Tier List

The Legend of Mala Tokmachka Modules Tier List

Support modules that keep weapons online and walls standing.

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Modules Tier List

Weapons kill enemies; modules keep weapons alive. This preview tier list covers non-weapon blocks named on Steam for The Legend of Mala Tokmachka: walls/structure, power systems, radar equipment, repair blocks, and defensive platforms. Rankings assume a standard mid-wave fortress — adjust if you play ultra-compact (Best Builds bunker) or sky-heavy (Anti-Air Defense).

Cross-reference Weapons tier list and Module Reference for role tables.

Tier key

Same S–D preview scale as Weapons tier list: S = run-defining support, D = skip early.

S-tier (preview)

Power systems

Why S: Lasers, missiles, and advanced AA likely require power adjacency per store bullet lists. Without power, S-tier weapons behave like decorations.

Placement: Touching or one cell from energy-heavy weapons; protect with inner walls (Fortress Building).

Repair blocks

Why S: Endless siege means permanent attrition. Repair enables Repair and Resources triage instead of full rebuilds.

Placement: Near power core and AA decks you refuse to sacrifice.

A-tier (preview)

Radar equipment

Why A: Improves detection/targeting for AA and missiles (preview inference from marketing). Less urgent wave 1, critical mid-run.

Placement: Line-of-sight to multiple approach vectors.

Core structural walls (inner spine)

Why A: Not flashy, but prevents cascade collapses when artillery focuses one column.

Note: Outer sacrificial walls rank lower — see B-tier.

B-tier (preview)

Defensive platforms

Why B: Useful for angling guns but optional if grid allows direct mounting.

Outer wall layers

Why B: Good ablative armor; do not overspend upgrades here.

C-tier (preview)

Redundant radar/repair duplicates

Second copy before first is protected = C tier spending mistake.

D-tier (preview)

Cosmetic height with no guns

Blocks that add repair surface without firepower or support — ranked D for economy reasons.

Module priority by game phase

PhaseBuy order (preview)
Waves 1–2Inner walls, one repair stub if cheap
Waves 3–5Power before laser/missile
Mid gameRadar + full repair network
LateRedundant power, spare repair

Matches Walkthrough: First Days.

Synergy matrix

ModulePairs with
PowerLasers, missiles, AA
RadarAA, missile platforms
RepairPower, AA, spine walls
WallsEverything

Failure modes

  • Power behind outer wall — first breach blacks out fortress.
  • Radar on ground only — cannot see high-angle air (verify arcs at launch).
  • Repair on expendable deck — wasted money when sacrificed.

After launch

Module HP, adjacency rules, and costs will reorder tiers. Patches documented in Updates and reflected here within one revision cycle.

Upgrade sequencing example

A typical mid-game player might own inner spine walls (A-tier), one repair block (S-tier), and a laser waiting for power. The correct sequence is: finish power routing (S-tier), add radar (A-tier), then activate the laser — skipping straight to laser DPS drops effective tier because the weapon sits offline. This sequencing mirrors Repair and Resources budgeting rules.

Pairing with weapons tier list

When a weapon sits at S-tier but its supporting module is C-tier, downgrade your effective loadout until support catches up — see Weapons tier list alongside this page.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Most important module?

Preview ranks power and repair as S-tier for long runs.

When to build radar?

Before adding a third AA or missile platform mid-game.

Are walls modules?

Yes — structural blocks are modular per Steam; inner spine is A-tier.

Do modules affect tier weapons?

An S-tier cannon without power drops to effective D-tier.

Quick lookup tool?