Megabonk’s upgrades look like a chaos of numbers and icons, but under the hood it’s surprisingly systematic. Every weapon pulls from its own upgrade pool, tomes always apply globally, and rarity scaling follows a predictable formula. Once you know the rules, you can stop guessing which stat line is “worth it” and start making decisions that push your damage curve higher every run.
This explainer breaks upgrades into four parts:
- Upgrade Fundamentals — the rules of scope, buff counts, and how rarity scaling actually works.
- Weapon Upgrade Pools — what stats each weapon can roll, with base per-rarity values.
- Tomes — character-wide buffs and how they stack with weapon rolls.
- Character Baselines — default stats, notable deviations, and why they matter for scaling.
Finally, we’ll put it all together in a practical DPS framework, with a worked Revolver example that shows the “Nash equilibrium” of when to prioritize Damage, Projectiles, Bounces, or Crits. It’s a framework you can actually use mid-run to choose upgrades without pausing to theorycraft.
Megabonk Weapon, Tome Upgrades, Character Stats Guide
1) Upgrade Fundamentals
Scope.
- Weapon upgrades affect only the weapon that received them.
- Tome upgrades are character‑wide and amplify every weapon you’re running.
How many buffs per upgrade?
- Common weapon upgrades can roll 1–2 stats.
- Uncommon+ weapon upgrades always roll 2 stats (same per‑buff strength as Common; you just get two of them).
- Tomes always roll a single stat, regardless of rarity.
Additive vs multiplicative.
- Most stacks are additive within the same source (e.g., multiple weapon Damage rolls add together).
- When a weapon stat and a character/tome stat affect the same property, some categories multiply (e.g., Size often multiplies), while others remain additive (e.g., Projectile Count). Treat Size like a global scaler for many hitboxes/areas.
Rarity scaling.
Rarity |
Buff Factor |
Common |
1.0× |
Uncommon |
1.2× |
Rare |
1.4× |
Epic |
1.6× |
Legendary |
2.0× |
Numbers can display with rounding; in a few cases you may see slight deviations from the exact factor.
Worked example (Sword).
Rarity |
Size |
Damage |
Projectile |
Knockback |
Common |
+20% |
+2 |
+1 |
+0.5 |
Uncommon |
+24% |
+2.4 |
+1.2 |
+0.6 |
Rare |
+28% |
+2.8 |
+1.4 |
+0.7 |
Epic |
+32% |
+3.2 |
+1.6 |
+0.8 |
Legendary |
+40% |
+4 |
+2 |
+1.0 |
2) Weapon Upgrade Pools (what each weapon can roll)
Reading the tables. “Initial” is the base stat on pickup. “Base upgrade” is the Common per‑roll value; higher rarities scale by the table above.
Aegis
Stat |
Initial |
Base upgrade |
Damage |
10 |
+2 |
Knockback |
3.0 |
+0.8 |
Projectile Count |
2 |
+1 |
Size |
100% |
+15% |
Aura
Stat |
Initial |
Base upgrade |
Damage |
6 |
+1.4 |
Size |
100% |
+14% |
Axe
Stat |
Initial |
Base upgrade |
Damage |
6 |
+1.5 |
Duration |
0.8s |
+0.08s |
Projectile Count |
2 |
+1 |
Size |
100% |
+10% |
Bananarang
Stat |
Initial |
Base upgrade |
Damage |
9 |
+2 |
Projectile Count |
1 |
+1 |
Projectile Speed |
1 |
+0.1 |
Size |
100% |
+14% |
Black Hole
Stat |
Initial |
Base upgrade |
Damage |
4 |
+1.3 |
Duration |
2s |
+0.12s |
Projectile Count |
1 |
+1 |
Size |
100% |
+13% |
Blood Magic
Stat |
Initial |
Base upgrade |
Damage |
9 |
+1.5 |
Projectile Count |
1 |
+1 |
Size |
100% |
+15% |
Bone
Stat |
Initial |
Base upgrade |
Damage |
11 |
+2.5 |
Knockback |
1.3 |
+0.3 |
Projectile Bounces |
1 |
+1 |
Projectile Count |
1 |
+1 |
Projectile Speed |
0.4 |
+0.2 |
Bow
Stat |
Initial |
Base upgrade |
Crit Chance |
0% |
+8% |
Crit Damage |
0% |
+18% |
Damage |
9 |
+1.8 |
Projectile Count |
1 |
+1 |
Projectile Speed |
1.5 |
+0.8 |
Size |
1 |
+0.2 |
Chunkers
Stat |
Initial |
Base upgrade |
Damage |
12 |
+3 |
Knockback |
2.5 |
+0.6 |
Projectile Count |
2 |
+1 |
Projectile Speed |
1.5 |
+0.4 |
Size |
100% |
+20% |
Dexecutioner
Stat |
Initial |
Base upgrade |
Crit Chance |
0% |
+5% |
Damage |
9 |
+2 |
Projectile Count |
1 |
+1 |
Size |
100% |
+20% |
Dice
Stat |
Initial |
Base upgrade |
Crit Chance |
17% |
+10% |
Crit Damage |
0% |
+20% |
Damage |
0 |
+2 |
Projectile Count |
1 |
+1 |
Projectile Speed |
0.6 |
+0.2 |
Size |
100% |
+15% |
Dragon’s Breath
(Stats not listed in source data.)
Firestaff
Stat |
Initial |
Base upgrade |
Damage |
10 |
+2.5 |
Projectile Count |
1 |
+1 |
Projectile Speed |
0.5 |
+0.1 |
Size |
100% |
+16% |
Flamewalker
Stat |
Initial |
Base upgrade |
Damage |
5 |
+2 |
Duration |
1.5s |
+0.18s |
Projectile Count |
1 |
+1 |
Size |
100% |
+15% |
Frostwalker
Stat |
Initial |
Base upgrade |
Damage |
9 |
+2 |
Duration |
1.6s |
+0.12s |
Size |
100% |
+10% |
Katana
Stat |
Initial |
Base upgrade |
Crit Chance |
0% |
+8% |
Crit Damage |
0% |
+20% |
Damage |
11 |
+2.2 |
Projectile Count |
1 |
+1 |
Size |
100% |
+20% |
Lightning Staff
Stat |
Initial |
Base upgrade |
Damage |
7 |
+2 |
Projectile Bounces |
0 |
+1 |
Projectile Count |
1 |
+1 |
Size |
100% |
+20% |
Poison Flask
Stat |
Initial |
Base upgrade |
Damage |
1 |
+0.5 |
Duration |
3s |
+1s |
Projectile Count |
1 |
+1 |
Projectile Speed |
12 |
+2 |
Size |
100% |
+15% |
Revolver
Stat |
Initial |
Base upgrade |
Crit Chance |
5% |
+10% |
Crit Damage |
0% |
+20% |
Damage |
5 |
+2.5 |
Projectile Bounces |
0 |
+1 |
Projectile Count |
6 |
+1 |
Projectile Speed |
2.0 |
+0.4 |
Slutty Rocket
(Stats not listed in source data.)
Sniper Rifle
Stat |
Initial |
Base upgrade |
Damage |
22 |
+4 |
Projectile Count |
1 |
+1 |
Size |
100% |
+13% |
Sword
Stat |
Initial |
Base upgrade |
Damage |
11 |
+2 |
Knockback |
2 |
+0.5 |
Projectile Count |
1 |
+1 |
Size |
100% |
+20% |
Wireless Dagger
Stat |
Initial |
Base upgrade |
Damage |
9 |
+2 |
Duration (rare) |
1.5s |
+0.25s |
Projectile Bounces |
1 |
+1 |
Projectile Count |
1 |
+1 |
Projectile Speed |
0.8 |
+0.1 |
3) Tomes (character‑wide buffs)
Tome |
Stat |
Base upgrade |
Agility |
Movement Speed |
+15% |
Armor |
Armor |
+12% |
Attraction |
Pickup Range |
+75% |
Bloody |
Lifesteal |
+10% |
Chaos |
Random Stat |
— |
Cooldown |
Attack Speed |
+7.5% |
Cursed |
Difficulty |
+3.5% |
Damage |
Damage |
+0.08× |
Duration |
Duration |
+15% |
Evasion |
Evasion |
+10% |
Golden |
Gold Gain |
+12% |
HP |
Max HP |
+25 |
Knockback |
Knockback |
+20% |
Luck |
Luck |
+7% |
Precision |
Crit Chance |
+7% |
Projectile Speed |
Projectile Speed |
+15% |
Quantity |
Projectile Count |
+1 |
Regen |
HP Regen |
+40 |
Shield |
Shield |
+25 |
Silver |
Silver Gain |
+12% |
Size |
Size |
+10% |
Thorns |
Thorns |
+15 |
XP |
XP Gain |
+9% |
4) Character Baselines & Notable Deviations
Default stat line (typical):
Max HP 100, HP Regen 10, Overheal 0, Shield 0, Armor 0%, Evasion 1%, Lifesteal 0%, Thorns 0, Damage 1×, Crit Chance 1%, Crit Damage 2×, Attack Speed 100%, Projectile Count 0, Bounces 0, Size 1×, Projectile Speed 1×, Duration 1×, Damage to Elites 1×, Knockback 1×, Move Speed 1×, Extra Jumps 0, Jump Height 7, Luck 0%, Difficulty 0%, Pickup 5, XP Gain 1×, Gold/Silver 1×, Elite Spawn 1×, Powerup Mult/Drop 1×.
Variations.
- Fox: Evasion 6%, Jump 8, Luck 15%, Pickup 9
- Sir Oofie: Max HP 150, Armor 17%
- Calcium: Move Speed 1.2×, Jump 9, Pickup 8
- Megachad: Max HP 120, Jump 8
- Ogre: Max HP 140, Armor 6%, Move Speed 0.9×, Luck −1%
- CL4NK: Max HP 40, Shield 50, Move 1.1×, Jump 9, Pickup 8
- Athena: Max HP 125, Armor 17%, Thorns 5
- Monke: Max HP 135, Damage 1.2×, Jump 9
- Bush: Evasion 10%, Pickup 11
- Amog: Max HP 130, Armor 12%, Size 1.2×, Duration 1.2×, Pickup 10
- Ninja: Evasion 6%, Move 1.2×, Jump 9, Pickup 8
Practical DPS Model (Revolver) — “Nash Equilibrium” You Can Use
It rolls many impactful stats (Damage, Projectile Count, Bounces, Crit Chance, Crit Damage, Projectile Speed), so picking the best Common upgrade isn’t obvious.
Quick chooser table (Common upgrades only).
DPS Gain Target |
Damage |
Projectiles |
Bounces |
Crit Chance |
Crit Damage |
100% |
2.5 |
1.0 |
0.0 |
|
|
50% |
5.0 |
2.0 |
1.0 |
|
|
25% |
10.0 |
4.0 |
3.0 |
|
|
15% |
16.7 |
6.7 |
5.7 |
|
|
10% |
25.0 |
10.0 |
9.0 |
50% |
50% |
9% |
27.8 |
11.1 |
10.1 |
80% |
110% |
8% |
31.3 |
12.5 |
11.5 |
100% |
150% |
7% |
35.7 |
14.3 |
13.3 |
122% |
195% |
6% |
41.7 |
16.7 |
15.7 |
150% |
250% |
5% |
50.0 |
20.0 |
19.0 |
187% |
323% |
Limitations to keep in mind.
Charge shrines, specific items, and unique character passives can skew these targets.
Rarity choice (e.g., taking a Legendary with two strong lines) can beat a “perfect” Common pick in long‑run value.
The table assumes Crit Chance can conceptually exceed 100% and scales as described; if the game caps differently, adjust.
Model assumes you’re actually hitting enough enemies to realize extra projectiles/bounces; for single‑target bossing, priorities shift toward Damage, Crits, and single‑target scaling.