Player
Clan
Guide / Deck / Card

Modifiers are the other half of the draft, and the half people pick worst. The flashiest effect is rarely the one that wins. This page ranks every modifier in the mode by how often it gets taken and how often taking it actually won the game, with the real in-game effect next to each one.
Modifiers ranked
Pending
Battles tracked
Pending
Baseline WR
Pending
Most picked
Pending
Ken's C.H.A.O.S. Draft League is live right now.
Modifier picks are the least settled part of a new mode, so expect movement between tiers while the League is running.
Collecting battles now
The Draft League only just opened, so there is not yet a large enough battle sample to rank modifiers without the numbers being noise. This page fills in as soon as the sample is big enough to mean something. The tier bands below are already final, so you can see exactly how modifiers will be placed.

The other half of the draft
Chaos Draft Card Tier List
Which cards to take when the timer is running, ranked by pick rate and win rate.
Modifier picks skew harder toward spectacle than card picks do. An effect that visibly rewrites a card, doubling a swarm, spawning something on death, turning a building into a different building, reads as powerful in the two seconds you have to choose. A quiet range or hit-speed change does not, even when it is the one that decides games.
That is the single most useful thing on this page. Scan the table for rows where the Picked column is high and the tier is C or D, and those are the traps. Then scan for the reverse, low pick rate sitting in S or A, and those are the picks the lobby is handing you for free.
Pick rate and win rate come from tracked Ken's C.H.A.O.S. Draft League battles. Ability names and effect text come from the game itself, so what you read here is what the modifier screen says, not our summary of it.
Tiers are relative to this mode's own baseline, the pick-rate-weighted average win rate across every qualifying modifier. Each of a modifier's three levels is ranked as its own entry, because the levels are different effects rather than the same effect at different strengths. A modifier below the minimum battle count is held out of the bands and listed separately, for the same reason it is on the card page: a small sample swings several points on noise alone.
The same banding runs on our Draft League card tier list, so the two pages read identically. The baselines are separate, though, and a modifier tier should never be compared against a card tier.
The S-tier modifiers above are the ones whose win rate sits furthest above the mode average. As with cards, the practical answer is the best modifier actually on offer in your draft, so use the full table to compare the specific options in front of you rather than memorising one name.
Not automatically. Rarity here describes which version of a modifier you got, not how strong it is. Each level is a genuinely different effect rather than the same effect scaled up, so a common version can easily out-perform the epic version of the same card. The rarity breakdown on this page is there specifically so you can check that instead of assuming.
Loud effects get picked. Modifiers that visibly change a card, extra spawns, bigger swarms, dramatic on-death effects, are taken far more often than quiet stat modifiers, and pick rate reflects that. Win rate does not. Any modifier with a high Picked number and a C or D tier is one the lobby is over-drafting.
By how far each modifier win rate sits from the pick-rate-weighted average across every qualifying modifier in this mode. S is 2 or more points above, A is 0.5 to 2 above, B is within half a point either way, C is 0.5 to 2 below, and D is 2 or more below. Modifiers below the minimum battle threshold are held out of the bands entirely.
Directly from the game. The ability name and effect text shown for each modifier are the in-game ones, not our summaries. Only the pick rate and win rate are measured from tracked battles.