The Legend of Mala Tokmachka Modules Tier List
Support modules that keep weapons online and walls standing.
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
| Phase | Buy order (preview) |
|---|---|
| Waves 1–2 | Inner walls, one repair stub if cheap |
| Waves 3–5 | Power before laser/missile |
| Mid game | Radar + full repair network |
| Late | Redundant power, spare repair |
Matches Walkthrough: First Days.
Synergy matrix
| Module | Pairs with |
|---|---|
| Power | Lasers, missiles, AA |
| Radar | AA, missile platforms |
| Repair | Power, AA, spine walls |
| Walls | Everything |
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.
Related
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?
Module Reference table.