Mass Effect: Andromeda Wiki
Consumables - Booster Menu

Booster menu

Boosters are consumable items used in multiplayer mode.

Acquisition[]

No boosters are available at the start of multiplayer gameplay. Boosters can be found in packs that have been purchased and/or claimed from the store. Experience Enhancers II and III are always available for purchase in the the item store.

Mechanics[]

Boosters are equipped in the Consumables sub-menu in the Character Customization menu and up to two can be equipped per mission. Only one booster from a class can be equipped at a time. Boosters are consumed when the mission ends but last for the entire duration of the mission.

Using a booster applies to everything it effects. For example, applying an ammo booster while having two weapons equipped will give that ammo to both weapons.

For comparison, Equipment are permanent items that can be reused an unlimited amount of times.

Booster Classes[]

There are 6 Booster Classes that can be used in multiplayer.

  • Ammo - These boosters add powerful effects to fired rounds, including Incendiary Ammo which sets foes on fire, and Cryo Ammo, which can freeze enemies solid.
  • Weapon - These boosters alter weapons directly. Some increase damage dealt, while others increase ammo capacity.
  • Offensive - These boosters improve offensive capabilities, such as a higher ammo capacity or increased melee damage.
  • Defensive - These boosters improve defenses such as shield strength and shield regeneration rate.
  • Power - These boosters improve power usage, from greater power cell capacity to damage boosts.
  • Progression - These boosters increase resources - such as experience - gained during missions.


Image Name Booster Class Icon Rarity Description
Ammo Capacity Mod I Offensive Common Increases Maximum Ammo Capacity by 50%
Ammo Capacity Mod II Offensive Uncommon Increases Maximum Ammo Capacity by 100%
Ammo Capacity Mod III Offensive Rare Increases Maximum Ammo Capacity by 150%
Ammo Capacity Mod IV Offensive Ultra Rare Increases Maximum Ammo Capacity by 200%
Assault Rifle Rail Amp I Weapon Common Increases Damage Dealt by Assault Rifles by 10%
Assault Rifle Rail Amp II Weapon Uncommon Increases Damage Dealt by Assault Rifles by 20%
Assault Rifle Rail Amp III Weapon Rare Increases Damage Dealt by Assault Rifles by 30%
Assault Rifle Rail Amp IV Weapon Ultra Rare Increases Damage Dealt by Assault Rifles by 40%
Biotic Power Amp I Power Common Increases Damage Dealt by Biotic Powers by 10%
Biotic Power Amp II Power Uncommon Increases Damage Dealt by Biotic Powers by 20%
Biotic Power Amp III Power Rare Increases Damage Dealt by Biotic Powers by 30%
Biotic Power Amp IV Power Ultra Rare Increases Damage Dealt by Biotic Powers by 40%
Combat Power Amp I Power Common Increases Damage Dealt by Combat Powers by 10%
Combat Power Amp II Power Uncommon Increases Damage Dealt by Combat Powers by 20%
Combat Power Amp III Power Rare Increases Damage Dealt by Combat Powers by 30%
Combat Power Amp IV Power Ultra Rare Increases Damage Dealt by Combat Powers by 40%
Cryo Ammo I Ammo Common Shots slow and chill enemies, and deal moderate bonus damage to armor.
Additionally increases Weapon Damage by 2.5%.
Cryo Ammo II Ammo Uncommon Shots slow and chill enemies, and deal moderate bonus damage to armor.
Additionally increases Weapon Damage by 5%.
Cryo Ammo III Ammo Rare Shots slow and chill enemies, and deal moderate bonus damage to armor.
Additionally increases Weapon Damage by 7.5%.
Cryo Ammo IV Ammo Ultra Rare Shots slow and chill enemies, and deal moderate bonus damage to armor.
Additionally increases Weapon Damage by 10%.
Cyclonic Mod I Defensive Common Increases Shields by 10%
Cyclonic Mod II Defensive Uncommon Increases Shields by 20%
Cyclonic Mod III Defensive Rare Increases Shields by 30%
Cyclonic Mod IV Defensive Ultra Rare Increases Shields by 40%
Disruptor Ammo I Ammo Common Shots stun enemies and deal large bonus damage to shields.
Additionally increases Weapon Damage by 2.5%.
Disruptor Ammo II Ammo Uncommon Shots stun enemies and deal large bonus damage to shields.
Additionally increases Weapon Damage by 5%.
Disruptor Ammo III Ammo Rare Shots stun enemies and deal large bonus damage to shields.
Additionally increases Weapon Damage by 7.5%.
Disruptor Ammo IV Ammo Ultra Rare Shots stun enemies and deal large bonus damage to shields.
Additionally increases Weapon Damage by 10%.
Experience Enhancer I Progression Common Increases the Amount of Experience Gained by 25%
Experience Enhancer II Progression Uncommon Increases the Amount of Experience Gained by 50%
Experience Enhancer III Progression Rare Increases the Amount of Experience Gained by 75%
Experience Enhancer IV Progression Ultra Rare Increases the Amount of Experience Gained by 100%
Incendiary Ammo I Ammo Common Shots burn enemies and deal large bonus damage to armor.
Additionally increases Weapon Damage by 2.5%.
Incendiary Ammo II Ammo Uncommon Shots burn enemies and deal large bonus damage to armor.
Additionally increases Weapon Damage by 5%.
Incendiary Ammo III Ammo Rare Shots burn enemies and deal large bonus damage to armor.
Additionally increases Weapon Damage by 7.5%.
Incendiary Ammo IV Ammo Ultra Rare Shots burn enemies and deal large bonus damage to armor.
Additionally increases Weapon Damage by 10%.
Pistol Rail Amp I Weapon Common Increases Damage Dealt by Pistols by 10%
Pistol Rail Amp II Weapon Uncommon Increases Damage Dealt by Pistols by 20%
Pistol Rail Amp III Weapon Rare Increases Damage Dealt by Pistols by 30%
Pistol Rail Amp IV Weapon Ultra Rare Increases Damage Dealt by Pistols by 40%
Power Capacity Mod I Power Common Increases the Maximum Number of Power Cells by 1
Power Capacity Mod II Power Uncommon Increases the Maximum Number of Power Cells by 2
Power Capacity Mod III Power Rare Increases the Maximum Number of Power Cells by 3
Power Capacity Mod IV Power Ultra Rare Increases the Maximum Number of Power Cells by 4
Power Efficiency Mod I Power Common Increases the Recharge Speed of Powers by 15%
Power Efficiency Mod II Power Uncommon Increases the Recharge Speed of Powers by 30%
Power Efficiency Mod III Power Rare Increases the Recharge Speed of Powers by 45%
Power Efficiency Mod IV Power Ultra Rare Increases the Recharge Speed of Powers by 60%
Shotgun Rail Amp I Weapon Common Increases Damage Dealt by Shotguns by 10%
Shotgun Rail Amp II Weapon Uncommon Increases Damage Dealt by Shotguns by 20%
Shotgun Rail Amp III Weapon Rare Increases Damage Dealt by Shotguns by 30%
Shotgun Rail Amp IV Weapon Ultra Rare Increases Damage Dealt by Shotguns by 40%
Sniper Rifle Rail Amp I Weapon Common Increases Damage Dealt by Sniper Rifles by 10%
Sniper Rifle Rail Amp II Weapon Uncommon Increases Damage Dealt by Sniper Rifles by 20%
Sniper Rifle Rail Amp III Weapon Rare Increases Damage Dealt by Sniper Rifles by 30%
Sniper Rifle Rail Amp IV Weapon Ultra Rare Increases Damage Dealt by Sniper Rifles by 40%
Strength Enhancer I Offensive Common Increases Damage Dealt from Melee Attacks by 15%
Strength Enhancer II Offensive Uncommon Increases Damage Dealt from Melee Attacks by 30%
Strength Enhancer III Offensive Rare Increases Damage Dealt from Melee Attacks by 45%
Strength Enhancer IV Offensive Ultra Rare Increases Damage Dealt from Melee Attacks by 60%
Targeting VI I Offensive Common Increases Damage Dealt to Weak Points by 15%
Targeting VI II Offensive Uncommon Increases Damage Dealt to Weak Points by 30%
Targeting VI III Offensive Rare Increases Damage Dealt to Weak Points by 45%
Targeting VI IV Offensive Ultra Rare Increases Damage Dealt to Weak Points by 60%
Tech Power Amp I Power Common Increases Damage Dealt by Tech Powers by 10%
Tech Power Amp II Power Uncommon Increases Damage Dealt by Tech Powers by 20%
Tech Power Amp III Power Rare Increases Damage Dealt by Tech Powers by 30%
Tech Power Amp IV Power Ultra Rare Increases Damage Dealt by Tech Powers by 40%
Universal Power Amp I Power Common Increases Damage Dealt by 5%
Universal Power Amp II Power Uncommon Increases Damage Dealt by 10%
Universal Power Amp III Power Rare Increases Damage Dealt by 15%
Universal Power Amp IV Power Ultra Rare Increases Damage Dealt by 20%

Notes[]


This article contains in-game derived data and research is on-going. This data is intended for reference purposes only and not official data.

For the most part, Experience Enhancers are like any other: they affect only the player equipping it. The booster is applied to the sum of the squad XP, adjusted for difficulty; if the mission modifier gives a bonus to experience points, the booster is applied to that as well.

The application of Experience Enhancers is not entirely predictable. If the player joins the match after Wave 1 or if the team changes during the match, the result may be unexpected. Research into the mechanics is ongoing.

Example 1[]

A Bronze mission has the mission modifier One Life to Live, which has a 20% bonus to XP and credits. An Experience Enhancer III (75%) was equipped.

Player XP
Player 1 earned 33,956
Player 2 earned 11,828
Player 3 earned 8,515
Player 4 earned 6,728
Total Base XP 61,027
No Adjustment for Difficulty 61,027
20% of Base Total 12,205
XP w/o XP Enhancer 73,232
Booster XP 54,924
Total XP w/Booster XP 128,156

Example 2[]

A Silver mission has the mission modifier Dampened Powers, which has a 10% bonus to XP and credits. An Experience Enhancer III (75%) was equipped.

Player XP
Player 1 earned 21,983
Player 2 earned 17,108
Player 3 earned 16,998
Player 4 earned 6,515
Total Base XP 62,604
Adjusted for Difficulty 78,255
10% of Base Total 6,260
XP w/o XP Enhancer 84,515
Booster XP 63,386
Total XP w/Booster XP 147,901

Challenges[]

Boosters are the focus of the following challenges: