Implants are upgrades that can be put into Implant Slots. There are 102 total Implants, with 25 being immediately unlocked, 61 requiring varying amounts of attempted runs for each to be added to the loot table, and 18 being unlocked in the corridors between combat encounters.
Implant Slots are 4 different types of slots with varying capacities depending on progression. By default, you have a capacity of 1 for each slot, but with HUB Upgrades that can be upgraded to a capacity of 2. The Shop can also upgrade the capacity for that run.
The 4 different types of slots each give a different amount of energy:
- On Weapon Swap:
- On Ability 1 Use:
- On Ability 2 Use:
- On C-Ball Break:
Equipping Implants can be done only when out of combat, and at the bottom of the inventory there's a section for unused implants, which acts as a backpack, and has no capacity limit (that can be achieved by normal means).
Active Effects is an effect that requires the implant to be put in a slot equal to or greater the Energy Cost for that implant. If the active effect does have enough energy, the listed active effect will take place when you do the action corresponding with that implant slot.
Passive Effects are always active regardless of energy cost, as long as the implant is equipped in any slot. Some implants only have a passive effect.
Leveling Up Implants is a mechanic to improve your implants available through either the implant selection screen, which is found after every other completed arena & upon selecting a Challenge Room, or implants can be upgrade through Chuck.
In the implant selection screen you have the option to either pick one of two new implants or level up one of your implants, if you have an implant equipped that can be upgraded. Otherwise, it will only show the 2 new implant choices.
When leveling up an implant, the upgrade can vary from increased value of an existing effect, an entirely new effect, and can change the passive and/or active effects, varying between implants.
If an implant says "New!", then that effect is a new effect additional to previous listed effects, obtained when the implant is that level.
Some description organization/wording on this page may be slightly adjusted from the game's exact descriptions for increased clarity & consistent formatting.
Combat Implants
COMMON#055HV Chamber Pressurizer Active Lv.1: | Next weapon shot deals 60% bonus damage. |
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Lv.2: | Next weapon shot deals 70% bonus damage. |
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Lv.3: | Next weapon shot deals 80% bonus damage. |
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Lv.4: | New! Melee damage increased by 50. |
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Passive
Lv.1: | Deal 15% more damage to Light Enemies. |
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Lv.2: | Deal 20% more damage to Light Enemies. |
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Lv.3: | Deal 25% more damage to Light Enemies. |
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Lv.4: | Deal 30% more damage to Light Enemies. |
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COMMON#056Multithread Overclock Active Lv.1: | Reduce Cooldowns by 0.5s. |
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Lv.2: | Reduce Cooldowns by 1s. |
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Lv.3: | Reduce Cooldowns by 2s. |
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Passive
Lv.1: | Deal 25% more damage to Heavy Enemies. |
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Lv.4: | New! Ability Recharge increases Movement Speed by 10% for 3s. |
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COMMON#058Neurotransmitter Booster Active Lv.1: | Critical Damage increased by 20% per stack. Max 2 stacks. |
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Lv.2: | Critical Damage increased by 30% per stack. Max 2 stacks. |
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Lv.3: | Critical Damage increased by 40% per stack. Max 2 stacks. |
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Lv.4: | Critical Damage increased by 50% per stack. Max 2 stacks. |
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Passive
Lv.1: | Neurotransmitter Booster stacks are removed upon Taking Damage. |
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RARE#004Puppetmaster Ghosthack Active Lv.1: | Stun Marked enemies for 2s. |
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Lv.2: | Stun Marked enemies for 2.5s. |
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Lv.3: | Stun Marked enemies for 3s. |
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Lv.4: | Stun Marked enemies for 3.5s. |
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Unlock Requirement
3 attempted runs
Passive
Lv.1: | Deal 10% more damage to Stunned enemies. |
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Lv.2: | Deal 15% more damage to Stunned enemies. |
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Lv.3: | Deal 20% more damage to Stunned enemies. |
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Lv.4: | Deal 25% more damage to Stunned enemies. New! Deal 25% more damage to Marked enemies. |
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COMMON#013Backup Weapon Firmware Active Lv.1: | Secondary Weapon damage increased by 15% for 5s. |
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Lv.2: | Secondary Weapon damage increased by 20% for 6s. |
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Lv.3: | Secondary Weapon damage increased by 50% for 7s. |
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Lv.4: | Secondary Weapon damage increased by 50% for 8s. |
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Passive
Lv.1: | Secondary Weapon capacity increased by 1. |
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Lv.2: | Secondary Weapon capacity increased by 2. |
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Lv.3: | Secondary Weapon capacity increased by 3. |
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Lv.4: | Secondary Weapon capacity increased by 4. New! Reduce damage from Bosses by 15%. |
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COMMON#014EDC Firmware Upgrade Active Lv.1: | Primary Weapon damage increased by 20% for 5s. |
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Lv.2: | Primary Weapon damage increased by 30% for 6s. |
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Lv.3: | Primary Weapon damage increased by 40% for 7s. |
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Lv.4: | Primary Weapon damage increased by 50% for 8s. |
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Passive
Lv.1: | Primary Weapon capacity increased by 1. |
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Lv.2: | Primary Weapon capacity increased by 2. |
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Lv.3: | Primary Weapon capacity increased by 3. |
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Lv.4: | Primary Weapon capacity increased by 4. New! Deal 15% more damage to Bosses. |
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RARE#047Uniconstructor Feed Active Lv.1: | Refill 25% ammo for Primary Weapon. |
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Lv.2: | Refill 50% ammo for Primary Weapon. |
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Lv.3: | Refill 100% ammo for Primary Weapon. |
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Lv.4: | New! On activation, Primary Weapon damage increased by 10%. Stacks 10 times. Bonuses are lost after Reload. |
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Passive
Lv.1: | Primary Weapon damage increased by 30%. |
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RARE#048Femto Chamber Recharger Active Lv.1: | Next 1 Secondary Weapon shot won't consume ammo. Max 4 stacks. |
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Lv.2: | Next 2 Secondary Weapon shots won't consume ammo. Max 4 stacks. |
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Lv.3: | Next 3 Secondary Weapon shots won't consume ammo. Max 4 stacks. |
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Lv.4: | Next 4 Secondary Weapon shots won't consume ammo. Max 4 stacks. |
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Unlock Requirement
1 attempted run
Passive
Lv.1: | Secondary Weapon damage increased by 30%. |
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LEGENDARY#049Brisance Promoter Mod Active Lv.1: | 100% Critical Strike Chance for 5s. |
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Lv.2: | 100% Critical Strike Chance for 6s. |
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Lv.3: | 100% Critical Strike Chance for 7s. |
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Lv.4: | 100% Critical Strike Chance for 8s. |
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Unlock Requirement
7 attempted runs
Passive
Lv.1: | Grenade explosion radius is doubled. |
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Lv.4: | New! Critical Hits have 15% chance to Refill Ammo. |
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RARE#051Needler Nanites
LEGENDARY#010Pulverizer Damage Mod Active Lv.1: | Critical Damage increased by 50% for 5s. |
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Lv.2: | Critical Damage increased by 60% for 6s. |
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Lv.3: | Critical Damage increased by 80% for 7s. |
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Lv.4: | Critical Damage increased by 80% for 8s. |
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Unlock Requirement
2 attempted runs
Passive
Lv.1: | Deal 10% more damage to Marked enemies. |
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Lv.2: | Deal 15% more damage to Marked enemies. |
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Lv.3: | Deal 20% more damage to Marked enemies. |
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Lv.4: | Deal 25% more damage to Marked enemies. New! 20% of Critical Damage spreads to Marked enemies. |
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RARE#043HE Focusware Active Lv.1: | Restore 1 Grenade. |
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Lv.2: | Restore 2 Grenades. |
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Lv.3: | Restore 3 Grenades. |
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Passive
Lv.1: | Grenades deal 50 extra damage. |
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Lv.4: | New! Every Grenade thrown will deal a random type of Elemental Damage. |
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COMMON#044Marksman Override Active Lv.1: | Weapons deal 50% extra damage, for 5s. |
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Lv.2: | Weapons deal 75% extra damage, for 6s. |
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Lv.3: | Weapons deal 100% extra damage, for 7s. |
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Lv.4: | Weapons deal 150% extra damage, for 8s. |
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Passive
Lv.1: | +10% Critical Damage. |
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Lv.4: | New! First Shot in magazine will always deal Critical Damage. |
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RARE#070IED Override Active Lv.1: | Marked targets will Explode after 2s, dealing 25 damage to surrounding enemies. |
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Lv.2: | Marked targets will Explode after 2s, dealing 50 damage to surrounding enemies. |
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Lv.3: | Marked targets will Explode after 2s, dealing 100 damage to surrounding enemies. |
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Lv.4: | Marked targets will Explode after 2s, dealing 150 damage to surrounding enemies. |
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Unlock Requirement
2 attempted runs
Passive
Lv.1: | Enemies will drop Explosives when killed while Mid-Air. |
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RARE#073Cluster Core Active Lv.1: | Next Grenade throw will spawn 1 extra Grenade. |
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Lv.2: | Next Grenade throw will spawn 2 extra Grenades. |
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Lv.3: | Next Grenade throw will spawn 3 extra Grenades. |
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Unlock Requirement
2 attempted runs
Passive
Lv.1: | 10% chance for a free Grenade throw. |
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Lv.2: | 20% chance for a free Grenade throw. |
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Lv.3: | 30% chance for a free Grenade throw. |
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Lv.4: | 40% chance for a free Grenade throw. New! Grenades will apply a random Elemental Status Effect with each throw. |
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COMMON#075Smart Bullets Active Lv.1: | For 5s, your projectiles will Home In on enemies. |
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Lv.2: | For 6s, your projectiles will Home In on enemies. |
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Lv.3: | For 7s, your projectiles will Home In on enemies. |
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Lv.4: | For 8s, your projectiles will Home In on enemies. |
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Unlock Requirement
2 attempted runs
Passive
Lv.1: | 5% chance for Unmarked enemies to drop Resources on death. |
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Lv.2: | 10% chance for Unmarked enemies to drop Resources on death. |
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Lv.3: | 15% chance for Unmarked enemies to drop Resources on death. |
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Lv.4: | 20% chance for Unmarked enemies to drop Resources on death. |
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LEGENDARY#091Allied Summoners Active Lv.1: | Summon 1 Drone to fight alongside you. |
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Lv.2: | New! Drone Fire Rate is increased. |
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Lv.3: | Summon 2 Drones to fight alongside you. |
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Lv.4: | New! Drones will Stun nearby enemies every 10s. |
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Passive
Lv.1: | For each kill by a Drone, gain 5 Temporary Shield. |
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Notes
15s
Duration
Utility Implants
COMMON#009Adaptive Nanite Firmware Active Lv.1: | Reset Dash Cooldown. |
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Unlock Requirement
1 attempted run
Passive
Lv.1: | Self-Inflicted damage decreased by 10%. |
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Lv.2: | Self-Inflicted damage decreased by 15%. New! Dash Deflects projectiles. |
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Lv.3: | Self-Inflicted damage decreased by 20%. New! Dash Range increased. |
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Lv.4: | Self-Inflicted damage decreased by 25%. New! Melee attacks deal Critical Damage when Dash is on Cooldown. |
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COMMON#021Recon Pack Active Lv.1: | Launch Homing Projectile applying Mark to a single enemy. |
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Passive
Lv.1: | Gain 1 extra Jump. |
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Lv.2: | New! Homing Projectiles deal 15 damage. |
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Lv.3: | Homing Projectiles deal 20 damage. |
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Lv.4: | Gain 2 extra Jumps. Homing Projectiles deal 25 damage. New! While Mid-Air, Homing Projectiles damage increased by 200%. |
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COMMON#045Mag Reconfigurator Active Lv.1: | Weapon Fire Rate increased by 15% for 2s. |
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Lv.2: | Weapon Fire Rate increased by 20% for 3s. |
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Lv.3: | Weapon Fire Rate increased by 30% for 4s. |
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Unlock Requirement
1 attempted run
Passive
Lv.1: | Primary Weapon ammo capacity increased by 1. |
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Lv.2: | Primary Weapon ammo capacity increased by 2. |
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Lv.3: | Primary Weapon ammo capacity increased by 3. |
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Lv.4: | Primary Weapon ammo capacity increased by 4. New! Projectile Velocity is doubled. |
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COMMON#050Digitracer Ammo Active Lv.1: | Next Shot will become Money Shot |
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Unlock Requirement
1 attempted run
Passive
Lv.1: | Enemies killed with Money Shot will drop 4 Credits. |
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Lv.2: | Enemies killed with Money Shot will drop 5 Credits. |
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Lv.3: | Enemies killed with Money Shot will drop 6 Credits. |
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Lv.4: | New! 15% of held Credits is converted to Skill Power. |
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COMMON#057Myoactuator Enhancer Active Lv.1: | Next Melee attack will deal 50 extra damage. |
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Lv.2: | Next Melee attack will deal 75 extra damage. |
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Lv.3: | Next Melee attack will deal 100 extra damage. |
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Passive
Lv.1: | Movement Speed increased by 10%. |
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Lv.2: | Movement Speed increased by 15%. New! Melee Critical Hits will Stun enemies. |
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Lv.3: | Movement Speed increased by 20%. New! On Melee Kill, gain a Movement Speed boost for 3s. |
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Lv.4: | Movement Speed increased by 25%. New! On Melee Kill, increase Melee damage by 5. |
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RARE#003EM Countermeasures Active Lv.1: | Launch 1 Homing Projectile applying Stun to a single enemy. |
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Lv.2: | Launch 2 Homing Projectiles applying Stun to a single enemy. |
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Lv.3: | Launch 4 Homing Projectiles applying Stun to a single enemy. |
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Unlock Requirement
3 attempted runs
RARE#024Mutilator Worm Active Lv.1: | Every weapon hit applies Weak for 5s. |
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Lv.2: | Every weapon hit applies Weak for 6s. |
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Lv.3: | Every weapon hit applies Weak for 7s. |
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Lv.4: | Every weapon hit applies Weak for 8s. |
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Unlock Requirement
1 attempted run
Passive
Lv.1: | Shield Capacity increased by 5. |
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Lv.2: | Shield Capacity increased by 10. |
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Lv.3: | Shield Capacity increased by 15. |
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Lv.4: | Shield Capacity increased by 20. New! Every enemy with Weak increases damage by 10%. Max 5 stacks. |
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Note
Weakened enemies deal
15% less damage.
LEGENDARY#046Plasmic Lepton Redirector Active Lv.1: | Become Immune to damage for 2s. |
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Lv.2: | Become Immune to damage for 2.5s. |
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Lv.3: | Become Immune to damage for 3s. |
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Lv.4: | Become Immune to damage for 3.5s. |
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Unlock Requirement
6 attempted runs
Passive
Lv.1: | Defence Power increased by 15%. |
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Lv.4: | New! Every hit taken while Immune to damage adds 10 Skill Power for 6s. |
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LEGENDARY#002Piezoelectric Transformer Active Lv.1: | Grenades deal 200% damage for 5s. |
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Lv.2: | Grenades deal 200% damage for 6s. |
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Lv.3: | Grenades deal 250% damage for 7s. |
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Lv.4: | Grenades deal 250% damage for 8s. |
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Unlock Requirement
4 attempted runs
Passive
Lv.1: | Movement Speed increased by 10%. |
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Lv.2: | Movement Speed increased by 15%. |
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Lv.3: | Movement Speed increased by 20%. |
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Lv.4: | Movement Speed increased by 25%. New! Killing an enemy with a Grenade restores that Grenade. |
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RARE#007Smartgel Re-Optimizer Passive
Lv.1: | Enemies at full HP take 10% extra damage. |
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Lv.2: | Enemies at full HP take 15% extra damage. |
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Lv.3: | Enemies at full HP take 20% extra damage. |
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Lv.4: | Enemies at full HP take 25% extra damage. New! Each Temporary Shield point increases Movement Speed by 1%. |
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LEGENDARY#008Metamaterial Particulate Emitter Active Lv.1: | Every 3 activations become Invisible for 3s. |
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Lv.2: | Every 3 activations become Invisible for 4s. |
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Lv.3: | Every 3 activations become Invisible for 5s. |
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Lv.4: | Every 3 activations become Invisible for 6s. |
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Unlock Requirement
3 attempted runs
LEGENDARY#017Shell Overclock Active Lv.1: | Reduce Cooldowns by 40%. |
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Lv.2: | Reduce Cooldowns by 45%. |
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Lv.3: | Reduce Cooldowns by 55%. |
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Lv.4: | New! Every 3 activations, next Ability use is Free. |
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Passive
Lv.1: | Defence Power increased by 5%. |
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Lv.2: | Defence Power increased by 10%. |
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Lv.3: | Defence Power increased by 15%. |
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Lv.4: | Defence Power increased by 20%. |
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LEGENDARY#018Switchback Clips Active Lv.1: | Refill Ammo for both weapons. |
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Lv.2: | New! Every 3 activations increase Fire Rate by 15% for 6s. |
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Lv.3: | Every 3 activations increase Fire Rate by 20% for 7s. |
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Lv.4: | Every 3 activations increase Fire Rate by 30% for 8s. |
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Unlock Requirement
5 attempted runs
RARE#019Graviton Converter Passive
Lv.1: | Gain 1 extra Dash. |
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Lv.4: | Gain 2 extra Dashes. |
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RARE#071Graviton Shifter Active Lv.1: | Enemies in 8m radius are Knocked Back. |
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Lv.2: | Enemies in 10m radius are Knocked Back. |
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Lv.3: | Enemies in 12m radius are Knocked Back. |
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Lv.4: | Enemies in 15m radius are Knocked Back. |
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Unlock Requirement
2 attempted runs
Passive
Lv.1: | Primary Weapon shots will Ricochet off of Mid-Air enemies. |
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RARE#072Shock Glove Active Lv.1: | Next Melee attack will reach 3m further. |
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Lv.2: | Next Melee attack will reach 4m further. |
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Lv.3: | Next Melee attack will reach 5m further. |
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Lv.4: | New! Next Melee attack will deal bonus damage to Armor. |
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Unlock Requirement
2 attempted runs
Passive
Lv.1: | Melee attacks can Deflect projectiles. |
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LEGENDARY#074Relativistic Field Active Lv.1: | A Time Dilation Field spawns around a C-Ball in a 4m radius. |
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Lv.2: | A Time Dilation Field spawns around a C-Ball in a 5m radius. |
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Lv.3: | A Time Dilation Field spawns around a C-Ball in a 6m radius. |
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Lv.4: | A Time Dilation Field spawns around a C-Ball in a 10m radius. |
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Unlock Requirement
8 attempted runs
Passive
Lv.1: | Getting hit by an enemy will Stagger them. |
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Note
Projectiles in a
Time Dilation Field are
Slowed Down.
LEGENDARY#079Kinetic Displacement Active Lv.1: | For 2s, Dash has No Cooldown. |
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Lv.2: | For 2.5s, Dash has No Cooldown. |
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Lv.3: | For 3s, Dash has No Cooldown. |
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Lv.4: | For 3.5s, Dash has No Cooldown. |
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Unlock Requirement
9 attempted runs
Passive
Lv.1: | Dashing makes you Invulnerable. |
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Fire Implants
Electric Implants
Toxic Implants
Corrupted Implants
LEGENDARY#081Retroinductor Passive
Lv.1: | -10% Defence Power. |
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Lv.2: | -15% Defence Power. |
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Lv.3: | -20% Defence Power. |
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Lv.4: | -25% Defence Power. |
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COMMON#082ASP Cartridge Counter Active Lv.1: | For 5s, gain up to 25% Primary Weapon damage corresponding to ammo remaining in the gun. |
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Lv.2: | For 6s, gain up to 50% Primary Weapon damage corresponding to ammo remaining in the gun. |
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Lv.3: | For 7s, gain up to 75% Primary Weapon damage corresponding to ammo remaining in the gun. |
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Lv.4: | For 8s, gain up to 100% Primary Weapon damage corresponding to ammo remaining in the gun. |
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Unlock Requirement
11 attempted runs
Passive
Lv.1: | Primary Weapon capacity decreased by 50%. |
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COMMON#083Reservoir Inverter Active Lv.1: | For 5s gain up to 25% Secondary Weapon damage corresponding to ammo remaining in the gun. |
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Lv.2: | For 6s gain up to 50% Secondary Weapon damage corresponding to ammo remaining in the gun. |
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Lv.3: | For 7s gain up to 75% Secondary Weapon damage corresponding to ammo remaining in the gun. |
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Lv.4: | For 8s gain up to 100% Secondary Weapon damage corresponding to ammo remaining in the gun. |
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Unlock Requirement
12 attempted runs
Passive
Lv.1: | Secondary Weapon capacity decreased by 50%. |
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COMMON#0841984 Literalizer Passive
Lv.1: | Ability Cooldowns become 2x longer. |
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RARE#085Culling Radius Active Lv.1: | Your next shot will deal 15% more Weapon Damage for each enemy alive. Max 5 enemies. |
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Lv.2: | Your next shot will deal 20% more Weapon Damage for each enemy alive. Max 5 enemies. |
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Lv.3: | Your next shot will deal 25% more Weapon Damage for each enemy alive. Max 5 enemies. |
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Lv.4: | Your next shot will deal 30% more Weapon Damage for each enemy alive. Max 5 enemies. |
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Unlock Requirement
4 attempted runs
Passive
Lv.1: | -10% Defence Power. |
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Lv.2: | -15% Defence Power. |
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Lv.3: | -20% Defence Power. |
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Lv.4: | -25% Defence Power. |
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RARE#092Excess Heat Dissipator Passive
Lv.1: | Dash Recharge is 10% slower. |
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Lv.4: | Dash Recharge is 20% slower.
New! The Dash is Recharged when the Explosion hits 4 or more enemies. |
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LEGENDARY#095Shield Conversion Override
Counter-Armor Implants
RARE#086Razorwire Transfer Active Lv.1: | 1% of held Credits converted to Primary Weapon Damage for 5s. |
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Lv.2: | 2% of held Credits converted to Primary Weapon Damage for 6s. |
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Lv.3: | 3% of held Credits converted to Primary Weapon Damage for 7s. |
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Lv.4: | 5% of held Credits converted to Primary Weapon Damage for 8s. |
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Unlock Requirement
5 attempted runs
Passive
Lv.1: | On Breaking Enemy Armor, Primary Weapon gains 30% extra Armor damage for 5s. |
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Lv.2: | On Breaking Enemy Armor, Primary Weapon gains 40% extra Armor damage for 6s. |
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Lv.3: | On Breaking Enemy Armor, Primary Weapon gains 50% extra Armor damage for 7s. |
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Lv.4: | On Breaking Enemy Armor, Primary Weapon gains 60% extra Armor damage for 8s. |
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RARE#088Bang For A Buck Active Lv.1: | 1% of held Credits converted to Grenade damage for 5s. |
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Lv.2: | 2% of held Credits converted to Grenade damage for 6s. |
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Lv.3: | 3% of held Credits converted to Grenade damage for 7s. |
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Lv.4: | 5% of held Credits converted to Grenade damage for 8s. |
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Unlock Requirement
7 attempted runs
Passive
Lv.1: | Breaking Enemy Armor refills 1 Grenade. |
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Lv.2: | Breaking Enemy Armor refills 2 Grenades. |
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Lv.3: | Breaking Enemy Armor refills 3 Grenades. |
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Lv.4: | Breaking Enemy Armor refills 4 Grenades. |
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RARE#087Transactional Rifling Active Lv.1: | 1% of held Credits converted to Secondary Weapon Damage for 5s. |
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Lv.2: | 2% of held Credits converted to Secondary Weapon Damage for 6s. |
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Lv.3: | 3% of held Credits converted to Secondary Weapon Damage for 7s. |
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Lv.4: | 5% of held Credits converted to Secondary Weapon Damage for 8s. |
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Unlock Requirement
6 attempted runs
Passive
Lv.1: | On Breaking Enemy Armor, Secondary Weapon gains 30% extra Armor damage for 5s. |
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Lv.2: | On Breaking Enemy Armor, Secondary Weapon gains 40% extra Armor damage for 6s. |
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Lv.3: | On Breaking Enemy Armor, Secondary Weapon gains 50% extra Armor damage for 7s. |
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Lv.4: | On Breaking Enemy Armor, Secondary Weapon gains 60% extra Armor damage for 8s. |
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RARE#089Defence System Overload Active Lv.1: | Damage to Armor increased by 30% for 5s. |
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Lv.2: | Damage to Armor increased by 40% for 6s. |
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Lv.3: | Damage to Armor increased by 50% for 7s. |
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Lv.4: | Damage to Armor increased by 60% for 8s. |
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Unlock Requirement
8 attempted runs
Passive
Lv.1: | Breaking Enemy Armor causes an explosion, destroying 10% of Armor for enemies in a 5m radius. |
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Lv.2: | Breaking Enemy Armor causes an explosion, destroying 18% of Armor for enemies in a 5m radius. |
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Lv.3: | Breaking Enemy Armor causes an explosion, destroying 25% of Armor for enemies in a 5m radius. |
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Lv.4: | Breaking Enemy Armor causes an explosion, destroying 33% of Armor for enemies in a 5m radius. |
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RARE#090Weirding Waypoint Active Lv.1: | Melee attacks deal 20% extra damage to Armor for 5s. |
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Lv.2: | Melee attacks deal 30% extra damage to Armor for 6s. |
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Lv.3: | Melee attacks deal 40% extra damage to Armor for 7s. |
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Lv.4: | Melee attacks deal 60% extra damage to Armor for 8s. |
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Unlock Requirement
9 attempted runs
Passive
Lv.1: | Breaking Enemy Armor Marks Enemies in a 5m radius. |
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Energy Implants
Energy Implants are Passive Implants with powerful unique effects, but strong Debuffs as a tradeoff.
These implants are the most obvious examples of implants that when alone, provide only debuffs, but can be very powerful when paired with other Implants.
COMMON#094Overclocked Capacitor Passive
Lv.1: | The Weapon Swap Implant Slot gains 1 more Energy Output.
You take 50% more damage. |
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Unlock Requirement
5 attempted runs
RARE#097Malfunction 54 Passive
Lv.1: | Energy-Low implants have a 10% chance to Activate |
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Lv.2: | Energy-Low implants have a 10% chance to Activate |
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Lv.3: | Energy-Low implants have a 10% chance to Activate |
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Lv.4: | Energy-Low implants have a 10% chance to Activate |
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Unlock Requirement
7 attempted runs
RARE#103Kinetic Capacitor Passive
Lv.1: | The Ability 1 Implant Slot gains 1 more Energy Output.
Your Movement Speed is reduced by 20%. |
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Unlock Requirement
9 attempted runs
RARE#104Utility Voltage Condenser Passive
Lv.1: | The Ability 2 Implant Slot gains 1 more Energy Output.
Your Attack Power is reduced by 20%. |
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Unlock Requirement
9 attempted runs
Secret Passive Implants
Secret Passive Implants are unlocked in the corridors between combat encounters, and can be detected most easily by audio cue to know if one is nearby, and then particle effects where the secret implant is. You shoot at the particle effects and a drone will appear, melee it and you will obtain one of the secret passive implants.
When you obtain one of those implants, you no longer can find that implant in hallways, and instead only through a door's loot table.
Each passive implant has a set hallway they can spawn in, and the page Secret Passive Implant Locations explains which corridor has which implant.
RARE#001Non-Newtonian Armor Passive
Lv.1: | On Shield Break, generate a Shockwave that Stuns and knocks back nearby enemies. Has a 5s Cooldown. |
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RARE#005Nanoceramic Chamber Seal Passive
Lv.1: | Upon Reloading the Primary Weapon, increase Fire Rate by 10% for 5s. |
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Lv.2: | Upon Reloading the Primary Weapon, increase Fire Rate by 15% for 6s. |
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Lv.3: | Upon Reloading the Primary Weapon, increase Fire Rate by 20% for 7s. |
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Lv.4: | Upon Reloading the Primary Weapon, increase Fire Rate by 25% for 8s. |
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COMMON#006Fortishield Patch Passive
Lv.1: | Gain 20 Temporary Shield when entering a Combat Arena. |
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COMMON#011Target Vector Calculator Passive
Lv.1: | After performing a Dash, next shot will deal Critical Damage. |
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RARE#015IFF Data Relay Passive
Lv.1: | After killing an enemy with a Grenade, Cooldowns will reset. |
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COMMON#020Adrenergic Response Simulator Passive
Lv.1: | Melee attacks reduce Cooldowns by 0.5s. |
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Lv.2: | Melee attacks reduce Cooldowns by 1s. |
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Lv.3: | Melee attacks reduce Cooldowns by 1.5s. |
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Lv.4: | Melee attacks reduce Cooldowns by 2s. |
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COMMON#022Adiabatic Powercycler Passive
Lv.1: | Every 1s spent Mid-Air grands 10% extra damage, up to 5 stacks. Stacks are reset upon landing. |
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Lv.2: | Every 1s spent Mid-Air grands 15% extra damage, up to 5 stacks. Stacks are reset upon landing. |
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Lv.3: | Every 1s spent Mid-Air grands 20% extra damage, up to 5 stacks. Stacks are reset upon landing. |
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Lv.4: | Every 1s spent Mid-Air grands 25% extra damage, up to 5 stacks. Stacks are reset upon landing. |
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RARE#023Ora Empathy Inhibitors Passive
Lv.1: | Critical Damage permanently increased by 1% with every Weak Point killshot. Effect stacks up to 100 times. |
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RARE#061Aviator Stimulant Passive
Lv.1: | Weakpoint kill while Mid-Air will Slow Down Time for a short duration. |
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RARE#062Power Leech Passive
Lv.1: | Killing an enemy grants 2 Skill Power. Max 50 stacks. |
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RARE#063Electrolyte Harvester
RARE#064Saccade Sensor Array Passive
Lv.1: | Gain a 5% chance to Dodge an attack. |
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Lv.2: | Gain a 10% chance to Dodge an attack. |
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Lv.3: | Gain a 15% chance to Dodge an attack. |
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Lv.4: | Gain a 20% chance to Dodge an attack. |
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RARE#065Smart Round Booster Passive
Lv.1: | 5% of the damage dealt while Mid-Air will be dealt to all enemies Upon Landing. |
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Lv.2: | 10% of the damage dealt while Mid-Air will be dealt to all enemies Upon Landing. |
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Lv.3: | 15% of the damage dealt while Mid-Air will be dealt to all enemies Upon Landing. |
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Lv.4: | 20% of the damage dealt while Mid-Air will be dealt to all enemies Upon Landing. |
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COMMON#066Jackhammer Actuators Passive
Lv.1: | On Melee kill, Melee Attack Speed increased by 20% for 5s. |
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Lv.2: | On Melee kill, Melee Attack Speed increased by 40% for 6s. |
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Lv.3: | On Melee kill, Melee Attack Speed increased by 60% for 7s. |
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Lv.4: | On Melee kill, Melee Attack Speed increased by 80% for 8s. |
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RARE#067Blast Processor
COMMON#068Cyclic Rate Delimiter Passive
Lv.1: | Increased Fire Rate by 10% for 5s upon Ammo Pickup. |
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Lv.2: | Increased Fire Rate by 15% for 6s upon Ammo Pickup. |
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Lv.3: | Increased Fire Rate by 20% for 7s upon Ammo Pickup. |
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Lv.4: | Increased Fire Rate by 25% for 8s upon Ammo Pickup. |
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COMMON#069Proximity Inductor Passive
Lv.1: | Standing near Explosive Barrels grants 15% extra damage. |
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Lv.2: | Standing near Explosive Barrels grants 30% extra damage. |
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Lv.3: | Standing near Explosive Barrels grants 45% extra damage. |
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Lv.4: | Standing near Explosive Barrels grants 60% extra damage. |
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COMMON#080Transactional Velocity Interpreter Passive
Lv.1: | 5% of held Credits converted to Movement Speed. |
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Lv.2: | 10% of held Credits converted to Movement Speed. |
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Lv.3: | 15% of held Credits converted to Movement Speed. |
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Lv.4: | 20% of held Credits converted to Movement Speed. |
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Other Passive Implants
Other Passive Implants are similar to Secret Passive Implants with the icon coloring & only including Passive Implants, but Other Passive Implants are not unlocked in hallways, and are unlocked like the rest of the Implants.
RARE#096Relativistic Shifter Passive
Lv.1: | Your current Velocity proportionally increases your Attack Power, up to +50%. |
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Unlock Requirement
7 attempted runs
COMMON#098Chainmail Of Acceleration Passive
Lv.1: | Upon taking damage, gain 5% Movement Speed for 6s. |
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Lv.2: | Upon taking damage, gain 6% Movement Speed for 6s. |
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Lv.3: | Upon taking damage, gain 8% Movement Speed for 6s. |
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Lv.4: | Upon taking damage, gain 10% Movement Speed for 6s. |
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Unlock Requirement
7 attempted runs
RARE#099Einstein-Rosen Beta Passive
Lv.1: | Grenades fly 4 times faster. |
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Lv.2: | Grenades fly 6 times faster. |
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Lv.3: | Grenades fly 8 times faster. |
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Lv.4: | Grenades fly 10 times faster. |
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Unlock Requirement
9 attempted runs