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Megabonk Tome Upgrades, Weapon, Character Stats Guide

Aaron by Aaron
October 1, 2025
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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.

Contents hide
1 Megabonk Weapon, Tome Upgrades, Character Stats Guide
1.1 1) Upgrade Fundamentals
2 2) Weapon Upgrade Pools (what each weapon can roll)
2.1 Aegis
2.2 Aura
2.3 Axe
2.4 Bananarang
2.5 Black Hole
2.6 Blood Magic
2.7 Bone
2.8 Bow
2.9 Chunkers
2.10 Dexecutioner
2.11 Dice
2.12 Dragon’s Breath
2.13 Firestaff
2.14 Flamewalker
2.15 Frostwalker
2.16 Katana
2.17 Lightning Staff
2.18 Poison Flask
2.19 Revolver
2.20 Slutty Rocket
2.21 Sniper Rifle
2.22 Sword
2.23 Wireless Dagger
3 3) Tomes (character‑wide buffs)
4 4) Character Baselines & Notable Deviations
5 Practical DPS Model (Revolver) — “Nash Equilibrium” You Can Use

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.

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