Upgrade stops offer four cards. Three cost coins. One costs Robux. There are 21 cards in five rarities. Buying a card raises the next price of that rarity. A card can roll up to a higher rarity and grant several levels at once.
Price ladder
| Rarity | First buy | Rise per buy | Levels if the card rolls up |
|---|---|---|---|
| Common | 100 coins | +20 | 1 |
| Rare | 250 coins | +50 | 2 |
| Epic | 500 coins | +100 | 3 |
| Legendary | 1,000 coins | +200 | 4 |
| Mythic | 10,000 coins | +1,000 | 10 |
Read the climb as each buy of a rarity adding its step to that rarity's next price. The total for n buys is n times the first price, plus the step times n times (n minus 1) divided by 2. Five Common cards cost 700 coins. Ten Common cards cost 1,900. Driller's discount is not in that formula. At level 2, Driller cuts Drill Power, Mega Drill, and Power Slam by 50%.
The community wording of the climb is loose. If your in-game price does not match the next step, trust the number on the card.
All 21 cards
| Card | Rarity | Effect per level |
|---|---|---|
| Drill Power | Common | +4 wall damage per hit |
| Fuel Storage | Common | +25 fuel capacity |
| Drive Speed | Common | +5 max speed |
| Drill Defense | Common | The drill hurts enemies that touch it. Listed at +20 damage. The 22 August 2026 notes say +25. Deadly Drill was merged into this card. |
| Team Health | Common | +10% max HP for the team |
| Sack Storage | Common | +2 sack space for every player |
| Power Drive | Common | +1 acceleration. Deep-run notes say to skip it. |
| Power Slam | Rare | Every 10th hit deals +50 bonus wall damage |
| Engine Overdrive | Rare | +0.5 seconds of speed burst after each wall |
| Mega Drill | Rare | +20% crit damage on drill hits |
| Firepower | Rare | +20% gun damage for the team |
| Sharpness | Rare | +20% melee damage for the team |
| Blast Power | Rare | +20% explosive damage for the team |
| Power Burst | Epic | Driver triggers a 5-second burst. +0.5x damage per level |
| Mounted Gunner | Epic | +20 mounted-gunner damage |
| RPM Overclock | Epic | +0.05 drill hits per second |
| Life Steal | Epic | Melee hits heal the attacker by +1 HP |
| Money Drill | Legendary | +10 coins per wall broken |
| Ultra Drill | Legendary | +1 stacking damage per hit while the drill stays in contact |
| Health Regen | Legendary | +5 HP every 12 seconds for the team |
| Cart Extension | Mythic | +1 cart |
What to take
For boss walls, RPM Overclock, Ultra Drill, and Power Burst are the named trio. Early, while cards are still Common, Drill Power moves the Grass through Clay walls. Fuel Storage and sack space are comfort buys, not substitutes for wall damage. Team Health and Health Regen matter once Toxic and Frozen hits stick. Buy Firepower, Sharpness, or Blast Power only for the weapon the party actually uses.
Executioner's level 4 perk is described as a free upgrade, chosen from three, each time you beat a boss. That is a boss reward, not a discount on the coin ladder.
Cards last for the run. They do not carry into the next descent unless a church save covers the gear you stored. Cards themselves are not listed as church gear.
