal but fast-to-read TLDR section will also be included if you don't want to spend too much time checking out what is out there.
There are ~5 weapons and ~5 chips missing from the guide, so if you have found them yourself, feel free to let me know so that we can include them in the guide. A picture of them would also be appreciated!

NOTE : This turned out to be a big guide! Use CTRL+F to search for specific things and the right side of navigation to your advantage!

I have a lot of knowledge in games, but never bothered making any guides. Mostly because most good games already have guides made, and even if they are at times not great guides, they still provide with enough info to get someone up and about the game.
This guide is not perfectly tuned but you will still be able to get an approximate impression of how strong a piece of gear is or isn't.
   
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TL;DR Section: Heroes, Weapons, Items Tierlists, How to expect your run will go.
HEROES

ITEMS

WEAPONS

How your run is expected to go :
You start your run, speak to the computer in the first room to gain a free chip. Marcus' +8 damage upgraded Chip is the best one you can ever get, with the second best option being +20 max armor, but DMG is very important so if you are playing on hard mode you are going to need the +8 dmg.
You Pick up a weapon, best special enhancements are +20% crit chance, +10% crit chance, +200% dmg done 100% dmg taken, +100% dmg done 100%dmg taken, +8 dmg slower move speed, +5dmg chance to selfharm, +1 dmg per spare energy (up to 20), chance to freeze. If it's one of the good weapons or with a good enhancement it's probably worth sticking with it and gathering gold to upgrade it later on. Upgrading a Weapon From +0 to +5 costs around ->200->300->400->500->500. Gets cheaper with permanent upgrades. The other, cheaper but more RNG choice is to visit the merchant and reroll his shop for one. Better do it from stage 3 or later because then the merchant sells better quality for very little price difference. You clear every room, and break as many transparent crystals as possible for the chance of finding secret room portals in the room. When you run into donation machines, stop when it requests you to pay 50 coins. At the weapon upgrader, it's more worth getting an upgrade (+1) than an enhancement. Enhancements can be something very good or something completely irrelevant. Upgrades grant you strong guaranteed damage upgrades.
Heroes
EARLY GAME - NO HEROES UPGRADES

-During the Early game, Brooks is the hero that shines because the Armor, Health, Speed stats of all heroes are pretty similar to each other, with the only difference that Brooks can dodge-roll up to 3 times. In many times in the game you will find yourself being forced to use your dodge-roll, and then being unable to avoid the next attack. That is also why Brooks is also a very good option in general for learning how to play the game, as he is more forgiving of being at the wrong place at the wrong time.

-Howard comes in Second, for being able to remove 1 debuff from himself whenever he dodge-rolls(the most annoying debuff will mostly be Poison which normally attacks straight to your health points), plus he starts with 50 armor(I will explain why armor is good in this game in a lower section). His problem is that he can be clanky, as his dodge-roll opens up a portal that you can walk through again and return to the place where you were before, so if you accidentally move back and forth you get back into the portal and get damaged either way.
The rest of the heroes have trivial stats and passives in the beginning.

MID GAME - SOME BLUEPRINT UPGRADES AND MAYBE SOME HERO
UPGRADES


-Brooks remains S Tier, as the upgrades are not significant enough up until you have 90%+ of them.
-Howard remains A Tier.

LATE GAME - FULL HERO UPGRADES

- Wong reveals his true potential and climbs to tier S here. With the ability to gain +1 damage and +2 crit chance for every 2 Chips he owns, not choosing him mostly becomes a Wong choice!
On average You will be able to pull off ~30 chips+ in a run, which translates into +15 dmg and +30% crit chance.

4-Man Team Choice
-The only hero who can outpace him at this point is at times Anne, whose passive gives +30% DMG per ally hero next to her. On average she will attain ~60dmg in a run, and if you have 3 teammates next to you this amount can potentially become ~114, giving you ~54 dmg. But keep in mind that the allies have to be in close proximity, which will be very difficult in certain situations.
Anne also shares whatever buffs she has with her teammates, also making her a scary hero if for example she finds the " Critical strike for 2 seconds after dodge-rolling " Chip buff.
I would still choose Wong over her, but maybe picking her for the sake of variety would be nice in the 4-man team.

-Brooks falls to A Tier, as in the late game it is super important to have enough damage and theoretically you are starting to be able to sacrifice survivability for damage. His noteworthy passive gives him 2% crit damage per chip, which pales before Wong and Anne , though the rest of the competition has no noteworthy damage buffing passives, which is why he doesn't fall any lower.

-Howard is considered B Tier, as he is very tanky-able to withstand a lot of damage compared to the other heroes, but the damage requirement of the game, expecially in Out of Control Mode, is too big, making the extra armor a nuisance, since if you are not able to kill the enemies fast, you will get hit for a lot more damage than you have extra.

-Universal F Tier : You can even see it on Zoe's Face that she needs to get buffed!

Her kit is revolving around bombs, which is rendered useless, mostly because there are so many generic upgrades that can already provide you with bombs, even if you are not Zoe. Plus that Bombs and bomb upgrades are rarely useful in combat; they are mostly useful for breaking Crystals for the chance of finding secret rooms, and finding one bomb-related chip in your run is most of the times more than enough to keep you at a surplus of them. Better Buff Bombs?
Items Intro
Items are displayed in Alphabetical order!

The impact of using items in this game is often unnecessary; it is possible to even finish a full run without even having to use any.
They are often a complementary option that helps you a bit along the way. It is common that you will find yourself using it every 3 rooms.

There are cases where you can build around them and win your run because of them.
But in most of these cases, it will be because you picked up chips that trigger "On item use" effects, rather than because of the items themselves.

In other words don't rely too much on them, unless you find them early and can build around them. Damage and Crit should almost always stay in your chip priorities list, though.
Items
Beam Bot : Situationally strong, if placed in middle of room with no obstacles around.
C Tier
Blind Eel : An amazing item, because it's one of the cheapest cost items, which thus allows you to trigger "On item use" effects more often.
A Tier
Booster : One of the best, not only because it costs 7 Vitality, but because it can save you from a troublesome situation, or save you time travelling from a place to another faster.
S Tier
Box-O-Bombs : It's a good item to pick up, use to grab 4-6 bombs and then drop it, unless you dont have many permanent upgrades.
C Tier
Cans Knocker : Strangely it does a lot of damage. Not so strong vs monsters, because it knocks them away and stops dealing damage to them when they are far away. You can corner them on a wall though to deal extra damage, but that is not always an option. Can also be used to get enemies off of you, but that is actually a more rare thing to happen.
B Tier
Dr S' Black Hole Generator : Too slow animation, and not as powerful.
C Tier
Emergency Teleport : Theoretically, useful when you enter a room and something went terribly wrong and you lost all your armor.
Practically, this never happens, and there's a lot better options for saving you from situations like these, than an item that costs a whopping 20 Vitality to use.
D Tier
EMP : Sounds great. Too expensive. Better options available. Recommended in 4-man groups.
D Tier
Hata Candy : Looks extremely flashy, fills the room with spinning candy. Does almost nothing.
D Tier
Health Potion : Kinda expensive, but 30hp is a lot of heals. Still there's many ways of finding healing Chips etc, so not super popular. Increasingly useful if you have lots of HP and not much armor. Otherwise pick it up, use it and then drop it.
B Tier
Huger Coin : An interesting choice, provides you with some coins every now and then, varying from 1-5-10-25 coins. Does little damage. Staple if you feel like you could use some extra coin.
A Tier
Huger Incendiary Torpedo : Flashy, expensive, mediocre.
C Tier
Ice Ball : Decent in 4-man groups, can potentially provide stun for a big part of the room for a bit. If you are alone you don't get to utilize it much. Does not work on bosses.
C Tier
Lava Antiskid Drink : Mostly useless. Good "On item use" alternative if you don't have any other lower cost item available.
C Tier
Magic Bomb : Similar to Box-o-Bombs, but more immediate, provides with 1 instead of 2 bombs, in general worse option but can still be useful in the early game if you dont have permanent upgrades, or for later on just pick up, use, discard.
C Tier
Mobile Rocket Launcher : Useful only if you have no other option left. Mediocre Damage.
D Tier
Mom's Slash : TBOI Reference. Decent damage, decent pulling of a big part of the room to one place to burst it down.
A Tier
Outer-world Walker : Great for breaking crystals in a room. Similarly situational like Box-o-Bombs and Magic Bomb.
C Tier
Passionate Fireball : Decent damage for its cost. Not bad for early game or for spamming item use.
C Tier
Plasma Killer : You will almost never have 40 vitality to spend for it. Extremely situational, and not as strong anyway.
D Tier
Pocker of 2122 : Best of the best. Provides you with coins, health, bombs, items (which you will probably turn into coins). A reliable all-rounder.
S Tier
Poisonous Barbs : Trash.
D Tier
Portable Disintegrator : Amazing close-range damage.
A Tier
Portable Tornado Generator : Sometimes works, sometimes doesn't. Best used in small rooms. Too situational.
D Tier
Quarter Hot Take : Sick Damage output. Pure standalone power. Mostly useful in the start of a room with multiple enemies.
S Tier
Shield Battery : Great for generating armor, but expensive. Useful if you have synergy with other chips for it.
B Tier
Shield Calling Device : Sounds good, but the range it too small. More confusing rather than useful.
C Tier
Space Leech : Amazing enemy armor shredder.
A+ Tier
Stimpack : Sick damage. Use it if you have a way of regaining HP, otherwise use it in special occassions.
S Tier
The Almighty Circle : Too expensive
C Tier
The Sermon of R'lyeh : B'leh.
D Tier
Tiny Incendiary Torpedo : An amazing Itemits extremely low cost enables you to trigger multiple "On item use" effects that you may have picked up from Chips along your run. Vitality Build enabler.
A Tier
Toxin Detonator :Useless.
D Tier
Tusky Syringe : Situational for if you don't have any health up alternatives. There's a lot better options though.
C Tier
Vitality Converter : Garbaggio.
D Tier
Weapons Intro
Weapons will almost always be your most impactful Damage Modifier.
They consist of two types of attacks: Standard Attacks and Special Skill Attacks.
Special Skill Attacks require a cooldown of 3 or more seconds before being able to be used again.

Especially in the difficult mode (Out of Control), even if you have great chips, a bad weapon can ruin your run, because the damage requirements scale up very fast.

As a rule of thumb, you want to look for weapons that have high attack speed.

That is because
1. damage and crit builds are the mostly viable and consistent for your run, and
2. because almost all chips and upgrades provide you with flat damage, not %damage.

-So for example you have a weapon that shoots once per 10 sec for 100 damage = 100 damage per 10 sec.
If you increase its damage by 10, it will deal 110 damage over 10 seconds.

-And you have a weapon that shoots once per second for 10 damage = again 100 damage per 10 sec.
If you increase its damage by 10, it will deal 20 damage per second = 200 damage per 10 sec.


In addition, there are many effects that trigger on-hit. So the more you hit someone, the bigger the chance to trigger the effect.

Exceptions or additions to the rule are weapons that have extremely useful skills or types of attacks, which we will see below.

NOTE: Some weapons of the same name do not always have the same Special Skill Attack, and it can make the difference of it being Tier S or Tier B.
Weapons Part 1
8-bit Gun : Its fast attack speed, as well as chance for 666 damage makes it one of the top tier weapons of the list. But its weapon skill is not always the same.
Big enemy + Boss Destroyer. Struggles vs multiple enemies. Upgrading it to +5 makes a huge difference.
Reaches Tier S when it randomly has the Weapon Skill "Shoot 4 bullets". Tier A if it has " Totem that copies your attacks 50%". Tier B-C otherwise.
Ancient Cannon: Too slow.
Tier C
Too close range. Asteroids too close, too.
Tier C
Auto Attack Module: Unplayable.
Tier E
Bastion :Unplayable.
Tier E
BBQ : 3.5/5 Attack Speed, bad Weapon Skill.
Tier C
BFG : High Ranged Damage and AoE Potential. Too Slow.
Tier B-
Black Hole Generator : Too slow. Black hole not very Impactful.
Tier C
Blade of Deceive : +300% DMG after 1000 hits on enemies. Survive long enough and watch the enemies wilt down to your raw power.
Tier S+
Blaster : Destroys your own bombs, which can also harm you. Useless even if you have unlimited bombs.
Tier F
Bomber Man : Too close range
Tier C
Boomerang : Too underpowered and slow.
Tier D
Bowling Man : Good for the start, useless later.
Tier C+
Cat Claw : Too close range.
Tier C
Chainsaw : Armor shredding debuff is actually overpowered. Full offence. For advanced players.
Tier A
Clockwork Blade : Spin it to win it. Careful, it also shreds your armor.
Tier A-
Cooking Knife : I love this weapon. It is accessible from first stage, replenishes your health, gives you AoE, +300% dmg, 4/5 attack speed. Fast, fun clears.
Tier S+
Crowbar : Not much experience with it, no crazy damage.
Tier B
Cursed Whip : Hot garbage.
Tier F
Deflagration Great Sword : Hot Spin. Looks Awesome, too.
Tier A
Demon Head : Very mediocre damage. Extremely useful for spawning devil hearts and dying from them for the Achievement.
Tier C
Demon Killer Blade : Another favorite. Great Range, Great Cleave, synergizes with Critical chance.
Tier S
Energy Sword : VVVwwwwzzzz.
Tier B
Eve : Super slow.
Tier C-
Evil Dead : Decent damage, troll Weapon Skill.
Tier B-
Exploder : Explodes your run's progress.
Tier E
Field Transmitter : Not much experience with it, not amused.
Tier C
Firecracker : Sets your run on fire.
Tier F
Freeze Gun : Cold Garbage.
Tier D+
Giant Sword of Frost : Giant Sword of Clankiness.
Tier C
Golden Blade : More like Average Blade.
Tier C-
Golden Brawler : Tier C
Golden Gun : 4/5 Attack Speed, Low damage, Has great DMG up Potential.
Tier A
Grappler : Great Range, Mediocre Dmg + Attspeed.
Tier B
Green Sprouter : Horrible.
Tier E
Gunblade : Memeblade
Tier E
Gunslingers : Amazing potential.
Tier A
Hata : Spin Meow Spin
Tier B
High-Frequency Axe : Strong, Clanky AoE.
Tier B-
Hockey Stick : 4.5/5 Attack Speed!! Some Aoe. Hidden Gem.
Tier S
Holy Crowbar : Better than the standard crowbar. Still not too good.
Tier B
Iced Crystal Ball : Nope.
Tier D
Infused Powerhammer : Hidden potential : +20 dmg if you have 20 energy. But still slow.
Tier B
Iron Fist : Fast, Clanky.
Tier B
Jester : Hidden Gem unlike the rest that have Parry! 4/5 Att Speed.
Tier S
Ka Me Training Gloves : Better than the other gloves, still mediocre.
Tier B-
King Kong : Hidden potential, you can fall on your bananas instead of receiving enemy attack.
But it's way too slow and grindy to finish a run like that.
Tier S+ potential, Tier A- because you will probably wanna skip it.
L.E.A.K Tech DH-17 : I had trouble writing this name down. But even more winning with it.
Tier C+
Laser Gun B11 : Has some potential, mediocre.
Tier B-
Lava Generator : Too slow.
Tier C-
Weapons Part 2
Lollipop : Generates random effects on the enemies. Mediocre attack speed, has potential if you can reduce Special Skill cooldown, but you have to stay too close to your enemies.
Tier C
Long Blade : Indeed longer range than usual, Special Skill too clanky too use, too slow and too low damage even if you manage to reach lategame.
Tier B
Lucky George : Not so lucky. Better pick a real weapon that lets you kill the enemy fast before they even get you to low hp.
Tier D
Messenger : AoE potential, but clanky.
Tier B-
Old Friend : Too old.
Tier D
Old Shotgun : Too old.
Tier D
Pan : Blade of Deceive from Leedl, still strong.
Tier B+
Power Pickaxe : Use it to break the crystals in the room, then discard it.
Tier C+
Power Sledge : Nope.
Tier C
Probe Launcher : 0 DAMAGE, BUT EVERYWHERE!
Tier F
Qi : Decent Damage, not a first option though + rare to find.
Tier B
Rocket Racoon : Needs more damage/att speed.
Tier B-
Runner-up : High Potential, kinda inconsistent.
Tier B-
Rusty Chainsaw : Chainsaw, Rusty version.
Tier C+
Rusty Gun : Nope.
Tier D
Sakura : 0 Damage, 0 Attack Speed, useless Weapon Skill.
Tier F-
Salted Fish : Makes you salty just by having to play with it.
Tier D
Saw Blade Thrower : 1 Damage, Everywhere.
Tier D
Serious Pointer : Turns the enemies against them. Sick AoE Clear, suffers a bit in 1-on-1 combat. Best used by first aiming the big enemies of the room. Sick 5/5 attack speed!!
Tier S
Shortsword : Too short.
Tier C-
Shotgun: Bad.
Tier D
Shurikens : More like Shurican'ts
Tier D+
Sir Grey : Miehhh.
Tier B-
Soul Eater : Not enough Range.
Tier C+
Star Destroyer : Big potential, did not play it much - hard to find to begin with.
Tier B
Storm Strikes Back : Decent Attack Speed, Parry. Staple.
Tier S-
Strange Plant : Satisfying Attack animation, weird AoE.
Tier B+
Super Star : 3/5 Attack Speed, weird Attack Animation, but still strong!
Tier S-
The Cube : Team Potential, otherwise meh.
Tier B+
The Saviour : Not manytries with it, not very happy with it.
Tier B-
The Warrior : Not many tries with it, not very happy with it.
Tier B-
Thunderball Radio : AutoAttacks mediocre, Nice Special Attack.
Tier B
Thunderblade : Strong weapon, a bit risky.
Tier A-
Tornado Hammer : Meh.
Tier C-
Venom Sledge : Poisonous Meh.
Tier C
Viper : Oh no.
Tier E
Virulent Chainsword : 3/5 Attack Speed, Parry. Yes please!
Tier S-
Walkie Talkie : N0k14 Attacks. Yay.
Tier S
Wine Bottle : Medium Damage, Good for starters
Tier C
Weapon Skill provides protection against the next attack, and regenerates armor per second if you stay close to the place where you cast it. Medium Damage, Small range.
A+ Tier
Chips Part 1 : Hall of Fame, Hall of Memes, Health, Armor
You will see the best of the best. Now your life will never be the same anymore.
But wait until you actually pick them up in-game; then the same will apply to your run.
Then you will see the worst of the worst. Now your life should return back to be the same as it was.
But wait until you actually pick them up in-game; then your device will melt.

*EXPLOSIONS* HALL OF FAME *CLASSICAL HUMMING CHURCH MUSIC*



Sleight of Hand: Sleight of Run. You will be wishing you picked Brooks every.single.time. Careful not to run out of dodges and into your demise.
Tier S+
Plasma Attack: Stinginess brings power. Up to 49 Damage from a single Chip? YES. PLEASE.
Tier S+
Combat Inspiration: Untouchable for 3 seconds. Is this the real life?
Tier S+
3 Seconds Wonder:Waaaaait wait wait wait. Are you saying that you can combine this with the previous one to be Untouchable and 100% crit for 3 seconds? 1% chance of it happening, here I come!
Tier S+
Emergency Measures:Double armor. Do you have 50 armor? Here's another 50. Do you have 80 armor? Here's another 80.
Tier S+
Banker's Wife's Deposit:SHUT UP AND GIVE ME MONEY!/Looks like you somehow gained access to the Banker's Wife's Booty.
Tier S+ / PunS / Booty F-
Hunting Medal: Stay Healthy, Keep hunting.
Tier S+
Vitality Shield: On second thought, what are you doing here?
Tier A

*EXPLOSIONS* HALL OF MEMES *CLASSICAL ERA ZOMBIE APOCALYPSE SCREAMS*

Spread: Like a zombie plague.
Tier: Sheet+

Plaguebringer: As foretold.
Tier: Sheet+

Tough Life: Now even tougher.
Tier: Sheet+

Sweat Factory: Run.
Tier Sheet+

Stimulating Factor: +20% Crit Chance when you are already eaten by the zombies. Not stimulating enough?
Tier: Sheet+

Hardcore Player: or just self-punishment?
Tier: Sheet+


HEALTH

NOTE: Almost always pick up B- or more if on sale.

Backfire : +10hp with extra text.
Tier B-
Bomber's Belt : So long and thanks for the bombs.
Tier B
Cold Personality : Give them the chills.
Tier B+
Cyborg Body : What are you doing outside the hall of memes?
Tier F

Devotion: Expecially useful if on a group.
Tier A--
Fiery Reflexes: +10hp with bits of dmg.
Tier B-
First-Aid: More hp when you are already dead.
Tier D
HP Changing Pattern: ehhhh... grab it if you can remember you have it during combat.
Tier B+-
Intermission: Great combo if you also have the banana weapon King-Kong and 9999years to pull off a run with those two.
Tier D-
Life Insurance: Pick it up if you already have chips like " drop 5 coins on item use " or Huge coin item.
A- or C- Tier (if you don't have the combos)
Metabolized Boost: A good chip if you have no other means of replenishing health.
Tier B+
Overreaction: PERFECT- I meant Nice.
Tier B+

Pariah: The poison memes strike back.
Tier B-
Reactive Protection System: +10hp +some damage once in a blue moon.
Tier B-
Reap: Looks like a pear.
Tier A-
Resupplying Market: Good only if you are low on hp.
Tier C+
Soul Hunter: You will most probably need that vitality. Don't buy this.
Tier C-
Stacked: This bad boi will make you want to hurt yourself. Reap wombo combo, 9 crits 1 heart combo.
Tier A+
Strong: I hate losing armor, let alone paying energy for it.
Tier C+
Total Enhancement: My prayers have been heard.
Tier B+
Vigorous : Or not..
Tier C

ARMOR

Backup Shield: If you can manage to drop to 25% and restore to 26% then drop to 25%... You are probably unkillable. For the rest of 99% of cases, it's a gambler's shield.
Tier C
Better Shield: +30-60 armor -40-60health. I would trade it any time.
Tier A
Electric Field Enhancement: +10 Armor +text.
Tier A-
Electromagnetic Damage Enhancement: +10 Armor +text.
Tier A-
Freezing Immunity: +10 Armor and some quality of life.
Tier A
Improved Electromagnetism: An armor Chip worth of 3 Armor Chips?!
Tier S
Poison Immunity: Tediousness Immunity.
Tier A
Proliferation Shield: Shieldgasm. At least +10 armor.
Tier S-
Regeneration Armor: Ruuuuuuuun.... Fight. Ruuuuuuun....
Tier S
Chips Part 2 : Damage, Crit, Vitality/Item Use
DAMAGE

You will pick them up! They will'nt let you down!

Berserker's Blood: +DMG While you are already dead.
Tier D-
Blade: Nice!
Tier A
Bloodpath: Yay, blood!
Tier A
Carbon-based Energy Conversion: Actually adds +6 dmg for 3 seconds ON ITEM USE.
Tier B+ to A+ depending if you use items a lot.
Fighter: Turtle stance, obviously. Sluggish, but crazy strong. Don't pick it up if you are new to the game.
Tier A+
Flee: Yes please.
Tier A
Infernal Potential: Kappa.
Tier C
Inflame: The more your attack speed, the more the reasons for you to pick it up!
Tier A

CRITICAL

Crit Builds are all the hype! Grab those crits and show them who's Boss!

Absorption: Easiest choice of my life!
Tier S
Battle Trance: +5% crit was already Great, but gee sure!
Tier A
Blood Hunger: Hearts Hearts Hearts.
Tier S
Challenge Core: ALMOST Made it to Hall of Fame.
Tier S
Cold Fury: Gonna leave you with cold feet.
Tier C
Danger Sense: Cringe.
Tier D
Full of Energy: Even if you are not the best player out there, dishing out some crits at the start of the room is still well worth it.
Tier S- to S
Lacerated Wounds: Yes please.
Tier S
Original Motivation: Better go back to bed.
Tier D

VITALITY/ITEM USE

Adrenal Feedback: Are you clogged or what?
Tier F
Backup Cell: Your problem is usually about HAVING enough vitality, not KEEPING enough vitality.
Tier C
Bioenergy: Good self-heal alternative.
Tier B+
Co-op Action: One of this kind of chip keeps you at bay from ever needing bombs in your run. There's plenty of them, though.
Tier B

Dangerous Behavior: Sounds tantalizing, is actually hot trash. Even if you manage to synergize it with " use item, drop 5 coins", the damage remains trivial.
Tier F+
Data Plan: Speak of the Devil! Almost Hall of Fame. Or should I include it because it can break the game? Oh yeah, this chip can almost break the game, in combination with red chip " restore vitality per second" , the old lady that buys your chips for gold, and a rerollable chip machine. keep casting your item, generate 5 gold, gather 100 gold, sell your old chips for energy, buy energy from shop+ reroll, then sell your chips again for more energy. grab "Space Ronin Rhonin" to grab 10 gold instead of 5 every time. Or use the money to buy weapons from the Shop. Good for your collection! You are left with 1 hp from the Red chip though, so consider your run done.
Even if you don't break the game, can generate loads of golds.
Tier S

Energetic: Crazy strong if you somehow have a lot of unspent vitality. Even 20 unspent vitality is like ~+7 damage though.
Tier A to S
Energy Replacement: Where's Sleight of Hand when you need it Amirite? Or " restore vitality on evade" wombo combo.
Tier B
Ether Bolt: Itemgasm - if you have a good one. Does NOT proc other "on item use" passives twice!!
Tier A
Explosive Vitality: I don't remember having any happy memories with it.
Tier C+
Fighting Spirit: Crazy potential. Especially on Parry weapons or the chips that casts your item on weapon skill use :D.
Tier A+
Synchronous Execution : What have we here!! Even better if your weapon has low cooldown.
Tier A+ (if you have a nice item)
Synergetic Misslies: Some more complemenaty item use synergy here, nothing too crazy though.
Tier B+ (if you can spam your item(more than 1-2 times per room))
Technician: Some more Vita Cheese.
Tier B+ (if you cast your item often(more than 1-2 times per room))
Thrifty: Very useful for item users.
Tier A

Toxin Conversion: Cringe.
Tier D+
Vitality Toughness: Theoretically generates infinite Vitality. Practically you get bored after the first 3 successive evade rolls.
Tier potential : S+
Chips Part 3 : Orbitals, Bombs, Poison
ORBITALS
Not to be considered a main build, but there are two orbital buffing chips can really make a difference in orbitals damage. I almost always pick
Gravity Generating Device: Double damage, just like that! Pick it if you find it early, and pick more orbitals along the way.
Tier S if early, D if late.
Meteor Propulsion System: +50% speed is translated as +50% attack speed for your orbitals, as they will return to their attacking point faster. This is the second best orbital damage amplifier.
Tier S if early, D if late
Auto Guidance : Decent damage. From time to time. Too expensive.
Tier B-
Evil Force : Did not play much with it, was not impressed though.
Tier C
Expansion: Makes you hear your orbitals better. -More volume = better accuracy, but not a big upgrade.
Tier C
Gravitational Expansion Module : Locates them further from you, many times to the point where they become unplayable. Not paying for that.
Tier D-
Guardian of Fire: Not too bad for an orbital.
Tier C+
.Guardian of Ice : Regenerates very slowly, too close range.
Tier C
Guardian of Poison : Probably the weakest orbital.
Tier D+
Summons a single orbital ball, double the size of the standard orbitals, very close to your hero.
Deals decent damage, might be the only one benefiting from Gravitational Expansion Module.
Tier B-
Guardian of Strength: Summons 3 Sturdy orbitals that dont die down when they hit something.
Best orbital.
Tier A-
Guardian of Wind: The most flaky orbital. Inconsistent.
Tier C-
Savage Counter : Cringe.
Tier F
Star Group plan: Consider this only if you got the energy orbital ball, or more than 3 orbital chips.
Tier A+ or D

BOMBS
A sad story. One bomb chip is almost always enough to keep you from having to ever worry about running out of bombs for breaking crystals - Take one and only one.
Most of the chips are considered Tier D if you already have a bomb chip.

Ammunition Container: Overkill. Too expensive.
Tier C+
Ammunition Supply: Good stuff, and cheap.
Tier A-
Anti-Explosion Module: I see what you're trying to do, but unfortunately it does not work.
Tier F
Art of Deception: Another good way of preserving bombs.
Tier B+
Bad Temper : Chance to throw a bomb between the enemy and your face while trying to kill them. No thanks. -A bit better if your whole team is Ranged. The damage is not even much anyway though.
Tier C
Big Bang: Would maybe consider if +50%.
Tier D
Bomb Core: Another Bomb conservation chip.
Tier B-
Bomb Hound: third best bomb generator.
Tier A-
Curse of Fire: Not worth it.
Tier C-
Danger Close: Theoretically drop 1 bomb and hit double amount of crystals. Practically accidentally hit yourself every 3 rooms. Also deadly when you encounter an enemy which makes you auto use your own bombs.
Tier D
Fire Hazard: Still not worth it.
Tier C-
Inconsistent +40% bomb damage. No thanks.
Tier C-
Too expensive, but does the job.
Tier B
Time Magic: Pretty useless. You are not going to be spamming bombs anyway. And it costs 14 energy.
Tier F
Time Management: I would maybe buy this for time management reasons, sometimes it is too boring to wait for the bomb to reload before i pop another one on the next bunch-o-crystals. But only if it was on sale.
Tier C
Void Bomb: Decent.
Tier A-

POISON
There are 200 Chips out there. 10 of them are Poison. 5% chance of finding any poison chip.
And they are not even that strong. Which is why Poison chips are for very very rare cases of you finding multiples in the same stage. But even then, maybe it would've been a better option to just pick up the damage and crit chips instead.

Chronic Poison: Better Buff Poisons.
Tier C
Deteriorating: Strongest Poison modifier.
Tier B-
Horizontal Transmission: Conflicting synergies.
Tier D
Infection Modlue: AoE poison potential.
Tier C+
Malicious Perception: Sounds too good to be true. And it is.
Tier D+
Poison Master: Still an apprentice in damage.
Tier C+
Refined Poison: Worse then the previous one, but cheaper.
Tier C
Spite: The only Poison chip that synergizes very easily with poison attacks, without any other requirement.
Tier A+ (if you have poison)
Toxic Forging: Your bread and butter in poisoning. Without this, you most probably are unable to play the poison build. On the bright side, it has a high drop rate after defeating bosses.
Tier A
Vicious: Kills them off when they are already almost dead. Meh.
Tier D+
Chips Part 4 : Speed Boosters, Misc, Red Chips
SPEED BOOSTERS
Makes you finish your run faster and smoother! Also helps you avoid things with more grace.
Pick them up mostly if you feel confident in your run/want to save time.
Adaptive Force Field: Evade. With more Style.
Tier D
Excitement: Crit build is popular, so consider this a useful speed booster.
Tier B-
Flexible Module: A lot of fun with this and Brooks.
Tier A for Brooks, Tier B for others
Honour: Another great addition if you feel like you can keep your health full.
Tier B+
Power Up: Only useful for travelling around old rooms.
Tier B-

MISCELLANEOUS
/ˌmɪsəˈleɪnɪəs/
(of items or people gathered or considered together) of various types or from different sources.


Arc Infection: If you already have the shocking effect, Shock stronger.
Tier C+
Arc Strengthening: If you already have the shocking effect, shock more enemies.
Tier C
Biochemical Shield: Made by the salty tears of all of us who succumbed to our poison wounds.
Great for Newcomers.
Tier B-
Blood Bolt: blablabla useless blablabla
Tier F
Borrowed Time: Only useful to pick up before the last boss or so. Otherwise better to have used that 14 energy on something that would actually save your run.
Tier D
Butterfly: Extremely useful if you manage to find a weapon " +5 dmg, chance to hit yourself in the process" , or in rooms where you lose bits of damage.
Tier B-
Combat Roll: Amazing Chip, especially with Brooks.
Tier A+
Defence System: 3s Immunity once in a blue moon. Unless you can manage to run out of armor, then regenerate, then lose again in the same room. Which again is a rare occurence.
Tier D
Discount Coupon: Sounds Great, but you are not really gonna do too much shopping at the merchant.
Tier D
Downsizing: Reduces your hitbox = harder to get hit by enemies, but ALSO your meelee attack range!!
Tier C
Electric Energy Feedback: Got Shock? Get bits of armor.
Tier C-
Electromagnetic Fuze: You don't want this, especially with 14 energy cost.
Tier D+
Electronized: When some enemies hit you with electricity, there is a chance that you will receive EMP. EMP Drains your armor very fast (20 armor/sec?). This chip gives you resistance to it.
Good for newcomers.
Tier C-
Electrostatic: Better version of the previous one, but 14 energy cost.
Tier C
Elemental Barrier: Tantalizing, but this will never actually happen. Would work if there was a way to self-poison.
Tier D
Enthusiasm: hahahahahahah
Tier F+
Gap Forcefield: Actually not too bad, but too inconsistent. Grab it if on sale.
Tier C+
Gift Pack: Very useful sustain chip. Staple.
Tier A
High Energy Diffuse: Got Shock? Got others too(poison, freeze)? Then they also apply to the enemy.
Tier C-
Ice Age: Got freeze? Last 1 more second.
Tier C-
Ice Breaking: Got Freeze? Explode as well.
Tier C-
Lava Leak: Peeing red. Pick up on sale.
Tier C
Liquid Bomb: This will never proc.
Tier D
Overload: Why are you not at the hall of fame???
Tier S+
Poison Resistance: too little damage reduction on an already rare occurence.
Tier D
Punching Bag: Has some interesting synergy with self-poison.
Tier B
Racoon Core: Great for newcomers or if you want to save time or if you have synergy on evade.
Tier B-
Scourge: = shock? Not bad.
Tier B+
Space Ronin: Staple, mostly for bomb preservation, or for gaining more gold from early on.
Tier A
Speed Up: This guy belongs to speed buffs oops.
Tier B+
Strong Energy: More AoE if you already have Shock.
Tier C
Survival Ability: Good for newcomers. Doesn't really help much if you don't have a way of generating hearts.
Tier C+
Temporary Insurance: Great for the last stage, if you have spare coin.
Tier B-
Way of Rich: At best, ~350 gold. Not too bad, especially if you can buy it on sale or at the merchant shop for 60 coins hehe
Tier A
Weapon Master: It's mostly a good choice, depending on your weapon skill.
Tier A
Worthy Death: Good for synergy with Space Ronin, or standalone. A bit annoying to pick up all those 1-golds though. Pick up on first 2-3 stages max.
Tier A-
Chips Part 5 : Red Chips
These Chips are mostly made for the memes. Mostly pick them up either to break the game or improve your collection while breaking yourself in the process.

Bomber Curse: I told you it doesn't work! You didn't want to listen! It's a curse! It's also written on the chip!
Tier D-
Diamond Skin: Turns your HP into 50 instances of damage. You don't want to get poisoned while in this state. Actually makes you unkillable if you get it before the last boss, or somewhere on last stage.
Tier S+>A+>D+>F->Z- depending on stage
Equivalent Replacement: You trolled it, picked up a bunch of useless chips and you feel like your build is useless. Well, here is your chance to troll it again!
Tier D+
Essence Drain: Game semi-breaker. Combine with "drop 5 coins on item use" , a rerollable chip machine and the grandma that takes a chip you own + 100 gold, and gives you 3-7 energy.
Can also be used to spawn infinite coins (theoretically). Practically it will take you a lot of time. Your hp is left to 1, so say goodbye to your run. Pretty much do it for the collection, or for the hype.
Potentially Tier S+ ,otherwise Tier F-
Greed Rat: Extremely useful if you have a way of regaining health without having to actually pick up hearts in the process. The +1 max health also "heals" you for that 1 health that it gives you. Extreme synergy with chips that generate hearts. Tons of gold, too!
Tier S
Power of Love: That effect which you never see anyway, now steals coins instead of dealing damage to you.
Tier F+
Solar Apostle: Memes. Summon Memes. Might synergize with orbitals lolololo
Tier D-
Space Pirate's Legacy: Do you like crits? Do you like to gamble? Do you believe in yourself? Obtain the Legacy of the strong suicidal dude. If you don't have enough damage, crits will not be enough either though. Best synergy with +200% dmg, +100% dmg taken weapon enhancement. Go in or go home!
Tier S+ or Tier D+, depending on the user.
Basics/Stats : A Tedious Intro - Use it only for if you need extra explaining in anything.
0. How the game is played / Roguelike : You choose one of the available heroes, you start a normal, hard, or very hard game mode, you pick up pieces of gear, kill monsters and bosses, you die or kill the final boss, the game ends, all the pieces of gear are lost, but you gain a currency that you can use to permanently upgrade your heroes and start over. New gear also starts appearing in the game as you progress.

Permanent : Anything that persists through win or loss.
Non-Permanent : Anything that is lost upon win or loss.

1. Cassettes : Permanent Currency used to buy Permanent upgrades.

2. Coins : Non-Permanent Currency used to buy Non-Permanent upgrades during your run.

3. Energy : Non-Permanent Currency used exclusively for the purpose of rerolling or buying new Chips.

4. Chips : Non-Permanent piece of gear that provides with a passive upgrade (f.ex. " Chip of Size: reduces your size by 25%" or " Chip of Strength : Gives you +5 Damage " etc.). Typically found at Can only carry one Chip with the same name.

5. Blueprint Upgrades : Permanent upgrades that apply to all of your heroes. Requires Cassettes. Located at the area before starting a run.

6. Health : You lose it by getting damaged. If you run out of it, you die. If you play with teammates, they can sacrifice some of theirs to ressurrect you. You may also find hearts to replenish health.

7. Armor : You lose it by getting damaged. If it is completely lost, damage will start removing health instead. Regenerates completely whenever you enter a different room. Thus it is most of the times a better stat than health. What a great concept! The game lets you play more carefree, since any shield loss doesn't matter after finishing the room.

8. Movement Speed : Makes your hero move faster or slower.

9. Damage : Amplifies the amount of health you remove from your enemy

10. Critical Strike : A strike that typically deals double your normal damage

11. Critical Chance : Modifies the chance that your next attack will be a Critical Strike

12. Critical Damage : Modifies the magnitude of your Critical Strikes

13. Weapon : A piece of gear that Typically has a unique style of attack. Comes with Standard and Special Attacks. Can be upgraded, increasing its damage, up to five times (+5).Can also be enhanced, adding special passive power to it. Can be dropped by picking up another one. Can be Scrapped for gold (requires Blueprint Upgrade). Can only carry one.

14. Item : Piece of gear that can be used any number of times, either to harm or disrupt the enemy, or heal / help yourself. Requires Vitality to use. Can only carry one.

15. Vitality : Resource that typically gets generated by finding up Vitality pickups or killing enemies.

16. Vitality Pickups : Restores your Vitality. Can be found inside Crystals or Yellow Boxes

17. Bomb : Piece of gear. Upon use, after a delay, deals damage to its surroundings. Can harm monsters, some objects (Crystals, Boxes) and even yourself. Typically can carry up to 10 at once.

18. Bomb Module : Bomb Variation, which is mostly similar to the original Bomb - f.ex. might cause slow after explosion etc.

19. Crystals : By breaking them (typically with a Bomb), has a chance to contain Coins, Bombs, or Vitality(requires Permanent Upgrade),or a Secret Room Portal. They are transparent, making it possible to see if they contain a Bomb or a Coin. It is not possible to know the amount of Bombs that the Crystal will contain. It may contain x1, x2 or x999(as many as you can carry, once) Bombs. If the crystal contains a Coin, you can only see if it is 10 Coins or 5/25. 5 or 25 Coins are of the same color in the Crystal. If there is nothing visible inside the Crystal, then there is a chance that it will contain a Vitality Pickup(Requires Permanent Blueprint Upgrade) or a Secret Room Portal .

20. Secret Room Portal: May contain either ~10+ Bombs or ~100-200 Coins or Hearts, or Energy, or a Chip, or a Weapon, or an Item. Multiple Secret Room Portals can be found in the same Stage, but not in the same Room.

21. Stage: Consists of the sum of rooms located within it. Every stage includes a Boss Room, where you can teleport to the next Stage after defeating it.

22. Poison : Deals damage over time. Typically bypasses Armor and affects your Health directly. Deals damage equal to your damage over 4 seconds(? please verify).

23. Orbitals : Otherwise known in game as "Surroundings". Mostly friendly projectiles that orbit around you and assist you in combat, dealing damage.

Fin.
Finally! You made it to the end of this guide!
Did you manage to learn anything?
I learned not to consider making guides! Peace!
-L
5 Comments
genkers 28 Sep, 2024 @ 2:44pm 
Do you always start with a random weapon and skill each time you start a level?
xxROKUSHOGERxx 2 Feb, 2023 @ 3:29am 
Hi! Thanks, it's an amazing guide! Can you tell what is Shock and Discharge?
Smokes Lets Go 26 Jun, 2021 @ 2:13pm 
this guide has everything, thanks for this
Lumin.  [author] 24 Jun, 2021 @ 4:31pm 
Glad I could help! I was making an over-the-top statement about not enjoying making the guide so no worries :D
Mooglegirl 23 Jun, 2021 @ 1:56pm 
Thanks for this! Sorry you didn't have a good time making it but it was helpful to me!:steamhappy: