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Short answer: the official mo.co material currently available does not document a button that randomly rerolls a weapon’s attributes. Its documented progression system uses Upgrade Cores: you collect them, fuse them into higher tiers, and equip a core for a specific effect. An equipped core can be replaced only by a higher-tier Upgrade Core. If you spend resources expecting a slot-machine-style weapon reroll, you may be solving the wrong problem.
That advice needs a beta warning. Supercell has moved mo.co back to beta and says Weapons and Cores are still under evaluation, so menus, rewards and even the long-term progression loop can change. Use the workflow below to make careful decisions in the documented system, then confirm the wording and available buttons in your current client before committing rare cores.
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What “weapon rerolling” means in the documented mo.co system
Players commonly use “reroll” to mean replacing an unwanted weapon stat with a random new stat. The official release notes reviewed for mo.co describe something different: Upgrade Cores provide a power boost to a weapon, can be fused into higher tiers, and can be replaced only by a higher-tier core. They do not describe a random-stat reroll interface, a currency that refreshes weapon attributes, or a way to cycle a weapon until it rolls a preferred build.
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That distinction changes the safest strategy. You are not trying to roll the same weapon repeatedly. You are choosing which core effect to pursue, deciding whether your inventory can support the next tier, and avoiding an irreversible replacement that leaves your build weaker or your stock empty. A later beta build could add, remove or rename features; the absence of a reroll instruction in these notes is not proof that no future build can contain one.
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When a menu uses different terminology, read its tooltip literally. A “fuse” action combines cores. A “replace” action changes the core attached to a weapon. Neither term, as documented, means that the weapon’s underlying attributes are randomized.
How Upgrade Cores improve a weapon
Supercell’s “We are so back!” release notes state that Upgrade Cores boost a weapon’s power, with a maximum stated boost of 20%. The notes do not attach a publication year to that figure, so treat it as the value published on that release-notes page rather than as a promise for every future beta build.
The same notes list eight core effects. Choose an effect to support the way you actually play instead of treating every higher tier as automatically better.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match| Core effect | What it changes in a build | Questions to ask before spending |
|---|---|---|
| Damage | Improves the weapon’s direct damage focus. | Do you need faster clears, or is your current damage already sufficient for the activity? |
| Critical damage | Supports a build that already benefits from critical hits. | Can your weapon or team produce critical hits often enough to use the effect? |
| Attack speed | Improves the tempo of attacks. | Will faster attacks help your weapon’s range, animation and resource pattern? |
| Cooldown | Lets ability-driven weapons cycle important actions more quickly. | Are your strongest abilities limited by cooldowns rather than by damage or survival? |
| Healing | Improves the healing effect your build provides. | Are you the source of healing, and does the activity give you enough opportunities to use it? |
| Healing received | Improves healing that reaches your character. | Does your team or weapon reliably provide healing for this to matter? |
| Maximum health | Raises your health ceiling and gives more room for mistakes. | Are incoming hits the reason you fail, or would offensive tempo solve the problem sooner? |
| Dodge | Supports a mobility and avoidance-oriented setup. | Can you consistently turn the extra dodge value into avoided damage? |
The table is a decision aid, not a claim that one effect is best for every weapon. The release notes name the effects but do not publish a universal ranking. Your weapon, encounter, teammates and current tier determine the useful choice.
Fusion tiers: the costs you must plan before pressing Fuse
Upgrade Cores combine into higher tiers at fixed ratios in the documented system. The published conversions are:
| Result | Required lower-tier cores | Equivalent Semi-Charged cores if every input starts there |
|---|---|---|
| 1 Charged | 20 Semi-Charged | 20 |
| 1 Overcharged | 10 Charged | 200 (10 × 20) |
| 1 Megacharged | 5 Overcharged | 1,000 (5 × 10 × 20) |
The last column is simple inventory arithmetic, not an additional game rule. It shows why a high-tier target can consume a large stock of low-tier cores. Keep enough material for your current weapon and for any other loadout you use before committing to the next fusion.
The notes say you can fuse toward the same core type or choose a random type. A same-type fusion is the predictable route when you have a defined goal and the interface offers that choice. A random-type result may be useful when you are flexible, but it can leave you with an effect that does not fit your weapon. A random core type is not the same thing as rerolling the weapon’s attributes: the random element is the type of core produced, not a documented refresh of the weapon itself.
Why tier matters when replacing an equipped core
An equipped core can be replaced only by a higher-tier Upgrade Core, according to the release notes. A same-tier core with a more attractive effect is therefore not documented as a valid replacement, and the notes do not describe downgrading. Before you fuse or spend, identify the tier currently attached to the weapon and the tier of the replacement you can actually make.
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For example, if a weapon has a Charged attack-speed core equipped and your inventory contains only a different Charged effect, the documented rule does not give you a same-tier swap. You would need a higher-tier replacement, such as an Overcharged core, and the exact effect and availability must be checked in the current client. Keeping the alternative core in storage can be wiser than consuming it in a random fusion.
Where the documented version awarded Upgrade Cores
Supercell’s release notes name three sources: defeated monsters, Weapon Sprints and P.E.R.K.s. P.E.R.K.s are described as random-reward items earned from Weapon Sprints; rarer rewards have lower drop rates. That means an apparent shortfall may be an outcome of the reward table rather than a sign that a core is guaranteed after a fixed number of runs.
A seasonal announcement titled “New season, new weapons!” also described weapons being unlocked in Weapon Sprints, with P.E.R.K.s and Upgrade Core Bundles among the rewards. Those details are historical seasonal guidance. They should not be read as a guarantee that a named sprint, bundle or weapon is available in the current beta.
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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesThe Masteries update notes said Weapon Mastery progress did not reset with seasons and that Elite Contract milestones rewarded Upgrade Cores. Again, that is a description of the update’s system, not a promise that the current beta retains the same milestone thresholds or payout. Check the live activity panel and the reward preview before farming a route specifically for cores.
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A resource-saving workflow for better gear
Use this sequence whenever you are considering a core purchase, fusion or replacement. It is designed to prevent the most expensive mistake: spending a rare higher-tier component before you know which weapon and effect you want to keep.
- Open the current weapon and core screens first. Confirm the weapon’s equipped core, displayed tier and effect text in the client you are playing. Beta changes can make older screenshots or guides inaccurate.
- Write down the combat problem. Decide whether you are failing because enemies survive too long, abilities are unavailable, healing is insufficient, hits are too punishing or movement is unreliable. Pick one primary problem instead of trying to improve every stat at once.
- Choose the effect that addresses that problem. Damage and critical damage are offensive choices; attack speed and cooldown change tempo; healing, healing received and maximum health improve sustainability; dodge supports avoidance. Verify the tooltip because the official notes list names, not every numerical interaction.
- Check the replacement tier before farming. If the desired weapon already has a core equipped, compare its tier with the tier you can produce. The documented replacement rule requires a higher tier. Do not spend a same-tier core expecting it to overwrite the current one.
- Count the full fusion chain. For a Charged core, reserve 20 Semi-Charged inputs. For an Overcharged core, reserve 10 Charged inputs, or 200 Semi-Charged if that is your entire supply. For a Megacharged core, the equivalent is 5 Overcharged, 50 Charged or 1,000 Semi-Charged. These totals assume you are following the published ratios without losing inputs to a random-type choice.
- Separate “must keep” cores from experiment cores. Mark the effect and tier you rely on for your main weapon. Use surplus lower-tier material for testing only after you have protected that baseline. A flexible secondary weapon is a safer place to learn the interface than your main build.
- Choose the fusion mode deliberately. Select the same core type when you have a specific effect in mind and the game offers that option. Select a random type only when several effects would be acceptable and you can absorb an unwanted result.
- Spend the smallest batch that answers the question. Do not fuse every core at once merely because a higher tier is available. Make one planned upgrade, inspect the resulting weapon screen and then decide whether another tier is worth the remaining inventory.
- Recheck the weapon after the change. Confirm that the intended core is equipped, the tier is what you expected and the displayed effect changed. If the button or result differs from the release-note description, stop spending and treat the live client as the authority for that build.
Example: an offensive weapon with a survival problem
Suppose your damage already clears ordinary monsters, but a boss defeats you before its final phase. A damage core may not solve the failure. Compare maximum health, healing received, healing or dodge against the incoming attacks, then check whether you can produce the higher-tier replacement required by the equipped core. If you cannot, preserve your current core and improve the build through play or a secondary weapon rather than burning a same-tier alternative.
Example: deciding between a predictable and random fusion
You have enough Semi-Charged cores for one Charged result and the game offers a same-type route plus a random-type route. If attack speed is the reason you are upgrading, the same-type route aligns the resource spend with that goal. The random route makes sense only if damage, cooldown or another result would also be acceptable. The lower drop rates described for rarer P.E.R.K. rewards make an avoidable mismatch more painful when replacing the inputs will take many runs.
How to choose a core for different playstyles
Damage-focused builds
Use damage when ordinary enemies are surviving long enough to create pressure, or when a weapon’s role is to finish targets quickly. Critical damage is more specialized: it is valuable only when your build can trigger critical hits often enough to make the effect relevant. If the problem is an ability that is unavailable between waves, cooldown may produce more practical damage than a flat offensive effect.
Fast or ability-driven weapons
Attack speed changes the cadence of basic attacks, while cooldown changes how often abilities can be used. Examine the weapon’s actual rhythm. A weapon that spends most of its time waiting for an ability may benefit more from cooldown; one that continuously fires may make attack speed easier to feel. The official notes do not publish a universal break point, so compare the in-game description and your own encounter needs.
Healing and team-support builds
Healing affects the healing your setup provides; healing received affects the healing that reaches your character. They solve different problems. If you are the team’s healer, healing may be the relevant choice. If allies already provide reliable healing and you are dying despite receiving it, healing received or maximum health may be more appropriate. Confirm how the current beta labels the effect before fusing.
Durability and mobility builds
Maximum health gives a larger buffer against unavoidable hits. Dodge is useful when attacks can be avoided and you can recognize their timing. Neither is automatically superior: health helps when damage must be taken, while dodge helps when movement can prevent it. Consider the encounter pattern and your own consistency rather than copying an effect from a different weapon.
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Common ways players waste Upgrade Cores
- Chasing a reroll that is not documented. Do not buy, fuse or discard cores on the assumption that a separate reroll currency exists. The official notes describe core progression and replacement, not random weapon-stat refreshes.
- Confusing a random core type with a random weapon stat. The random choice applies to the type of core produced by fusion. It is not described as changing the weapon’s base attributes.
- Ignoring the equipped tier. A higher-quality same-tier effect is not documented as a legal replacement. Check the tier requirement first.
- Fusing without a reserve. Conversions consume 20 Semi-Charged for one Charged, 10 Charged for one Overcharged and 5 Overcharged for one Megacharged. Spending the entire inventory can strand your other weapons.
- Treating seasonal pages as live schedules. Weapon Sprints, P.E.R.K.s, bundles and mastery rewards were described in specific updates. Beta maintenance can change or remove those routes.
- Assuming a 20% boost applies unchanged forever. The 20% maximum comes from the cited release notes. Future balance changes can alter the cap or the way the boost is displayed.
- Following an old screenshot without checking the tooltip. Beta interfaces and progression loops can change. Read the current client’s effect text immediately before confirming a spend.
What the return to beta changes
Supercell’s “mo.co goes back to beta” announcement says the game is running in a beta development stage with low maintenance. It says new weapons will not be released in following seasons, and seasonal passes will not have a premium track or weapons. Most importantly for this guide, it says non-cosmetic progress, including Weapons and Cores, remains under evaluation because future versions may use a different progression loop.
The team’s wording is unusually direct: We’ll only reset progress if absolutely necessary, as future versions of the game may have a very different progression loop.
That is a warning against treating today’s investment rules as permanent. It does not announce a reset, and it does not establish a date for a new reroll system.
The announcement displays “September 24” but does not show a year in its body, so the date should not be silently expanded. It also says the next update date had not been confirmed, while the team was aiming to launch it before the end of 2026. An aim is not a schedule. Check the in-game notices and the latest official announcement whenever you return after a long break.
Quick decision checklist
- Is the action you are looking for actually labeled as a reroll, or is it core fusion or replacement?
- Which single combat problem are you trying to fix?
- Which of the eight documented effects addresses that problem?
- What tier is currently equipped, and is your intended replacement higher?
- Do you have the complete fusion chain plus a reserve for other weapons?
- Would a random core type still be useful if it misses your first choice?
- Is the reward route you plan to farm visible in the current beta client?
- Did the final confirmation screen show the effect and tier you intended?
If any answer is unclear, postpone the spend. In a progression system that may be revised, preserving optionality is more valuable than forcing a speculative upgrade.
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