Module Type
 
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
On Weak Point hit, 6% chance to Knockdown target
Module Capacity: 11
Lv. 1
On Weak Point hit, 7.7% chance to Knockdown target
Module Capacity: 10
Lv. 2
On Weak Point hit, 10.1% chance to Knockdown target
Module Capacity: 9
Lv. 3
On Weak Point hit, 13.2% chance to Knockdown target
Module Capacity: 8
Lv. 4
On Weak Point hit, 17% chance to Knockdown target
Module Capacity: 7
Lv. 5
On Weak Point hit, 22% chance to Knockdown target
Module Capacity: 6
Sweeping Squad

Sweeping Squad

252023016

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 33% chance (Up to 3 stacks)
Module Capacity: 6
Lv. 1
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 36.1% chance (Up to 3 stacks)
Module Capacity: 7
Lv. 2
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 39.6% chance (Up to 3 stacks)
Module Capacity: 8
Lv. 3
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 44.1% chance (Up to 3 stacks)
Module Capacity: 9
Lv. 4
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 49.3% chance (Up to 3 stacks)
Module Capacity: 10
Lv. 5
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 55.2% chance (Up to 3 stacks)
Module Capacity: 11
Lv. 6
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 62.4% chance (Up to 3 stacks)
Module Capacity: 12
Lv. 7
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 69.89% chance (Up to 3 stacks)
Module Capacity: 13
Lv. 8
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 78.4% chance (Up to 3 stacks)
Module Capacity: 14
Lv. 9
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 88.4% chance (Up to 3 stacks)
Module Capacity: 15
Lv. 10
When defeating an enemy, Firearm ATK +10.6%[x] for 5s at a 100% chance (Up to 3 stacks)
Module Capacity: 16
Brisk Walk

Brisk Walk

252023018

Module Type
 
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
On hit, Movement Speed +24%[x] for 10s (Cooldown 25s)
Module Capacity: 6
Lv. 1
On hit, Movement Speed +24%[x] for 10s (Cooldown 24s)
Module Capacity: 7
Lv. 2
On hit, Movement Speed +24%[x] for 10s (Cooldown 23s)
Module Capacity: 8
Lv. 3
On hit, Movement Speed +24%[x] for 10s (Cooldown 22s)
Module Capacity: 9
Lv. 4
On hit, Movement Speed +24%[x] for 10s (Cooldown 21s)
Module Capacity: 10
Lv. 5
On hit, Movement Speed +24%[x] for 10s (Cooldown 20s)
Module Capacity: 11
Lv. 6
On hit, Movement Speed +24%[x] for 10s (Cooldown 19s)
Module Capacity: 12
Lv. 7
On hit, Movement Speed +24%[x] for 10s (Cooldown 18s)
Module Capacity: 13
Lv. 8
On hit, Movement Speed +24%[x] for 10s (Cooldown 17s)
Module Capacity: 14
Lv. 9
On hit, Movement Speed +24%[x] for 10s (Cooldown 16s)
Module Capacity: 15
Lv. 10
On hit, Movement Speed +24%[x] for 10s (Cooldown 15s)
Module Capacity: 16
Spray and Pray

Spray and Pray

252023019

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Xantic
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 25s)
Module Capacity: 5
Lv. 1
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 24s)
Module Capacity: 6
Lv. 2
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 23s)
Module Capacity: 7
Lv. 3
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 22s)
Module Capacity: 8
Lv. 4
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 21s)
Module Capacity: 9
Lv. 5
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 20s)
Module Capacity: 10
Lv. 6
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 19s)
Module Capacity: 11
Lv. 7
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 18s)
Module Capacity: 12
Lv. 8
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 17s)
Module Capacity: 13
Lv. 9
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 16s)
Module Capacity: 14
Lv. 10
When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 15s)
Module Capacity: 15
Analysis Master

Analysis Master

252023021

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
On hit, enemy Firearm Critical Hit Resistance -25%[x] for 10s (Cooldown 15s)
Module Capacity: 6
Lv. 1
On hit, enemy Firearm Critical Hit Resistance -25%[x] for 10s (Cooldown 14s)
Module Capacity: 7
Lv. 2
On hit, enemy Firearm Critical Hit Resistance -25%[x] for 10s (Cooldown 13s)
Module Capacity: 8
Lv. 3
On hit, enemy Firearm Critical Hit Resistance -25%[x] for 10s (Cooldown 12s)
Module Capacity: 9
Lv. 4
On hit, enemy Firearm Critical Hit Resistance -25%[x] for 10s (Cooldown 11s)
Module Capacity: 10
Lv. 5
On hit, enemy Firearm Critical Hit Resistance -25%[x] for 10s (Cooldown 10s)
Module Capacity: 11
Real-Life Fighter

Real-Life Fighter

252023028

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +3%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 6
Lv. 1
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +3.3%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 7
Lv. 2
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +3.7%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 8
Lv. 3
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +4.2%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 9
Lv. 4
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +4.7%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 10
Lv. 5
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +5.3%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 11
Lv. 6
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +6.1%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 12
Lv. 7
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +6.9%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 13
Lv. 8
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +7.7%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 14
Lv. 9
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +8.79%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 15
Lv. 10
Accuracy -20%[x]
.Upon successfully attacking Weak Point, Firearm ATK +10%[x] for 5s (Up to 10 stacks)
But loses 2 stacks per failed Weak Point Attack
Module Capacity: 16
Mental Focus

Mental Focus

252023029

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.4%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 6
Lv. 1
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.44%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 7
Lv. 2
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.51%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 8
Lv. 3
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.57%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 9
Lv. 4
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.67%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 10
Lv. 5
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.77%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 11
Lv. 6
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +0.88%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 12
Lv. 7
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +1.01%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 13
Lv. 8
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +1.14%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 14
Lv. 9
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +1.31%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 15
Lv. 10
Fire Rate -10%[x].
When firing a firearm, Firearm ATK +1.5%[x] for 2s (Up to 60 stacks)
Removes effect when reloading or changing firearm
Module Capacity: 16
Lethal Finish

Lethal Finish

252023030

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Almandine
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When firing a firearm, Critical Hit Rate +30%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 6
Lv. 1
When firing a firearm, Critical Hit Rate +30.6%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10.2s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 7
Lv. 2
When firing a firearm, Critical Hit Rate +31.4%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10.5s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 8
Lv. 3
When firing a firearm, Critical Hit Rate +32.5%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10.7s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 9
Lv. 4
When firing a firearm, Critical Hit Rate +34.2%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 10
Lv. 5
When firing a firearm, Critical Hit Rate +36.5%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.2s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 11
Lv. 6
When firing a firearm, Critical Hit Rate +39.3%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.4s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 12
Lv. 7
When firing a firearm, Critical Hit Rate +43%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.7s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 13
Lv. 8
When firing a firearm, Critical Hit Rate +47.5%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.9s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 14
Lv. 9
When firing a firearm, Critical Hit Rate +53.2%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -12.2s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 15
Lv. 10
When firing a firearm, Critical Hit Rate +60%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -12.4s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 16
Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Xantic
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1s (up to 10 stacks)
Module Capacity: 6
Lv. 1
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.95s (up to 10 stacks)
Module Capacity: 7
Lv. 2
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.9s (up to 10 stacks)
Module Capacity: 8
Lv. 3
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.85s (up to 10 stacks)
Module Capacity: 9
Lv. 4
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.8s (up to 10 stacks)
Module Capacity: 10
Lv. 5
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.75s (up to 10 stacks)
Module Capacity: 11
Lv. 6
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.7s (up to 10 stacks)
Module Capacity: 12
Lv. 7
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.65s (up to 10 stacks)
Module Capacity: 13
Lv. 8
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.6s (up to 10 stacks)
Module Capacity: 14
Lv. 9
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.55s (up to 10 stacks)
Module Capacity: 15
Lv. 10
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.5s (up to 10 stacks)
Module Capacity: 16
Frigid Burn

Frigid Burn

252023032

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Cerulean
Module Class
Special Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 24%[x] of Chill ATK as additional damage
Module Capacity: 6
Lv. 1
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 26.9%[x] of Chill ATK as additional damage
Module Capacity: 7
Lv. 2
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 30.2%[x] of Chill ATK as additional damage
Module Capacity: 8
Lv. 3
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 34.3%[x] of Chill ATK as additional damage
Module Capacity: 9
Lv. 4
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 39.3%[x] of Chill ATK as additional damage
Module Capacity: 10
Lv. 5
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 45.1%[x] of Chill ATK as additional damage
Module Capacity: 11
Lv. 6
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 51.7%[x] of Chill ATK as additional damage
Module Capacity: 12
Lv. 7
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 59.09%[x] of Chill ATK as additional damage
Module Capacity: 13
Lv. 8
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 67.7%[x] of Chill ATK as additional damage
Module Capacity: 14
Lv. 9
Hitting an enemy 3 times in a row with a firearm attack from a distance of 20m or more deals 78%[x] of Chill ATK as additional damage
Module Capacity: 15
Superheated Plasma

Superheated Plasma

252023033

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Almandine
Module Class
Special Rounds
Available Weapon Type
Beam Rifle
Available Descendant
Available Module Slot Type
Lv. 0
On consecutive hits on the same target, Fire ATK +0.4%[x] and target DEF -0.4%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 6
Lv. 1
On consecutive hits on the same target, Fire ATK +0.5%[x] and target DEF -0.5%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 7
Lv. 2
On consecutive hits on the same target, Fire ATK +0.6%[x] and target DEF -0.6%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 8
Lv. 3
On consecutive hits on the same target, Fire ATK +0.7%[x] and target DEF -0.7%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 9
Lv. 4
On consecutive hits on the same target, Fire ATK +0.89%[x] and target DEF -0.89%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 10
Lv. 5
On consecutive hits on the same target, Fire ATK +1.09%[x] and target DEF -1%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 11
Lv. 6
On consecutive hits on the same target, Fire ATK +1.3%[x] and target DEF -1.2%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 12
Lv. 7
On consecutive hits on the same target, Fire ATK +1.6%[x] and target DEF -1.5%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 13
Supercooled Plasma

Supercooled Plasma

252023034

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Cerulean
Module Class
Special Rounds
Available Weapon Type
Beam Rifle
Available Descendant
Available Module Slot Type
Lv. 0
On consecutive hits on the same target, Chill ATK +0.4%[x] and target DEF -0.4%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 6
Lv. 1
On consecutive hits on the same target, Chill ATK +0.5%[x] and target DEF -0.5%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 7
Lv. 2
On consecutive hits on the same target, Chill ATK +0.6%[x] and target DEF -0.6%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 8
Lv. 3
On consecutive hits on the same target, Chill ATK +0.7%[x] and target DEF -0.7%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 9
Lv. 4
On consecutive hits on the same target, Chill ATK +0.89%[x] and target DEF -0.89%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 10
Lv. 5
On consecutive hits on the same target, Chill ATK +1.09%[x] and target DEF -1%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 11
Lv. 6
On consecutive hits on the same target, Chill ATK +1.3%[x] and target DEF -1.2%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 12
Lv. 7
On consecutive hits on the same target, Chill ATK +1.6%[x] and target DEF -1.5%[x] (Up to 20 stacks; stacks reset on failing to hit the same target consecutively)
Module Capacity: 13