You're ten minutes into a Megabonk run. The screen is a vibrating mess of pixels, your FPS is chugging, and you've got a choice to make. Do you grab the Damage Tome for that immediate hit of dopamine, or do you play the long game with XP?
Honestly, most players screw this up. They follow old guides from when the game first launched. But the meta has shifted significantly as we move through 2026. A megabonk tome tier list isn't just about what "feels" strong; it’s about the math of how these stats multiply or add up when you're staring down a Tier 3 boss.
Getting the right tome combo is the difference between a "God Run" and staring at a Game Over screen because your projectiles were just too slow.
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The God Tier (S-Tier)
These are the tomes you should almost never skip. If they show up, you take them. Period.
Cooldown Tome
This is the king. It increases your attack speed. More attacks mean more chances for critical hits, more projectiles on screen, and more lifesteal procs. It is the single best way to scale your DPS because it affects every single weapon you carry. Without it, you’re just waiting to get swarmed.
Quantity Tome
Essentially, this adds more projectiles. Think about it. If you have a weapon that fires one bullet, and this tome makes it fire two, you just doubled your damage. It’s better than the Damage Tome because it creates a literal wall of destruction around you.
XP Tome
Some people hate on this because it doesn't give you "power" right away. They’re wrong. In Megabonk, level gain is everything. If you hit level 500 before the final boss, you've outscaled the difficulty curve entirely. It’s the engine that runs your build.
Damage Tome
Simple. Effective. Reliable. It provides a flat percentage increase to your output. While not as flashy as Quantity, it ensures that those extra projectiles actually hurt.
The "Build-Around" Tier (A-Tier)
These are incredible, but they require a bit of synergy. You don't just blind-pick them; you pick them because they fit your current weapon loadout.
Precision Tome
If you're running the Sniper Rifle or Dice, this is actually S-Tier. It boosts your critical hit chance. Once you go over 100%, you start "Overcritting," which deals massive, screen-clearing damage. If your weapons have low base crit, though, this feels like a wasted slot.
Size Tome
Basically makes your explosions and slashes bigger. If you’re a fan of Aura or Axe, this is mandatory. There is nothing more satisfying than an Aura that covers half the screen, melting enemies before they even reach the inner circle.
Armor Tome
The "Sir Oofie" special. If you're going for a tank build, this is your best friend. It reduces incoming damage by a flat amount. In the late game, when hundreds of small projectiles are hitting you, Armor can literally make you invincible to everything but the bosses.
Evasion Tome
Kinda RNG-heavy, but dodging 30% of all attacks is a huge survivability boost. It's better than HP Regen because you just... don't take the damage in the first place.
The Niche Players (B-Tier)
Good? Yes. Essential? No. You take these when your favorites haven't shown up yet.
- Bloody Tome: Gives you lifesteal. It’s great if you’re using the Wireless Dagger or something with high fire rate. But if you aren't hitting often, the healing is negligible.
- Luck Tome: This is for the gamblers. It improves the quality of your level-up choices and shrine drops. It’s nice to have, but it won't save you if your weapons are trash.
- Duration Tome: Makes projectiles last longer. Essential for the Axe or Firestaff trails, but useless for the Revolver or Sniper.
- Agility Tome: Speed is life, but only to a point. If you’re playing Calcium, this is your top priority. For everyone else, it’s just a "nice to have" so you can outrun the ghosts.
Why the "Holy Trinity" is a Trap
In the current community discussion, players often talk about the "Holy Trinity": XP, Luck, and Cursed.
The theory is that you maximize your growth, your loot, and the enemy count to farm infinitely. Here’s the reality: if you aren't an expert, this will kill you. The Cursed Tome increases enemy health and speed. If you take it too early without having the Cooldown or Quantity tomes leveled up, you’ll get overrun before you even reach the first boss.
It’s a "win harder" strategy, not a "help me win" strategy.
The C-Tier and D-Tier: Avoid These
Some tomes are just... bad. Or at least, they're so outclassed that they feel like a waste of a slot.
- Regen Tome: The healing is too slow. By the time you've regenerated 10 HP, a boss has hit you for 50. Get Shield or Bloody instead.
- Knockback Tome: This can actually hurt you. It pushes enemies away, which is fine, until it pushes them out of your Aura or Axe range, making it harder to kill them.
- Silver/Golden Tomes: These are for farming currency, not for winning runs. If you want to unlock a new character, sure, grab them. If you want to survive Tier 3, leave them on the floor.
- Cursed Tome: Mentioned before. It’s a D-Tier for beginners and an S-Tier for professionals. There is no middle ground.
Advanced Tome Synergies for 2026
To truly master the megabonk tome tier list, you have to look at how these items talk to each other.
If you are playing Dicehead, your build is 100% RNG. You want Luck and Precision. You want those dice rolls to hit the highest possible numbers. If you're playing Sir Oofie, forget the glass cannon stuff; go Armor, Shield, and Thorns. Let the enemies kill themselves by touching you.
The most consistent "All-Rounder" build right now?
Quantity + Cooldown + XP + Size. This combo ensures you level up fast, hit everything on the screen, and hit it often.
Actionable Strategy for Your Next Run
Stop picking the Damage Tome as your first item. It's a rookie move.
Instead, prioritize the XP Tome in the first five minutes. If you don't see it, look for Quantity. Your goal in the early game is to establish a "clearing" pattern—meaning you can stand still for at least 5 seconds without an enemy touching you.
Once you have your clearing pattern established, then you can start looking for the "Survival" tomes like Armor or Shield. Never take more than two defensive tomes. In Megabonk, the best defense is literally a screen full of projectiles that prevents anything from getting close enough to bite you.
Also, keep an eye on your weapon evolutions. If you're planning to evolve the Axe, you must have the Duration Tome leveled up. Don't wait until the last minute to find it, or you'll be stuck with a sub-optimal weapon when the 20-minute mark hits and the screen turns red.
Focus on these priorities and you'll find those Tier 3 clears becoming a lot more common.