Wiki In a Run Traits Mutation orbs offer 3 traits and you choose 1 for the rest of the run (the game pauses while you pick). Each card shows the trait's tier, the tiers you already hold and any synergy it would unlock. Picking the same trait again stacks it: stat traits compound per pick, the rest add their strength together. Values below run from a Common pick to a Prismatic pick. Some families unlock as your virus levels up: status traits at Level 2, projectile traits at Level 4, defence traits at Level 9; power-up traits need Power-ups (Level 2), the cancer trait needs Tumors & Metastasis (Level 7).
On this page 40 Virulence Rapid Replication Streamlined Capsid Lipid Envelope Segmented Genome Neuraminidase Boost Reassortment High-Affinity Binding Pyrogenic Fever NSP4 Enterotoxin Cold Adaptation M2 Ion Channel Lytic Burst Cell-to-Cell Spread Fomite Ricochet Endosomal Recycling Satellite Virus Syncytial Pulse Lateral Budding Superinfection Exclusion Stolen Membrane Glycan Armor Incubation Period Heat Shock Hijack Shedding Burst Febrile Wake Toxic Wake Cold Snap Ion Surge Aerosol Plume Transcytosis Tail Contraction Spring-Loaded Fusion Helper Virions Guide RNA Library Spacer Acquisition Cas Cascade Gene Drive Elemental Potency Oncolytic Payload Raises your damage.
+12% (Common) · 16% · 19% · 24% · 30% · 38% · +50% (Prismatic) Compounds with every pick From the Codex Virulence is how much harm a pathogen causes; small mutations can make a strain far more aggressive.
Virulence in the Codex You fire faster.
8% faster (Common) up to 34% faster (Prismatic) Compounds with every pick From the Codex Raises your move speed.
+6% (Common) up to +25% (Prismatic) Compounds with every pick Like every speed bonus, it counts for 60% of its value, up to the organ's speed cap (1.5× base speed in the Nasal Passage, up to 3.6× in the Brain) From the Codex Raises max HP and heals that much.
+15 (Common) · 20 · 24 · 30 · 38 · 48 · +63 (Prismatic) From the Codex Adds projectiles to every shot.
+1 projectile per shot (40% damage); +2 at Mythic or Prismatic Offered rarely, and rarer still each time you take it From the Codex Shots pierce through extra cells.
+1 pierce (Common–Rare), +2 (Epic, Legendary), +3 (Mythic), +4 (Prismatic) One of the five shot-changing traits that form synergies From the Codex Your signature ability charges faster and refills right away.
Charges 30% faster (Common) up to 126% faster (Prismatic) Compounds with every pick From the Codex More critical hits, and harder ones.
+5% crit chance and +25% crit damage (Common) up to +21% and +105% (Prismatic) Crit damage adds to the 2× multiplier: one Common pick makes a critical hit deal 2.25× Picks add their strength together From the Codex A few small changes in a virus's binding protein can make it grip its receptor many times more tightly, so far more of its contacts end in an infection.
High-Affinity Binding in the Codex Shots set cells burning.
4 damage/s (Common) up to 17 damage/s (Prismatic), for 3 s Burn damage shows as small orange numbers over the cell every half second From the Codex Shots poison cells, stacking up to 10 times.
1.5 damage/s per stack (Common) up to 6.3 (Prismatic) Poison damage shows as small green numbers over the cell every half second From the Codex Shots have a 30% chance to slow a cell for 2 s.
Slows by 25% (Common) up to 57% (Prismatic); never more than 60% One slow at a time per cell From the Codex Shots turn electric: they tear through shields, can shock, and arc to a nearby cell.
+60% damage to shields (Common) up to +252% (Prismatic) Doesn't affect armor From the Codex Shots burst on impact, hurting cells around them.
Burst deals 40% (Common) up to 168% (Prismatic) of the shot's damage The blast grows with each pick Shot-changing trait (synergies) From the Codex Shots jump on to more cells for 60% damage.
1 jump (Common, Uncommon), 2 (Rare–Legendary), 3 (Mythic, Prismatic) Shot-changing trait (synergies) From the Codex Shots bounce off walls and tissue.
1 bounce (Common, Uncommon), 2 (Rare, Epic), 3 (Legendary, Mythic), 4 (Prismatic) Shot-changing trait (synergies) From the Codex Shots fly out to full range and come back, hitting again on the return.
Each extra pick adds another round trip at 60% of the previous trip's damage Offered rarely, rarer each pick Shot-changing trait (synergies) From the Codex Satellite virions orbit you and hit cells they touch.
1 satellite (Common) up to 4 (Prismatic), at most 8 in total 10 damage each (Common) up to 23 (Prismatic) From the Codex You pulse damage around you on a timer.
Every 3.0 s for 12 damage (Common) to every 2.4 s for 50 (Prismatic); never faster than every 1.5 s From the Codex Small homing darts bud off both your sides on a timer.
Every 1.5 s (Common) down to 0.7 s at most Each dart deals 45% (Common) up to 77% (Prismatic) of your damage Every 2 strength adds another pair, up to 3 pairs Darts don't carry your other shot traits From the Codex Enveloped viruses bud off the sides of an infected cell, each new virion pinching away to find a cell of its own.
Lateral Budding in the Codex Your shots push the first cell they hit away.
Pushes 52 (Common) up to 122 (Prismatic) Each cell at most once a second; bosses stand firm From the Codex A shield that soaks hits and recharges.
16 shield (Common) up to 67 (Prismatic) Recharges after 6 s without damage Shown as a cyan line under your health bar From the Codex Armor that absorbs 35% of each hit and regrows.
24 armor (Common) up to 101 (Prismatic) Regrows after 7 s without damage Shown as a grey line under your health bar From the Codex +1 extra life: next time you'd die, you go dormant and respawn.
Revive with 40% health (Common) up to 72% (Prismatic), never more than 75% Very rarely offered, rarer each pick Also needs the Extra Lives mechanic (Level 5) From the Codex Defence · Hazards (Level 8) Map hazards hurt you less.
Bile jets, synapse arcs, sneezes and coughs and air-sac wall slams deal 26% less (Common) up to 60% less (Prismatic) Each pick cuts the damage again Only offered once Hazards have unlocked From the Codex Many viruses hijack the cell's heat shock proteins, the chaperones that protect it from heat and toxic stress, to keep their own proteins working.
Heat Shock Hijack in the Codex Every dash bursts where you leave, then leaves a ring that keeps hitting.
Burst: 18 damage (Common) up to 76 (Prismatic)Ring: 6 up to 25 damage every half secondMore dash-burst levels make the ring bigger and longer-lasting From the Codex Dash bursts leave a ring that sets cells burning.
6 damage/s (Common) up to 25 (Prismatic), for 3 s Shares one ring with your other dash-burst traits From the Codex Dash bursts poison cells and leave a toxic ring.
The burst adds 2 (Common) up to 8 (Prismatic) poison stacks The ring adds 1 more stack every half second From the Codex Dash bursts leave a chilling ring that can slow cells for 2 s.
Slows by 30% (Common) up to 60% (Prismatic) From the Codex Many respiratory viruses survive longer in cold, dry air, which is one reason flu peaks in winter.
Cold Snap in the Codex Dash bursts leave a charged ring that jolts cells.
Jolt: 10 (Common) up to 42 (Prismatic)Then 14 up to 59 electric damage per hit From the Codex Viroporins punch ion channels into host membranes, scrambling the cell's electrical balance.
Ion Surge in the Codex Makes dash bursts and their rings bigger.
30% bigger (Common) up to 126% (Prismatic) Only offered once you hold a dash-burst trait From the Codex Your dash becomes a teleport through cells and tissue walls.
Reaches 20% farther (Common) up to 52% (Prismatic) Lands at the farthest safe spot along the line, never in a wall or pit From the Codex Transcytosis carries cargo straight through a cell, in one side and out the other; some viruses use it to cross barriers.
Transcytosis in the Codex Where a dash ends, a shockwave knocks cells back and hurts them.
Knocks cells 80 (Common) up to 176 (Prismatic) back and deals 100% up to 228% of your damage Shockwave radius 97 up to 135 Knocked cells slide and can bump into others From the Codex A bacteriophage lands on a cell and contracts its tail sheath, slamming a tube through the cell wall like a spring-loaded syringe.
Tail Contraction in the Codex Hold dash to charge it: an arrow shows how far you'll go.
Fully charged it goes 85% (Common) up to 197% (Prismatic) farther than a normal dash; a tap is a short hop Charges fully in 0.85 s (Common) down to 0.53 s (Prismatic) With Tail Contraction the dash shoves cells in your path out to the sides With Transcytosis it stays a dash and blasts cells away at take-off and landing From the Codex A little helper virion follows you and shoots the nearest cell every 1.1 s.
Each shot deals 28% (Common) up to 54% (Prismatic) of your damage Each pick adds another helper, up to 4 From the Codex Defective virions can't replicate alone, but ride along with a complete 'helper' virus and spread beside it.
Helper Virions in the Codex Every power-up, CRISPR included, lasts longer.
+2.5 s (Common) up to +10.5 s (Prismatic) From the Codex Every power-up, CRISPR included, appears more often.
+60% (Common) up to +252% (Prismatic) From the Codex Every power-up starts and ends with a blast around you.
4× your damage (Common) up to about 9× (Prismatic) The blast grows with each pick From the Codex Every kill while a power-up is running keeps it going longer.
+0.4 s per kill (Common) up to +1.7 s (Prismatic) With CRISPR, every cell you cut extends it From the Codex Elemental power-ups are stronger.
+30% (Common) up to +126% (Prismatic) From the Codex Deal more damage to tumors and their cells.
+40% (Common) up to +168% (Prismatic) From the Codex