You steer, the gear shoots
Every weapon fires on its own at whatever is closest. Your job is to move: dodge the horde, scoop up XP and get to stations.
Everything that crawls out of the drains and everything you can hit it with. Every number on this page is taken straight from the game's code.
Every weapon fires on its own at whatever is closest. Your job is to move: dodge the horde, scoop up XP and get to stations.
Cleared clogs drop XP. Each level offers three cards (four once you have 40 luck): a new weapon, gear, a stat boost, an evolution or a unique power.
Get a weapon to level 5 while carrying its partner gear and an evolution card can show up on a level-up or in a toolbox.
Clogs, elites, bosses and paint buckets drop bolts. Spend them at stations mid-shift, or keep them and they're banked for the Van Workshop when the run ends.
At 10:00 the whistle blows, the screen is flushed and the shift is won. The clock keeps going: clogs keep getting tougher and the bosses come back, stronger every time.
The longest run is the world record, and clogs cleared break ties. Every run is timed by our server before it counts. Daily challenges have their own board.
Carry up to six. Each one has five levels. Epic and better cards jump two levels at once, and Uncommon or better weapon cards add bonus damage on top.
Fires toilet paper rolls at the nearest clog. Every shift starts with it.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage | 12 | 23 |
| Rolls per shot | 1 | 3 |
| Goes through | 1 clog | 3 clogs |
| Shots per second | 1.3 | 1.8 |
Flies out and comes back, smacking everything on the way there and back.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage | 18 | 32 |
| Plungers | 1 | 3 |
| Throw distance | 260 | 340 |
| Throws per second | 0.42 | 0.59 |
Spinning coils orbit you and whack anything that gets close.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage | 7 | 14 |
| Coils | 1 | 4 |
| Reach | 64 | 88 |
| Spin speed | 3.0 | 4.0 |
Lobs a bottle that bursts and leaves a burning puddle behind.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Blast damage | 24 | 46 |
| Bottles | 1 | 2 |
| Puddle burn | 10/s | 24/s |
| Puddle lasts | 2.5s | 4s |
A high-pressure beam that cuts through a whole line of clogs.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage per tick | 5 | 9 |
| Beam length | 320 | 460 |
| Beam width | 24 | 36 |
| Beams | 1 | 2 (front and back) |
A cloud of "Spring Meadow" that hurts anything standing in it.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage per second | 10 | 24 |
| Cloud size | 58 | 104 |
A big swing at whatever is closest that knocks clogs back.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage | 24 | 54 |
| Reach | 84 | 116 |
| Swings per second | 0.67 | 1.00 |
| Back swing | No | Yes |
Bursts of flame that set clogs alight. Burning clogs keep taking damage.
| Stat | Level 1 | Level 5 |
|---|---|---|
| Damage per tick | 3 | 8 |
| Burn | 4/s | 12/s |
| Flame length | 110 | 165 |
| Flame width | 48° | 73° |
The weapon needs to be level 5. Its partner gear can be any level. Then watch for the gold evolution card on a level-up, or open a toolbox.
TP Cannon (level 5) + Gas Station Coffee
A non-stop stream of toilet paper: about 9 rolls a second, 18 damage each, through 4 clogs.
Plunger Boomerang (level 5) + Reinforced Overalls
Six plungers at once for 50 damage each, thrown further and faster.
Drain Snake (level 5) + Magnetic Belt
A huge eight-coil snake (22 damage) that also drags XP drops to you.
Drain Cleaner (level 5) + Hard Hat
Three bottles at a time. Giant pools burn for 40 a second for 6 seconds and slow everything in them.
Pressure Washer (level 5) + Steel-Toe Boots
Two full-length beams sweep around you without ever stopping.
Air Freshener (level 5) + Lucky Rubber Duck
A vast toxic cloud that burns for 40 a second, spreads far wider and slows the horde.
Pipe Wrench (level 5) + Steel-Toe Boots
Three wrenches orbit you for 40 damage each and send clogs flying.
Blowtorch (level 5) + Hard Hat
Two roaring flames that never switch off. Burning clogs pass the fire to their neighbours.
Gear gives you a passive boost and unlocks evolutions. You can carry all six, five levels each.
| Gear | Boosts | Per level | At level 5 | Evolves |
|---|---|---|---|---|
| Steel-Toe Boots | Move speed | +8% | +40% | Pressure Washer, Pipe Wrench |
| Hard Hat | Max health | +20 | +100 | Drain Cleaner, Blowtorch |
| Gas Station Coffee | Fire rate | +8% | +40% | TP Cannon |
| Magnetic Belt | Pickup range | +35% | +175% | Drain Snake |
| Reinforced Overalls | Damage blocked per hit | 1 | 5 | Plunger Boomerang |
| Lucky Rubber Duck | Luck and XP | +10 luck, +5% XP | +50 luck, +25% XP | Air Freshener |
Every card rolls a rarity, and rarer cards are stronger. Luck tilts the odds, and so does the clock: the longer you survive, the better the cards get.
| Rarity | Base odds | Card power | Weapon bonus |
|---|---|---|---|
| Common | 59.8% | 1× | — |
| Uncommon | 25.9% | 1.5× | +5% |
| Rare | 10% | 2.2× | +10% |
| Epic | 3.4% | 3.2× | +15% |
| Legendary | 0.8% | 4.5× | +25% |
| Mythic | 0.15% | 6.5× | +40% |
Base odds are with no luck at the start of a shift. Epic and better weapon or gear cards jump two levels. A Legendary or Mythic roll has a 55% chance to become a unique power instead.
Every 40 seconds, flush every clog on screen.
Critical hits explode, hitting nearby clogs for half the damage.
The TP Cannon fires a second volley behind you.
Once this run, get back up when you go down.
Clogs drop more bolts, and every bolt heals 1 health.
Every 2.5 seconds, lightning strikes 5 nearby clogs.
+50% damage, +20% move speed, +2 projectiles and coils.
Every 7 seconds a drain opens in the crowd, sucks clogs in and crushes them.
Damage +6%
Attack speed +4%
Move speed +5%
Max health +12
Health regen +0.2/s
Damage blocked +0.5 per hit
Crit chance +2%
Crit damage +15%
Area +6%
Pickup range +12%
XP gain +6%
Bolt find +8%
Luck +6
Penetration +1 clog (+2 Rare, +3 Legendary)
Projectiles and coils +1 (+2 Legendary). Rare or better only
Effect duration +8%
Dodge chance +2.5% (caps at 60%)
Heal on kill 2% chance for +2 HP
Freeze chance +3% (caps at 50%)
Poison chance +4% (caps at 60%)
Times are when each clog first shows up in a normal shift. Health is the starting value, and everything gets tougher the longer you last. Every minute brings a wave, from duck floods to roach rushes.
Weak and quick. There are always more.
Slow and heavy. Hits harder than it looks.
Fast and twitchy. Only the goldfish are quicker.
Never alone. Rats arrive in packs of three to five.
Swims in as a school from one side and zig-zags. Bigger schools every minute.
Keeps its distance and lobs goo at the spot you're standing on. Keep moving.
Big and slow. Splits into two bloblings when it pops.
Elite. Stops, lines you up, then charges. Always drops a bolt or a donut.
Every boss drops a toolbox and a shower of 25 bolts. Daily challenges can swap in any two of them. In Overtime they rotate: the Rat King, the Tree Root Monster, the Fatberg, then King Gator.
“Four tonnes of grease and wet wipes.”
Slow, but it spits out a fresh batch of grease blobs every few seconds. Kill the adds or get buried.
“Ruler of the sewers. Very upset.”
Charges harder and more often than any gator, and drops rubber ducks while it stalks you. Sidestep the charge.
“He brought the whole family.”
Winds up and dashes at you, and summons a ring of seven rats. Below half health he summons faster.
“Watch the floor. It cracks before it strikes.”
Creeps in, roots itself, then drives roots up through the tiles. Step off the cracks. Faster below half health.
Stations are scattered around the basement. Walk up and stand still to use one. Shrines are free, but most of them want something back.
Pick an upgrade. Reusable, but pricier every time.
Cost: 12 bolts, +10 per use, +2 per minute
An evolution if one is ready, otherwise two upgrades. One use.
Cost: 20 bolts, +5 per minute
Heals 30% of your max health. One cup per machine.
Cost: Free
Stay in its zone for 4 seconds, then pick one of three buffs for the rest of the run.
Cost: Free
Pays 25 bolts (+6 per minute) and +5% bolt find, but clogs get 5% tougher and more numerous for good.
Cost: Free
Summons a ring of marked clogs and gators with more than double health. Clear them all for a free toolbox.
Cost: Free
Your next boss brings a twin. Two bosses means two toolboxes.
Cost: Free
Sucks every XP drop on the map straight to you.
Cost: Free
The Cash Only daily doubles every station price.
+12% all damage
+8% fire rate
+8% move speed
+25 max health
+25% pickup range
+5% crit chance
+1 damage blocked per hit
Every cleared clog leaves one. Blue, green and red drops are worth more as clogs get bigger.
Spend them at stations mid-shift. Whatever you still have at the end is banked for the Van Workshop.
Heals 30 health. Rare on purpose.
Pulls every XP drop on the map to you.
Clears every clog on screen (bosses excepted).
Dropped by bosses and cleared drains. An evolution if one is ready, otherwise two upgrades.
Smash them by walking through. Each one drops XP and often a bolt, sometimes a donut or a Shop-Vac.
Bolts you bring home are banked on your profile. Spend them between shifts on three skill branches. Some upgrades need others first.
+10 max health per level.
40 / 80 / 130 / 190 / 260 bolts
Heal 0.3 health per second per level.
120 / 240 / 400 bolts · needs Thicker Coveralls 1
Take 1 less damage per hit, per level.
150 / 300 / 480 bolts · needs Thicker Coveralls 2
Once per shift, get back up at half health.
800 bolts · needs First-Aid Kit 1 and Steel-Toe Plating 1
+4% move speed per level.
40 / 80 / 130 / 190 / 260 bolts
+12% pickup range per level.
30 / 60 / 100 / 150 / 220 bolts
Weapons fire 4% faster per level.
100 / 180 / 280 / 400 / 550 bolts · needs Better Insoles 2
+15% bolts found per level.
200 / 400 / 700 bolts · needs Bigger Pockets 2
+6% XP per level.
50 / 100 / 160 / 240 / 340 bolts
+1 upgrade reroll per shift, per level.
120 / 240 / 400 bolts
+1 upgrade skip per shift, per level. Skipping heals 15.
80 / 160 / 300 bolts · needs Second Opinion 1
+1 banish per shift, per level: remove a card from the pool for the rest of the run.
150 / 320 bolts · needs Second Opinion 1
+5 luck per level: better card rarities, more drops, more crits.
90 / 170 / 270 / 400 / 560 bolts · needs Trade School 1
Start every shift with the TP Cannon at level 2.
600 bolts · needs Trade School 3
Every shift starts with the TP Cannon. Hit these milestones to bring a second tool along.
Cosmetic only. Bought with bolts.
A new challenge every day at midnight UTC: one shared map, one starting tool, two bosses and one twist, with its own leaderboard.
Sewer rats everywhere.
+50% damage, half health.
30% more clogs, and they're faster.
Goldfish schools from the first minute.
Stations cost double, bolts drop twice as often.
+50% XP, but clogs have +25% health.
Last a full minute.
Survive the 10-minute shift.
Survive 20:00 in one run.
Beat the Fatberg.
Beat King Gator.
Beat the Rat King.
Beat the Tree Root Monster.
Evolve a weapon.
Evolve 3 weapons in one run.
Clear 1,000 clogs in one run.
Reach level 30 in one run.
Use 5 job-site stations in one run.
Reach 3:00 without taking a hit.
Finish a daily challenge (1:00 or more).
Reach 3:00 without moving a step.
Clear a Backed-Up Drain's elite horde.
Activate a Cursed Toilet.
Push difficulty to +20% at Time Clocks.
Smash 25 paint buckets in one run.
Pick a Legendary card.
Pick a Mythic card.
Hold #1 on the all-time board.
An evolution needs the weapon at level 5 and its partner gear at any level. Grab the partner early so the evolution card can show up the moment the weapon maxes.
Steel-Toe Boots evolve both the Pressure Washer and the Pipe Wrench. The Hard Hat evolves both the Drain Cleaner and the Blowtorch. Pair them up and one piece of gear unlocks two evolutions.
You can carry six weapons and six pieces of gear. All six gear pieces fit, so it's the weapons you have to be picky about. Banish the ones you don't want so better cards show up.
A toolbox gives you an evolution if one is ready, otherwise two upgrades. Max a weapon and grab its partner before you crack a Locked Toolbox or finish a boss.
A Cursed Toilet doubles your next boss, and each boss drops a toolbox. With two evolutions lined up, that's two evolutions in one fight.
Luck makes rare cards more likely, adds drops and crits, and at 40 luck you see four cards per level instead of three. The Lucky Rubber Duck, clover cards and the Workshop all stack. Cards also get rarer the longer you survive.
Sludge Spitters aim at where you are standing, not where you are going. Stations need you to stop, so clear a gap in the horde first. The Breaker Panel is the exception: you can keep moving inside its zone.
Each Time Clock pays more bolts the later you use it, but its +5% difficulty never goes away. Four of them earn the Time and a Half achievement. Only clock in if your build can take it.
Once a weapon is level 5, level-ups can offer an overclock card: extra damage for that weapon that scales with the card's rarity.
A goldfish school can be 20 fish strong by the late game, and they zig-zag. They only have 4 health each, so area weapons like the Drain Snake, Air Freshener and Pressure Washer clear a whole school at once.
Donuts are rare on purpose and each Coffee Maker only pours one cup. Remember where they are and go back when you're low, not when you're topped up.
Survive 10:00 and the whistle flushes the screen and pays 100 bolts. From 11:30 a boss returns every 2:30 (as long as the last one is dead), and each return adds another 60% of its base health.
Nothing in the guide matches that. Try a weapon, a clog or a station name.
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