CSR2 Hypermods Guide: Crafting, Dismantling and Track Power
CSR2 MODS · November 10, 2026
Hypermods are one of the newest layers of upgrades in CSR2, and they work differently from everything else in your garage. A Stage 6 part or a fusion makes a car faster in every race. A Hypermod does nothing at all, until the track turns wet or icy. Everything below comes from Zynga’s own help pages on Hypermods, dismantling and the welding mini-game.
What Hypermods do
Some races now come with track conditions, like rain or snow, that penalise your car. Hypermods counter those penalties. Outside those races they stay dormant and don’t change your car’s base stats, so a normal race runs exactly as before.
Conditions come in five intensities, from 1 (a light drizzle or damp road) up to 5 (an intense downpour), and you can see the difference on track. One thing catches out a lot of players: in track-condition races the green and orange shift indicators don’t appear. Shift points change with the condition and intensity, so you find the best launch and shift timing by feel. Our launch and shifting guide covers the basics that still apply.
Unlocking Hypermods
You need to reach player Rank 50 and complete the launch event tutorials. After that you can reach Hypermods from three places:
- the Hypermods tab on the Upgrade screen;
- the Hypermods shortcut above your car in the Garage;
- the recommended mods panel inside relevant events.
How to craft a Hypermod
- Get the Blueprint. A Blueprint is the recipe for one specific Hypermod. They come from Gordon’s Mod Shop (paid for with Mechanic Tokens), from event rewards and from in-app purchases.
- Collect the materials. Materials come from dismantling parts, from Gordon’s Mod Shop, from event rewards and trial milestones, and from in-app purchases.
- Craft. On the Upgrade screen, open Hypermods, tap Craft Mods, choose the Blueprint and confirm. If you can’t craft, the crafting screen shows what’s missing.
- Weld. A short welding mini-game finishes the job.
The welding mini-game
You hold and release the weld button as the nozzle crosses each weld zone. Each weld is rated Perfect, Good or Bad, and your overall accuracy sets the mod’s starting level, from 1 to 5. The good news: Zynga says materials are never lost to a poor score. A bad weld only means the mod starts at Level 1, and you can retry straight away without spending more materials. So take a second attempt if the first goes wrong.
Levelling, slots and limits
- Levels: Hypermods level up to a maximum of Level 25. Levelling takes crafting materials, plus currency at higher levels.
- Slots: a Hypermod-enabled car has between 1 and 7 mod slots, depending on its rarity. Some are open when you get the car; the rest are unlocked with Mechanic Tokens.
- One per part type: you can fit one mod for each part type, such as one Tyre mod and one Body mod, but never two of the same type.
- Tied to the car: a Hypermod made for one car only fits copies of that same car. Swapping or removing mods costs Gold.
- Mechanic Tokens are capped at 50. They come from event rewards, daily trial milestones, and selling or converting Blueprints you don’t need.
- Overflow: materials or tokens over your limit go to your Inbox. Claim them within 7 days or they expire.
Track Power, explained
Track Power (TP) measures how well your car is set up for a condition. The Hypermods tab shows each car’s total TP for every condition.
Mods for the same condition add together, as long as they’re different part types: Zynga’s own example is Grooved Tyres plus Rear Diffusers for wet tracks. Each intensity has a required TP. Hit it, and the penalty disappears completely; go beyond it, and you gain nothing more in that race. Extra TP isn’t wasted, though, because harder races at higher intensities need more.
In practice: build enough TP to clear the intensity you’re racing now, then raise it as the events get harder, rather than maxing one mod early.
Dismantling: which parts give which materials
Dismantling turns spare fusion parts and Stage 6 parts into crafting materials. What you get depends on the part’s rarity, type and source. Zynga publishes the material odds by part type:
| Part type | Most likely | Less likely (each) |
|---|---|---|
| Intake | Aluminium 72% | Copper, Silicon, Super Alloy, Chemicals 7% |
| Nitro | Copper 72% | Silicon, Chemicals, Polymers, Rare Metals 7% |
| Turbo | Iron 72% | Super Alloy, Silicon, Carbon Fibre, Chemicals 7% |
| Body | Carbon Fibre 36%, Silicon 36% | Polymers, Aluminium, Super Alloy, Rare Metals 7% |
| Tyre | Polymers 36%, Carbon Fibre 36% | Aluminium, Iron 10.5%; Chemicals 7% |
| Transmission | Iron 36%, Polymers 36% | Super Alloy, Aluminium, Silicon, Rare Metals 7% |
| Engine | Iron, Aluminium, Copper 24% each | Super Alloy, Silicon 10.5%; Rare Metals 7% |
From Zynga’s Dismantling Drop Rates page at the time of writing. Rates can change, so check the help centre before a big dismantle.
A few things stand out:
- Want one material? Intake for Aluminium, Nitro for Copper, Turbo for Iron: each is 72%.
- Rare Metals only come from Engine, Body, Nitro and Transmission parts, at 7% each. Intake, Turbo and Tyre parts never give them.
- Engine parts are the all-rounders, splitting evenly between Iron, Aluminium and Copper.
- There’s a pity system: every 10 parts you dismantle guarantees at least one higher-rarity material.
Quick Dismantle picks the lowest-rarity part types most likely to give the material you want, from the manufacturer you have most of; the shuffle button cycles to the next option. Choose parts lets you pick by hand.
Don’t dismantle parts you still need
Fusion and Stage 6 parts are also what makes a car fast in every normal race, so dismantling is a trade. Before you break parts down, make sure you’re not scrapping the fusions your main cars still need: our upgrade order guide covers which parts matter most. Duplicates for cars you’ll never race are the obvious candidates. And if crate luck is what’s holding a car back, we deliver fusion parts and Stage 6 upgrades to your own account.
The short version
Hypermods only matter in rain, snow and other track-condition races (if you’re still working towards Rank 50, our beginner guide covers the basics first). Unlock them at Rank 50, craft them from Blueprints and materials, and don’t worry about the welding game: a bad weld costs nothing but a lower starting level. Stack mods of different part types to reach the Track Power each intensity needs, and dismantle by part type to get the material you’re short of.
Frequently asked questions
What are Hypermods in CSR2?
Car modifications that only work in races with track conditions such as rain or snow. They raise your Track Power for that condition, and do nothing to the car's stats in a normal race.
How do I unlock Hypermods in CSR2?
Reach player Rank 50 and complete the launch event tutorials. Then you'll find them in the Hypermods tab of the Upgrade screen, or through the shortcut above your car in the Garage.
What is Track Power in CSR2?
Track Power (TP) measures how well your setup offsets the penalty from a track condition. Each condition intensity has a required TP; reaching it removes the penalty entirely, and extra TP doesn't help further in that race.
Do I lose materials if I fail the welding mini-game?
No. Zynga says crafting materials are never lost for a poor weld. A bad score just starts the mod at Level 1, and you can retry straight away without spending more materials.
Which parts should I dismantle for Aluminium, Copper or Iron?
On Zynga's published rates, Intake parts give Aluminium 72% of the time, Nitro parts give Copper 72% of the time, and Turbo parts give Iron 72% of the time.
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