The Clogpocalypse wiki

Field Guide

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.

Basics

How a shift works.

10:00Survive the shift to win the run and a 100-bolt bonus.
5:00The Fatberg rises.
8:00King Gator arrives.
11:30Overtime bosses start returning, every 2:30.

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.

Level up, pick a card

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.

Evolve

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.

Bolts

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.

Overtime

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 board

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.

Controls

Move
WASD or arrow keys · controller left stick · drag anywhere on touch screens
Pick a card
1–4 or click
Reroll · skip · banish
R · X · B (rerolls and skips come from the Workshop, and you always get one banish)
Use a station
Stand still next to it
Pause · mute
Esc or P · M
Weapons

Eight tools of the trade.

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.

TP Cannon

Every shift starts with it

Fires toilet paper rolls at the nearest clog. Every shift starts with it.

StatLevel 1Level 5
Damage1223
Rolls per shot13
Goes through1 clog3 clogs
Shots per second1.31.8
Evolves with Gas Station Coffee Bog Roll Gatling

Plunger Boomerang

Starting tool: survive 3:00 in one run

Flies out and comes back, smacking everything on the way there and back.

StatLevel 1Level 5
Damage1832
Plungers13
Throw distance260340
Throws per second0.420.59
Evolves with Reinforced Overalls Plunger Storm

Drain Snake

Starting tool: clear 2,500 clogs in total

Spinning coils orbit you and whack anything that gets close.

StatLevel 1Level 5
Damage714
Coils14
Reach6488
Spin speed3.04.0
Evolves with Magnetic Belt Sewer Serpent

Drain Cleaner

Starting tool: beat a boss

Lobs a bottle that bursts and leaves a burning puddle behind.

StatLevel 1Level 5
Blast damage2446
Bottles12
Puddle burn10/s24/s
Puddle lasts2.5s4s
Evolves with Hard Hat Chemical Spill

Pressure Washer

Starting tool: reach level 25 in one run

A high-pressure beam that cuts through a whole line of clogs.

StatLevel 1Level 5
Damage per tick59
Beam length320460
Beam width2436
Beams12 (front and back)
Evolves with Steel-Toe Boots Fire Hose

Air Freshener

Starting tool: survive the 10-minute shift

A cloud of "Spring Meadow" that hurts anything standing in it.

StatLevel 1Level 5
Damage per second1024
Cloud size58104
Evolves with Lucky Rubber Duck Spring Meadow

Pipe Wrench

Starting tool: clear 10,000 clogs in total

A big swing at whatever is closest that knocks clogs back.

StatLevel 1Level 5
Damage2454
Reach84116
Swings per second0.671.00
Back swingNoYes
Evolves with Steel-Toe Boots Monkey Wrench Tornado

Blowtorch

Starting tool: survive 15:00 in one run

Bursts of flame that set clogs alight. Burning clogs keep taking damage.

StatLevel 1Level 5
Damage per tick38
Burn4/s12/s
Flame length110165
Flame width48°73°
Evolves with Hard Hat Solder Inferno
Evolutions

Max it. Pair it. Evolve it.

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.

+ =

Bog Roll Gatling

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 Storm

Plunger Boomerang (level 5) + Reinforced Overalls

Six plungers at once for 50 damage each, thrown further and faster.

+ =

Sewer Serpent

Drain Snake (level 5) + Magnetic Belt

A huge eight-coil snake (22 damage) that also drags XP drops to you.

+ =

Chemical Spill

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.

+ =

Fire Hose

Pressure Washer (level 5) + Steel-Toe Boots

Two full-length beams sweep around you without ever stopping.

+ =

Spring Meadow

Air Freshener (level 5) + Lucky Rubber Duck

A vast toxic cloud that burns for 40 a second, spreads far wider and slows the horde.

+ =

Monkey Wrench Tornado

Pipe Wrench (level 5) + Steel-Toe Boots

Three wrenches orbit you for 40 damage each and send clogs flying.

+ =

Solder Inferno

Blowtorch (level 5) + Hard Hat

Two roaring flames that never switch off. Burning clogs pass the fire to their neighbours.

Gear

Six pieces of kit.

Gear gives you a passive boost and unlocks evolutions. You can carry all six, five levels each.

GearBoostsPer levelAt level 5Evolves
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 hit15 Plunger Boomerang
Lucky Rubber Duck Luck and XP+10 luck, +5% XP+50 luck, +25% XP Air Freshener
Level-up cards

Rarity is everything.

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 odds

RarityBase oddsCard powerWeapon bonus
Common59.8%1×—
Uncommon25.9%1.5×+5%
Rare10%2.2×+10%
Epic3.4%3.2×+15%
Legendary0.8%4.5×+25%
Mythic0.15%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.

Rerolls, skips and banishes

  • Banish removes a card from the pool for the rest of the run. Everyone gets one, and the Workshop adds more.
  • Reroll deals a fresh hand. Unlocked with Second Opinion in the Workshop.
  • Skip passes on the level and heals 15. Unlocked with Not My Job.
  • Overclock cards show up once a weapon is level 5, adding more damage to it the rarer the card.

Unique powers Legendary and Mythic only · once each per run

Legendary

Industrial Flush

Every 40 seconds, flush every clog on screen.

Legendary

Chain Reaction

Critical hits explode, hitting nearby clogs for half the damage.

Legendary

Twin Cannon

The TP Cannon fires a second volley behind you.

Legendary

Spare Coveralls

Once this run, get back up when you go down.

Legendary

Midas Wrench

Clogs drop more bolts, and every bolt heals 1 health.

Legendary

Static Charge

Every 2.5 seconds, lightning strikes 5 nearby clogs.

Mythic

Plumber’s Ascension

+50% damage, +20% move speed, +2 projectiles and coils.

Mythic

Black Hole Drain

Every 7 seconds a drain opens in the crowd, sucks clogs in and crushes them.

Stat cards Always in the pool · values for a Common card

Sharpened Tools

Damage +6%

Caffeine Drip

Attack speed +4%

Fresh Insoles

Move speed +5%

Extra Padding

Max health +12

Thermos of Soup

Health regen +0.2/s

Kevlar Kneepads

Damage blocked +0.5 per hit

Steady Hands

Crit chance +2%

Big Swing

Crit damage +15%

Wide Nozzle

Area +6%

Long Arms

Pickup range +12%

Night School

XP gain +6%

Loose Change

Bolt find +8%

Four-Leaf Clover

Luck +6

Sharpened Rolls

Penetration +1 clog (+2 Rare, +3 Legendary)

Extra Hands

Projectiles and coils +1 (+2 Legendary). Rare or better only

Slow Drain

Effect duration +8%

Slippery Overalls

Dodge chance +2.5% (caps at 60%)

Second Lunch

Heal on kill 2% chance for +2 HP

Ice Pack

Freeze chance +3% (caps at 50%)

Moldy Sandwich

Poison chance +4% (caps at 60%)

Clogs

What comes out of the drains.

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.

From 0:006 HP

Rubber Duck

Weak and quick. There are always more.

From 0:0011 HP

Hairball

Slow and heavy. Hits harder than it looks.

From 1:0010 HP

Roach

Fast and twitchy. Only the goldfish are quicker.

From 1:009 HP

Sewer Rat

Never alone. Rats arrive in packs of three to five.

From 1:154 HP

Flushed Goldfish

Swims in as a school from one side and zig-zags. Bigger schools every minute.

From 1:4030 HP

Sludge Spitter

Keeps its distance and lobs goo at the spot you're standing on. Keep moving.

From 2:0042 HP

Grease Blob

Big and slow. Splits into two bloblings when it pops.

From 2:00130 HPElite

Gator

Elite. Stops, lines you up, then charges. Always drops a bolt or a donut.

Bosses

The big four.

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.

5:002,600 base HP

The Fatberg

“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.

8:004,200 base HP

King Gator

“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.

Overtime and dailies3,800 base HP

The Rat King

“He brought the whole family.”

Winds up and dashes at you, and summons a ring of seven rats. Below half health he summons faster.

Overtime and dailies5,400 base HP

Tree Root Monster

“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 & shrines

Stop. Spend. Survive.

Stations are scattered around the basement. Walk up and stand still to use one. Shrines are free, but most of them want something back.

Station

Snack Machine

Pick an upgrade. Reusable, but pricier every time.

Cost: 12 bolts, +10 per use, +2 per minute

Station

Locked Toolbox

An evolution if one is ready, otherwise two upgrades. One use.

Cost: 20 bolts, +5 per minute

Station

Coffee Maker

Heals 30% of your max health. One cup per machine.

Cost: Free

Station

Breaker Panel

Stay in its zone for 4 seconds, then pick one of three buffs for the rest of the run.

Cost: Free

Shrine

Time Clock

Pays 25 bolts (+6 per minute) and +5% bolt find, but clogs get 5% tougher and more numerous for good.

Cost: Free

Shrine

Backed-Up Drain

Summons a ring of marked clogs and gators with more than double health. Clear them all for a free toolbox.

Cost: Free

Shrine

Cursed Toilet

Your next boss brings a twin. Two bosses means two toolboxes.

Cost: Free

Shrine

Shop-Vac Station

Sucks every XP drop on the map straight to you.

Cost: Free

The Cash Only daily doubles every station price.

Breaker Panel buffs You're offered three · they last the whole run

Overclocked

+12% all damage

Live Wire

+8% fire rate

Jumpstart

+8% move speed

Grounded

+25 max health

Electromagnet

+25% pickup range

Surge

+5% crit chance

Insulated

+1 damage blocked per hit

Pickups

Stuff on the floor.

XP drops

Every cleared clog leaves one. Blue, green and red drops are worth more as clogs get bigger.

Bolts

Spend them at stations mid-shift. Whatever you still have at the end is banked for the Van Workshop.

Donut

Heals 30 health. Rare on purpose.

Shop-Vac

Pulls every XP drop on the map to you.

Flush

Clears every clog on screen (bosses excepted).

Toolbox

Dropped by bosses and cleared drains. An evolution if one is ready, otherwise two upgrades.

Paint buckets

Smash them by walking through. Each one drops XP and often a bolt, sometimes a donut or a Shop-Vac.

Van Workshop

Permanent upgrades.

Bolts you bring home are banked on your profile. Spend them between shifts on three skill branches. Some upgrades need others first.

Toughness

  • Thicker Coveralls5 levels

    +10 max health per level.

    40 / 80 / 130 / 190 / 260 bolts

  • First-Aid Kit3 levels

    Heal 0.3 health per second per level.

    120 / 240 / 400 bolts · needs Thicker Coveralls 1

  • Steel-Toe Plating3 levels

    Take 1 less damage per hit, per level.

    150 / 300 / 480 bolts · needs Thicker Coveralls 2

  • Second Wind1 level

    Once per shift, get back up at half health.

    800 bolts · needs First-Aid Kit 1 and Steel-Toe Plating 1

Hustle

  • Better Insoles5 levels

    +4% move speed per level.

    40 / 80 / 130 / 190 / 260 bolts

  • Bigger Pockets5 levels

    +12% pickup range per level.

    30 / 60 / 100 / 150 / 220 bolts

  • Quick Hands5 levels

    Weapons fire 4% faster per level.

    100 / 180 / 280 / 400 / 550 bolts · needs Better Insoles 2

  • Lucky Penny3 levels

    +15% bolts found per level.

    200 / 400 / 700 bolts · needs Bigger Pockets 2

Know-How

  • Trade School5 levels

    +6% XP per level.

    50 / 100 / 160 / 240 / 340 bolts

  • Second Opinion3 levels

    +1 upgrade reroll per shift, per level.

    120 / 240 / 400 bolts

  • Not My Job3 levels

    +1 upgrade skip per shift, per level. Skipping heals 15.

    80 / 160 / 300 bolts · needs Second Opinion 1

  • Not In My Van2 levels

    +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

  • Four-Leaf Clover5 levels

    +5 luck per level: better card rarities, more drops, more crits.

    90 / 170 / 270 / 400 / 560 bolts · needs Trade School 1

  • Head Start1 level

    Start every shift with the TP Cannon at level 2.

    600 bolts · needs Trade School 3

Starting tools

Every shift starts with the TP Cannon. Hit these milestones to bring a second tool along.

  • Plunger Boomerang Survive 3:00 in one run
  • Drain Snake Clear 2,500 clogs in total
  • Drain Cleaner Beat a boss
  • Air Freshener Survive the 10-minute shift
  • Pressure Washer Reach level 25 in one run
  • Pipe Wrench Clear 10,000 clogs in total
  • Blowtorch Survive 15:00 in one run

TP Cannon paint jobs

Cosmetic only. Bought with bolts.

  • Shop GreyFree
  • Chrome150 bolts
  • Candy Stripe250 bolts
  • Basement Camo300 bolts
  • Neon Night450 bolts
  • Golden Throne900 bolts
Daily challenge

Same basement for everyone.

A new challenge every day at midnight UTC: one shared map, one starting tool, two bosses and one twist, with its own leaderboard.

Rat Race

Sewer rats everywhere.

Glass Cannon

+50% damage, half health.

Rush Hour

30% more clogs, and they're faster.

Flushed

Goldfish schools from the first minute.

Cash Only

Stations cost double, bolts drop twice as often.

Fast Learner

+50% XP, but clogs have +25% health.

Achievements

22 badges for your player card.

Clocked In

Last a full minute.

Shift Survivor

Survive the 10-minute shift.

Double Shift

Survive 20:00 in one run.

De-Greaser

Beat the Fatberg.

Regicide

Beat King Gator.

Long Live the King

Beat the Rat King.

Root Canal

Beat the Tree Root Monster.

Upgraded

Evolve a weapon.

Over-Engineered

Evolve 3 weapons in one run.

Drain Brain

Clear 1,000 clogs in one run.

Journeyman

Reach level 30 in one run.

Vending Regular

Use 5 job-site stations in one run.

Not a Scratch

Reach 3:00 without taking a hit.

Daily Grind

Finish a daily challenge (1:00 or more).

AFK Plumber

Reach 3:00 without moving a step.

Drain Clearer

Clear a Backed-Up Drain's elite horde.

Toilet Trouble

Activate a Cursed Toilet.

Time and a Half

Push difficulty to +20% at Time Clocks.

Bucket List

Smash 25 paint buckets in one run.

Lucky Break

Pick a Legendary card.

One in a Thousand

Pick a Mythic card.

World Record

Hold #1 on the all-time board.

Strategy

Tips from the job site.

01

Plan one evolution early

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.

02

Boots and Hard Hat pull double duty

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.

03

Six weapons, eight to choose from

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.

04

Hold toolboxes for evolutions

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.

05

Curse the toilet before 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.

06

Luck snowballs

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.

07

Never stand still for long

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.

08

Time Clocks are a loan

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.

09

Maxed is never wasted

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.

10

Goldfish want area, not aim

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.

11

Save the coffee

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.

12

Overtime math

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.

Theory's over

Time to clock in.

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