Electroshocker/History: Difference between revisions

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imported>DarkGabonnie
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{{Tabs|History}}
{{Tabs|History}}
''To see the statistics of this tower without the [[Firerate Bug]], visit the [[Firerate Bug/Electroshocker|Firerate Bug]] page.''


<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Valentines 2026 Update (11 February 2026) – Present'''</div>
<div class="sectionheader">'''Kingpin Update (17 July 2026) – Present'''</div>
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 13: Line 12:
|Role = Defense
|Role = Defense
|Cost = {{Money|375}}
|Cost = {{Money|375}}
|Footprint = Average (1.5)
|Footprint = 1.5
|Sell Price = {{Money|125}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]5
|Damage Type = Chain
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1.35
|Hidden = {{Hidden|Hidden Detection}}Level 2+<ref name="hidden2">While it has no hidden detection, through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Range = [[File:Range Icon.png|20px|Range]]10<br/>[[File:ChainRange.png|20px|Chain Range]]10 (Chain)
|Lead = {{Lead|Lead Detection}}Level 0+
|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]7
|Fly = N/A<ref name="flying">Through chaining, flying enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Title1 = Max Hits
|Stat1 = 2
|Title2 = Shock Time
|Stat2 = [[File:Slowness.png|20px|Shock Time]]0.1
}}

==Upgrades==
{{Upgrade|Level = Level 1|Upgrade Title = Higher Voltage|Cost = {{Money|275}}|Image = [[File:Common1Image.png|100px]]|Information = +2 Range [[File:Range Icon.png|20px|Range]]

+1 Damage [[File:Damage Icon.png|20px|Range]]

1.35 > 1.15 Firerate [[File:Cooldown Icon.png|20px|Firerate]]


Sell Price changes to {{Money|308}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Improved Handling|Cost = {{Money|950}}|Image = [[File:Electroshocker_Upgrade_2.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]]

+1 Range [[File:Range Icon.png|20px|Range]]

+Hidden Detection {{Hidden|Hidden Detection}}

+1 Max Hits


Sell Price changes to {{Money|625}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Faraday's Vest|Cost = {{Money|2,400}}|Image = [[File:Electroshocker_Upgrade_3.png|100px]]|Information = +12 Damage [[File:Damage Icon.png|20px|Damage]]

+2.5 Chain Range [[File:ChainRange.png|20px|Chain Range]]


Sell Price changes to {{Money|1,425}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Shock Force|Cost = {{Money|4,000}}|Image = [[File:Electroshocker_Upgrade_4.png|100px]]|Information = +40 Damage [[File:Damage Icon.png|20px|Damage]]

1.15 > 2.5 Firerate [[File:Cooldown Icon.png|20px|Firerate]]

+2.5 Chain Range [[File:ChainRange.png|20px|Chain Range]]

+1 Max Hits

0.1 > 0.15 Shock Time [[File:Slowness.png|20px|Shock Time]]


Sell Price changes to {{Money|2,758}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Zeus Cannon|Cost = {{Money|10,000}}|Image = [[File:Electroshocker_Upgrade_5.png|100px]]|Information = +30 Damage [[File: Damage Icon.png|20px|Damage]]

+2 Range [[File:Range Icon.png|20px|Range]]

+3 Max Hits

0.15 > 0.25 Shock Time [[File:Slowness.png|20px|Shock Time]]

0% > 20% Defense Melting {{Defense|Defense Melting}}


Sell Price changes to {{Money|6,091}}}}

==Statistics==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total Cost / DPS
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 650; 275; 950; 2400; 4000; 10000
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Higher Voltage; Improved Handling; Faraday's Vest; Shock Force; Zeus Cannon
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$DREF$ = <ref>Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref>Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 1.35 || 10 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || $R$ || $R$ || 6 || 1.15 || 12 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || $R$ || $R$ || 8 || 1.15 || 13 || 10 || 3 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || $R$ || $R$ || 20 || 1.15 || 13 || 12.5 || 3 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || $R$ || $R$ || 60 || 2.5 || 13 || 12.5 || 4 || 0.15 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || $R$ || $R$ || 90 || 2.5 || 15 || 15 || 6 || 0.25 || 20% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
</nowiki>}}
</center>
</div>
</div>
----
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)'''</div>
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Unlock Cost = {{Coins|2,500}}
|Category = Intermediate
|Role = Defense
|Cost = {{Money|650}}
|Footprint = 1.5
|Sell Price = {{Money|216}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]4
|Damage Type = Chain
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1.35
|Hidden = {{Hidden|Hidden Detection}}Level 2+<ref name="hidden2">While it has no hidden detection, through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Range = [[File:Range Icon.png|20px|Range]]10<br/>[[File:ChainRange.png|20px|Chain Range]]10 (Chain)
|Lead = {{Lead|Lead Detection}}Level 0+
|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]7
|Fly = N/A<ref name="flying">Through chaining, flying enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Title1 = Max Hits
|Stat1 = 2
|Title2 = Shock Time
|Stat2 = [[File:Slowness.png|20px|Shock Time]]0.1
}}

==Upgrades==
{{Upgrade|Level = Level 1|Upgrade Title = Higher Voltage|Cost = {{Money|275}}|Image = [[File:Common1Image.png|100px]]|Information = +2 Range [[File:Range Icon.png|20px|Range]]

+2 Damage [[File:Damage Icon.png|20px|Range]]

1.35 > 1.15 Firerate [[File:Cooldown Icon.png|20px|Firerate]]


Sell Price changes to {{Money|308}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Improved Handling|Cost = {{Money|950}}|Image = [[File:Electroshocker_Upgrade_2.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]]

+1 Range [[File:Range Icon.png|20px|Range]]

+Hidden Detection {{Hidden|Hidden Detection}}

+1 Max Hits


Sell Price changes to {{Money|625}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Faraday's Vest|Cost = {{Money|2,400}}|Image = [[File:Electroshocker_Upgrade_3.png|100px]]|Information = +14 Damage [[File:Damage Icon.png|20px|Damage]]

+5 Chain Range [[File:ChainRange.png|20px|Chain Range]]


Sell Price changes to {{Money|1,425}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Shock Force|Cost = {{Money|4,000}}|Image = [[File:Electroshocker_Upgrade_4.png|100px]]|Information = +48 Damage [[File:Damage Icon.png|20px|Damage]]

1.15 > 2.5 Firerate [[File:Cooldown Icon.png|20px|Firerate]]

+1 Max Hits

0.1 > 0.15 Shock Time [[File:Slowness.png|20px|Shock Time]]


Sell Price changes to {{Money|2,758}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Zeus Cannon|Cost = {{Money|10,000}}|Image = [[File:Electroshocker_Upgrade_5.png|100px]]|Information = +30 Damage [[File: Damage Icon.png|20px|Damage]]

+2 Range [[File:Range Icon.png|20px|Range]]

+3 Max Hits

+5 Chain Range [[File:ChainRange.png|20px|Chain Range]]

0.15 > 0.25 Shock Time [[File:Slowness.png|20px|Shock Time]]

0% > 20% Defense Melting {{Defense|Defense Melting}}


Sell Price changes to {{Money|6,091}}}}

==Statistics==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total Cost / DPS
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 650; 275; 950; 2400; 4000; 10000
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Higher Voltage; Improved Handling; Faraday's Vest; Shock Force; Zeus Cannon
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$DREF$ = <ref>Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref>Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1.35 || 10 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || $R$ || $R$ || 6 || 1.15 || 12 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || $R$ || $R$ || 8 || 1.15 || 13 || 10 || 3 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || $R$ || $R$ || 22 || 1.15 || 13 || 15 || 3 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || $R$ || $R$ || 70 || 2.5 || 13 || 15 || 4 || 0.15 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || $R$ || $R$ || 100 || 2.5 || 15 || 20 || 6 || 0.25 || 20% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
</nowiki>}}
</center>
</div>
</div>
----
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Valentines 2026 Update (11 February 2026) – Hardcore Rework Update (5 June 2026)'''</div>
<div class="ContainerColumn mw-collapsible-content">
<center>

==Base Statistics==
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Unlock Cost = {{Coins|2,500}}
|Category = Intermediate
|Role = Defense
|Cost = {{Money|375}}
|Footprint = 1.5
|Sell Price = {{Money|125}}
|Sell Price = {{Money|125}}
|Placement Type = Ground
|Placement Type = Ground
Line 45: Line 277:
0.05 > 0.08 Shock Time [[File:Slowness.png|20px|Shock Time]]
0.05 > 0.08 Shock Time [[File:Slowness.png|20px|Shock Time]]


5% > 10% Defense Dropping {{Defense|Defense Dropping}}
5% > 10% Defense Melting {{Defense|Defense Melting}}




Line 65: Line 297:
0.08 > 0.18 Shock Time [[File:Slowness.png|20px|Shock Time]]
0.08 > 0.18 Shock Time [[File:Slowness.png|20px|Shock Time]]


10% > 15% Defense Dropping {{Defense|Defense Dropping}}
10% > 15% Defense Melting {{Defense|Defense Melting}}




Line 77: Line 309:
0.18 > 0.3 Shock Time [[File:Slowness.png|20px|Shock Time]]
0.18 > 0.3 Shock Time [[File:Slowness.png|20px|Shock Time]]


15% > 25% Defense Dropping {{Defense|Defense Dropping}}
15% > 25% Defense Melting {{Defense|Defense Melting}}




Sell Price changes to {{Money|9,020}}}}
Sell Price changes to {{Money|9,020}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 375; 200; 700; 2500; 6350; 16935
$COST$ = 375; 200; 700; 2500; 6350; 16935
$FNC-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FNC-UPGRADE$ = Improved Handling; Higher Voltage; Faraday's Vest; Shock Force; Zeus Cannon
$FSE-UPGRADE$ = Improved Handling; Higher Voltage; Faraday's Vest; Shock Force; Zeus Cannon
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG$ = Firerate
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 0.75 || 11 || 7 || 1 || 0.05 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.75 || 11 || 7 || 1 || 0.05 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 0.75 || 12.5 || 7 || 1 || 0.05 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || $R$ || $R$ || 3 || 0.75 || 12.5 || 7 || 1 || 0.05 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 0.65 || 12.5 || 7 || 1 || 0.08 || 10% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || $R$ || $R$ || 6 || 0.65 || 12.5 || 7 || 1 || 0.08 || 10% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 0.65 || 12.5 || 7 || 2 || 0.08 || 10% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 12 || 0.65 || 12.5 || 7 || 2 || 0.08 || 10% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 115 || 2.25 || 16 || 10 || 2 || 0.18 || 15% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 115 || 2.25 || 16 || 10 || 2 || 0.18 || 15% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 200 || 2.25 || 17 || 10 || 3 || 0.3 || 25% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 200 || 2.25 || 17 || 10 || 3 || 0.3 || 25% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 124: Line 357:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 131: Line 364:
|Role = Defense
|Role = Defense
|Cost = {{Money|425}}
|Cost = {{Money|425}}
|Footprint = Average (1.5)
|Footprint = 1.5
|Sell Price = {{Money|141}}
|Sell Price = {{Money|141}}
|Placement Type = Ground
|Placement Type = Ground
Line 192: Line 425:
0.1 > 0.15 Shock Time [[File:Slowness.png|20px|Shock Time]]
0.1 > 0.15 Shock Time [[File:Slowness.png|20px|Shock Time]]


0% > 25% Defense Dropping {{Defense|Defense Dropping}}
0% > 25% Defense Melting {{Defense|Defense Melting}}




Sell Price changes to {{Money|9,011}}}}
Sell Price changes to {{Money|9,011}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 425; 200; 625; 2500; 6350; 16935
$COST$ = 425; 200; 625; 2500; 6350; 16935
$FNC-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FNC-UPGRADE$ = Improved Handling; Higher Voltage; Faraday's Vest; Shock Force; Zeus Cannon
$FSE-UPGRADE$ = Improved Handling; Higher Voltage; Faraday's Vest; Shock Force; Zeus Cannon
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG$ = Firerate
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 3 || 0.75 || 10 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 0.75 || 10 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 0.75 || 10 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || $R$ || $R$ || 4 || 0.75 || 10 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 8 || 0.65 || 12.5 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || $R$ || $R$ || 8 || 0.65 || 12.5 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 20 || 0.65 || 14 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 20 || 0.65 || 14 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 125 || 2.25 || 16 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 125 || 2.25 || 16 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 200 || 2.25 || 17 || 10 || 3 || 0.15 || 25% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 200 || 2.25 || 17 || 10 || 3 || 0.15 || 25% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 239: Line 473:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 246: Line 480:
|Role = Defense
|Role = Defense
|Cost = {{Money|725}}
|Cost = {{Money|725}}
|Footprint = Average (1.5)
|Footprint = 1.5
|Sell Price = {{Money|241}}
|Sell Price = {{Money|241}}
|Placement Type = Ground
|Placement Type = Ground
Line 286: Line 520:
+1 Max Hits
+1 Max Hits


5% > 10% Defense Dropping {{Defense|Defense Dropping}}
5% > 10% Defense Melting {{Defense|Defense Melting}}




Line 302: Line 536:
0.3 > 1 Shock Time [[File:Slowness.png|20px|Shock Time]]
0.3 > 1 Shock Time [[File:Slowness.png|20px|Shock Time]]


10% > 15% Defense Dropping {{Defense|Defense Dropping}}
10% > 15% Defense Melting {{Defense|Defense Melting}}




Line 315: Line 549:
Sell Price changes to {{Money|7,875}}}}
Sell Price changes to {{Money|7,875}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 725; 300; 600; 2000; 5000; 15000
$COST$ = 725; 300; 600; 2000; 5000; 15000
$FNC-DETECTION$ = ; 0; 2
$FSE-DETECTION$ = ; 0; 2
$FNC-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Zeus Cannon
$FSE-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Zeus Cannon
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG$ = Firerate
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 3 || 0.85 || 7.5 || 7 || 2 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 0.85 || 7.5 || 7 || 2 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 0.75 || 9 || 7 || 2 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || $R$ || $R$ || 3 || 0.75 || 9 || 7 || 2 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || 0.75 || 10 || 7 || 3 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || $R$ || $R$ || 4 || 0.75 || 10 || 7 || 3 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 8 || 0.75 || 12 || 7 || 4 || 0.3 || 10% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 8 || 0.75 || 12 || 7 || 4 || 0.3 || 10% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 2.5 || 14 || 10 || 6 || 1 || 15% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 50 || 2.5 || 14 || 10 || 6 || 1 || 15% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 100 || 2.5 || 14 || 10 || 8 || 1.25 || 15% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 100 || 2.5 || 14 || 10 || 8 || 1.25 || 15% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 357: Line 592:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 363: Line 598:
|Category = Advanced
|Category = Advanced
|Cost = {{Money|800}}
|Cost = {{Money|800}}
|Footprint = Average (1.5)
|Footprint = 1.5
|Sell Price = {{Money|266}}
|Sell Price = {{Money|266}}
|Placement Type = Ground
|Placement Type = Ground
Line 428: Line 663:
2.025 > 2.525 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
2.025 > 2.525 Firerate [[File:Cooldown Icon.png|20px|Firerate]]


Drops 1% defense every hit {{Defense|Defense Dropping}}
Drops 1% defense every hit {{Defense|Defense Melting}}




Sell Price changes to {{Money|7,841}}}}
Sell Price changes to {{Money|7,841}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 800; 325; 900; 3000; 5000; 13500
$COST$ = 800; 325; 900; 3000; 5000; 13500
$FNC-DETECTION$ = ; 0; 2
$FSE-DETECTION$ = ; 0; 2
$FNC-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Zeus Cannon
$FSE-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Zeus Cannon
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG$ = Firerate
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 0.9 || 7.5 || 6 || 2 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.9 || 7.5 || 6 || 2 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 0.8 || 9 || 6 || 2 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || $R$ || $R$ || 2 || 0.8 || 9 || 6 || 2 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || 0.8 || 9 || 6 || 3 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || $R$ || $R$ || 4 || 0.8 || 9 || 6 || 3 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 8 || 0.65 || 10 || 6 || 3 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 8 || 0.65 || 10 || 6 || 3 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 45 || 2 || 14 || 6 || 5 || 0.35 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 45 || 2 || 14 || 6 || 5 || 0.35 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 90 || 2.5 || 14 || 8 || 8 || 0.5 || 1% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 90 || 2.5 || 14 || 8 || 8 || 0.5 || 1% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 475: Line 711:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:ElectroshockerIcon.png|100px]]
|Image = [[File:ElectroshockerIcon.png|100px]]
Line 532: Line 768:
1.5 > 2 Shock Time [[File:Slowness.png|20px|Shock Time]]
1.5 > 2 Shock Time [[File:Slowness.png|20px|Shock Time]]


Drops 1% defense every hit {{Defense|Defense Dropping}}
Drops 1% defense every hit {{Defense|Defense Melting}}




Sell Price changes to {{Money|3,825}}}}
Sell Price changes to {{Money|3,825}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 325; 250; 400; 1000; 3000; 6500
$COST$ = 325; 250; 400; 1000; 3000; 6500
$FNC-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FNC-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Shock Force
$FSE-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Shock Force
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG$ = Firerate
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Max Shock Time !! Min Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Max Shock Time !! Min Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 1 || {{Money|$TP$}} || 0 || 3 || 9 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 1 || $R$ || $R$ || 0 || 3 || 9 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 2 || {{Money|$TP$}} || 0 || 3 || 10 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 2 || $R$ || $R$ || 0 || 3 || 10 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 3 || {{Money|$TP$}} || 2 || 3 || 10 || 5 || 1 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 2 || 3 || 10 || 5 || 1 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 4 || 2 || 10 || 5 || 3 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 4 || 2 || 10 || 5 || 3 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 4 || 2 || 12 || 5 || 4 || 2 || 0.25 || 1% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 4 || 2 || 12 || 5 || 4 || 2 || 0.25 || 1% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 579: Line 816:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon.png|100px]]
|Image = [[File:DefaultElectroshockerIcon.png|100px]]
Line 635: Line 872:
1.5 > 2 Shock Time [[File:Slowness.png|20px|Shock Time]]
1.5 > 2 Shock Time [[File:Slowness.png|20px|Shock Time]]


Drops 1% defense every hit {{Defense|Defense Dropping}}
Drops 1% defense every hit {{Defense|Defense Melting}}




Sell Price changes to {{Money|3,825}}}}
Sell Price changes to {{Money|3,825}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 325; 250; 400; 1000; 3000; 6500
$COST$ = 325; 250; 400; 1000; 3000; 6500
$FNC-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FNC-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Shock Force
$FSE-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Shock Force
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG2020$ = Firerate
$FNC-ROFBUG-2020$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Max Shock Time !! Min Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Max Shock Time !! Min Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 1 || {{Money|$TP$}} || 0 || 3 || 9 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 1 || $R$ || $R$ || 0 || 3 || 9 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 2 || {{Money|$TP$}} || 0 || 3 || 10 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 2 || $R$ || $R$ || 0 || 3 || 10 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 3 || {{Money|$TP$}} || 2 || 3 || 10 || 5 || 1 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 2 || 3 || 10 || 5 || 1 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 4 || 2 || 10 || 5 || 3 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 4 || 2 || 10 || 5 || 3 || 1.5 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 4 || 2 || 12 || 5 || 4 || 2 || 0.25 || 1% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 4 || 2 || 12 || 5 || 4 || 2 || 0.25 || 1% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 682: Line 920:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon.png|100px]]
|Image = [[File:DefaultElectroshockerIcon.png|100px]]
Line 738: Line 976:
1.5 > 2 Shock Time [[File:Slowness.png|20px|Shock Time]]
1.5 > 2 Shock Time [[File:Slowness.png|20px|Shock Time]]


Drops 1 defense every hit {{Defense|Defense Dropping}}
Drops 1 defense every hit {{Defense|Defense Melting}}




Sell Price changes to {{Money|3,850}}}}
Sell Price changes to {{Money|3,850}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 250; 400; 1000; 3000; 6500
$COST$ = 400; 250; 400; 1000; 3000; 6500
$FNC-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FNC-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Shock Force
$FSE-UPGRADE$ = Improved Handling; Outside Support; Faraday's Vest; Lightning Cannon; Shock Force
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG2020$ = Firerate
$FNC-ROFBUG-2020$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Max Shock Time !! Min Shock Time !! Defense Drop !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Max Shock Time !! Min Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 1 || {{Money|$TP$}} || 0 || 3 || 9 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 1 || $R$ || $R$ || 0 || 3 || 9 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 2 || {{Money|$TP$}} || 0 || 3 || 10 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 2 || $R$ || $R$ || 0 || 3 || 10 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
|-
| 3 || {{Money|$TP$}} || 2 || 3 || 10 || 5 || 1 || 1.5 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 2 || 3 || 10 || 5 || 1 || 1.5 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 4 || 2 || 10 || 5 || 3 || 1.5 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 4 || 2 || 10 || 5 || 3 || 1.5 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 4 || 2 || 12 || 5 || 4 || 2 || 0.25 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 4 || 2 || 12 || 5 || 4 || 2 || 0.25 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 785: Line 1,024:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>
==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:Electroshocker.png|100px]]
|Image = [[File:Electroshocker.png|100px]]
Line 848: Line 1,087:
Sell Price changes to {{Money|5,125}}}}
Sell Price changes to {{Money|5,125}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 500; 350; 525; 1250; 4250; 8500
$COST$ = 500; 350; 525; 1250; 4250; 8500
$FNC-DETECTION$ = ; ;
$FSE-DETECTION$ = ; ;
$FNC-UPGRADE$ = Improved Handling; Tesla Tower 3000; Faraday's Vest; MOAR POWER; Ultra Violet Lightning
$FSE-UPGRADE$ = Improved Handling; Tesla Tower 3000; Faraday's Vest; MOAR POWER; Ultra Violet Lightning
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG2020$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 3 || 7 || 6 || 3 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 3 || 7 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 3 || 9 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 1 || $R$ || $R$ || 1 || 3 || 9 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 3 || 11 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 2 || $R$ || $R$ || 2 || 3 || 11 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 2 || 11 || 9 || 5 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 6 || 2 || 11 || 9 || 5 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 2 || 11 || 9 || 6 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 12 || 2 || 11 || 9 || 6 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 22 || 2 || 15 || 15 || 10 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 22 || 2 || 15 || 15 || 10 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 890: Line 1,130:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>

==Base Stats==
==Base Statistics==
{{BaseStat
{{BaseStat
|Image = [[File:Electroshocker.png|100px]]
|Image = [[File:Electroshocker.png|100px]]
Line 953: Line 1,194:
Sell Price changes to {{Money|5,125}}}}
Sell Price changes to {{Money|5,125}}}}


==Stats Table==
==Statistics==
{{neow|<nowiki>
{{neow|<nowiki>
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$MCE$ = Total Price / $MDPS$
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 500; 350; 525; 1250; 4250; 8500
$COST$ = 500; 350; 525; 1250; 4250; 8500
$FNC-DETECTION$ = ; ;
$FSE-DETECTION$ = ; ;
$FNC-UPGRADE$ = Improved Handling; Tesla Tower 3000; Faraday's Vest; MOAR POWER; Ultra Violet Lightning
$FSE-UPGRADE$ = Improved Handling; Tesla Tower 3000; Faraday's Vest; MOAR POWER; Ultra Violet Lightning
$FNC-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$FNC-ROFBUG2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 3 || 9 || 6 || 3 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 3 || 9 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 3 || 11 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 1 || $R$ || $R$ || 1 || 3 || 11 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 3 || 13 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
| 2 || $R$ || $R$ || 2 || 3 || 13 || 6 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 2 || 15 || 8 || 5 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || $R$ || $R$ || 10 || 2 || 15 || 8 || 5 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 22 || 2 || 15 || 8 || 6 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || $R$ || $R$ || 22 || 2 || 15 || 8 || 6 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 5 || {{Money|$TP$}} || 40 || 2 || 19 || 14 || 10 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 5 || $R$ || $R$ || 40 || 2 || 19 || 14 || 10 || 0.35 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>

Latest revision as of 21:37, 18 August 2026


This is the history subpage for the Electroshocker/History. It contains every revision of the tower's statistics.

Kingpin Update (17 July 2026) – Present

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 2,500 • Intermediate • Defense
Cost
Cash$375
Placement Footprint
Average (1.5)
Sell Price
Cash$125
Placement Type
Ground
Damage
Damage5
Damage Method
Chain
Firerate
Firerate1.35
Hidden Detection
Hidden DetectionLevel 2+[1]
Range
Range10
Chain Range10 (Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit7
Flying Detection
N/A[2]
Max Hits
2
Shock Time
Shock Time0.1

Upgrades

[edit]
Higher Voltage
Level 1 • Cost: Cash$275

+2 Range Range

+1 Damage Range

1.35 > 1.15 Firerate Firerate


Sell Price changes to Cash$308

Improved Handling
Level 2 • Cost: Cash$950

+2 Damage Damage

+1 Range Range

+Hidden Detection Hidden Detection

+1 Max Hits


Sell Price changes to Cash$625

Faraday's Vest
Level 3 • Cost: Cash$2,400

+12 Damage Damage

+2.5 Chain Range Chain Range


Sell Price changes to Cash$1,425

Shock Force
Level 4 • Cost: Cash$4,000

+40 Damage Damage

1.15 > 2.5 Firerate Firerate

+2.5 Chain Range Chain Range

+1 Max Hits

0.1 > 0.15 Shock Time Shock Time


Sell Price changes to Cash$2,758

Zeus Cannon
Level 5 • Cost: Cash$10,000

+30 Damage Damage

+2 Range Range

+3 Max Hits

0.15 > 0.25 Shock Time Shock Time

0% > 20% Defense Melting Defense Melting


Sell Price changes to Cash$6,091

Statistics

[edit]
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time Defense Melt DPS[3] Max DPS[4] Cost Efficiency Max Cost Efficiency
0 Cash$650 Cash$650 5 1.35 10 10 2 0.1 0% 3.7 7.4 Cash$175.68 Cash$87.84
1 Cash$275 Cash$925 6 1.15 12 10 2 0.1 0% 5.22 10.44 Cash$177.2 Cash$88.6
2 Cash$950 Cash$1,875 8 1.15 13 10 3 0.1 0% 6.96 20.88 Cash$269.4 Cash$89.8
3 Cash$2,400 Cash$4,275 20 1.15 13 12.5 3 0.1 0% 17.39 52.17 Cash$245.83 Cash$81.94
4 Cash$4,000 Cash$8,275 60 2.5 13 12.5 4 0.15 0% 24 96 Cash$344.79 Cash$86.2
5 Cash$10,000 Cash$18,275 90 2.5 15 15 6 0.25 20% 36 216 Cash$507.64 Cash$84.61

Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 2,500 • Intermediate • Defense
Cost
Cash$650
Placement Footprint
Average (1.5)
Sell Price
Cash$216
Placement Type
Ground
Damage
Damage4
Damage Method
Chain
Firerate
Firerate1.35
Hidden Detection
Hidden DetectionLevel 2+[1]
Range
Range10
Chain Range10 (Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit7
Flying Detection
N/A[2]
Max Hits
2
Shock Time
Shock Time0.1

Upgrades

[edit]
Higher Voltage
Level 1 • Cost: Cash$275

+2 Range Range

+2 Damage Range

1.35 > 1.15 Firerate Firerate


Sell Price changes to Cash$308

Improved Handling
Level 2 • Cost: Cash$950

+2 Damage Damage

+1 Range Range

+Hidden Detection Hidden Detection

+1 Max Hits


Sell Price changes to Cash$625

Faraday's Vest
Level 3 • Cost: Cash$2,400

+14 Damage Damage

+5 Chain Range Chain Range


Sell Price changes to Cash$1,425

Shock Force
Level 4 • Cost: Cash$4,000

+48 Damage Damage

1.15 > 2.5 Firerate Firerate

+1 Max Hits

0.1 > 0.15 Shock Time Shock Time


Sell Price changes to Cash$2,758

Zeus Cannon
Level 5 • Cost: Cash$10,000

+30 Damage Damage

+2 Range Range

+3 Max Hits

+5 Chain Range Chain Range

0.15 > 0.25 Shock Time Shock Time

0% > 20% Defense Melting Defense Melting


Sell Price changes to Cash$6,091

Statistics

[edit]
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time Defense Melt DPS[5] Max DPS[6] Cost Efficiency Max Cost Efficiency
0 Cash$650 Cash$650 4 1.35 10 10 2 0.1 0% 2.96 5.92 Cash$219.59 Cash$109.8
1 Cash$275 Cash$925 6 1.15 12 10 2 0.1 0% 5.22 10.44 Cash$177.2 Cash$88.6
2 Cash$950 Cash$1,875 8 1.15 13 10 3 0.1 0% 6.96 20.88 Cash$269.4 Cash$89.8
3 Cash$2,400 Cash$4,275 22 1.15 13 15 3 0.1 0% 19.13 57.39 Cash$223.47 Cash$74.49
4 Cash$4,000 Cash$8,275 70 2.5 13 15 4 0.15 0% 28 112 Cash$295.54 Cash$73.88
5 Cash$10,000 Cash$18,275 100 2.5 15 20 6 0.25 20% 40 240 Cash$456.88 Cash$76.15

Valentines 2026 Update (11 February 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 2,500 • Intermediate • Defense
Cost
Cash$375
Placement Footprint
Average (1.5)
Sell Price
Cash$125
Placement Type
Ground
Damage
Damage2
Damage Method
Chain
Firerate
Firerate0.775
Hidden Detection
Hidden DetectionLevel 2+[1]
Range
Range11
Chain Range7(Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit10
Flying Detection
N/A[2]
Max Hits
1
Shock Time
Shock Time0.05

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$200

+1.5 Range Range

+1 Damage Range


Sell Price changes to Cash$191

Higher Voltage
Level 2 • Cost: Cash$700

+3 Damage Damage

0.775 > 0.675 Firerate Firerate

+Hidden Detection Hidden Detection

0.05 > 0.08 Shock Time Shock Time

5% > 10% Defense Melting Defense Melting


Sell Price changes to Cash$425

Faraday's Vest
Level 3 • Cost: Cash$2,500

+6 Damage Damage

+1 Max Hits


Sell Price changes to Cash$1,258

Shock Force
Level 4 • Cost: Cash$6,350

+103 Damage Damage

0.675 > 2.275 Firerate Firerate

+3.5 Range Range

+3 Chain Range Chain Range

0.08 > 0.18 Shock Time Shock Time

10% > 15% Defense Melting Defense Melting


Sell Price changes to Cash$3,375

Zeus Cannon
Level 5 • Cost: Cash$16,935

+85 Damage Damage

+1 Range Range

+1 Max Hits

0.18 > 0.3 Shock Time Shock Time

15% > 25% Defense Melting Defense Melting


Sell Price changes to Cash$9,020

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$375 Cash$375 2 0.750.775 11 7 1 0.05 5% 2.672.58 2.672.58 Cash$140.45Cash$145.35 Cash$140.45Cash$145.35
1 Cash$200 Cash$575 3 0.750.775 12.5 7 1 0.05 5% 43.87 43.87 Cash$143.75Cash$148.58 Cash$143.75Cash$148.58
2 Cash$700 Cash$1,275 6 0.650.675 12.5 7 1 0.08 10% 9.238.89 9.238.89 Cash$138.14Cash$143.42 Cash$138.14Cash$143.42
3 Cash$2,500 Cash$3,775 12 0.650.675 12.5 7 2 0.08 10% 18.4617.78 36.9235.56 Cash$204.5Cash$212.32 Cash$102.25Cash$106.16
4 Cash$6,350 Cash$10,125 115 2.252.275 16 10 2 0.18 15% 51.1150.55 102.22101.1 Cash$198.1Cash$200.3 Cash$99.05Cash$100.15
5 Cash$16,935 Cash$27,060 200 2.252.275 17 10 3 0.3 25% 88.8987.91 266.67263.73 Cash$304.42Cash$307.81 Cash$101.47Cash$102.6

Shock and Awe Update (28 January 2026) – Valentines 2026 Update (11 February 2026)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 2,500 • Intermediate • Defense
Cost
Cash$425
Placement Footprint
Average (1.5)
Sell Price
Cash$141
Placement Type
Ground
Damage
Damage3
Damage Method
Chain
Firerate
Firerate0.775
Hidden Detection
Hidden DetectionLevel 2+[1]
Range
Range10
Chain Range7(Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
N/A[2]
Max Hits
1
Shock Time

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$200

+1 Range Range

+1 Damage Range


Sell Price changes to Cash$208

Higher Voltage
Level 2 • Cost: Cash$625

+4 Damage Damage

+2.5 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$416

Faraday's Vest
Level 3 • Cost: Cash$2,500

+12 Damage Damage

+1.5 Range Range

0.775 > 0.675 Firerate Firerate


Sell Price changes to Cash$1,250

Shock Force
Level 4 • Cost: Cash$6,350

+105 Damage Damage

0.675 > 2.275 Firerate Firerate

+2 Range Range

+3 Chain Range Chain Range

+1 Max Hits

0 > 0.1 Shock Time Shock Time


Sell Price changes to Cash$3,366

Zeus Cannon
Level 5 • Cost: Cash$16,935

+75 Damage Damage

+1 Range Range

+1 Max Hits

0.1 > 0.15 Shock Time Shock Time

0% > 25% Defense Melting Defense Melting


Sell Price changes to Cash$9,011

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$425 Cash$425 3 0.750.775 10 7 1 0 0% 43.87 43.87 Cash$106.25Cash$109.82 Cash$106.25Cash$109.82
1 Cash$200 Cash$625 4 0.750.775 10 7 1 0 0% 5.335.16 5.335.16 Cash$117.26Cash$121.12 Cash$117.26Cash$121.12
2 Cash$625 Cash$1,250 8 0.650.675 12.5 7 1 0 0% 12.3111.85 12.3111.85 Cash$101.54Cash$105.49 Cash$101.54Cash$105.49
3 Cash$2,500 Cash$3,750 20 0.650.675 14 7 1 0 0% 30.7729.63 30.7729.63 Cash$121.87Cash$126.56 Cash$121.87Cash$126.56
4 Cash$6,350 Cash$10,100 125 2.252.275 16 10 2 0.1 0% 55.5654.95 111.12109.9 Cash$181.79Cash$183.8 Cash$90.89Cash$91.9
5 Cash$16,935 Cash$27,035 200 2.252.275 17 10 3 0.15 25% 88.8987.91 266.67263.73 Cash$304.14Cash$307.53 Cash$101.38Cash$102.51

2 August 2024 – Shock and Awe Update (28 January 2026)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,000 • Advanced • Defense
Cost
Cash$725
Placement Footprint
Average (1.5)
Sell Price
Cash$241
Placement Type
Ground
Damage
Damage3
Damage Method
Chain
Firerate
Firerate0.875
Hidden Detection
N/A[9]
Range
Range7.5
Chain Range7(Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
Flying DetectionLevel 2+[10]
Max Hits
2
Shock Time
Shock Time0.3

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$300

+1.5 Range Range

0.875 > 0.775 Firerate Firerate


Sell Price changes to Cash$341

Outside Support
Level 2 • Cost: Cash$600

+1 Damage Damage

+1 Range Range

+1 Max Hits

+Flying Detection Flying Detection


Sell Price changes to Cash$541

Faraday's Vest
Level 3 • Cost: Cash$2,000

+4 Damage Damage

+2 Range Range

+1 Max Hits

5% > 10% Defense Melting Defense Melting


Sell Price changes to Cash$1,208

Lightning Cannon
Level 4 • Cost: Cash$5,000

+42 Damage Damage

+2 Range Range

+3 Chain Range Chain Range

+2 Max Hits

0.775 > 2.525 Firerate Firerate

0.3 > 1 Shock Time Shock Time

10% > 15% Defense Melting Defense Melting


Sell Price changes to Cash$2,875

Zeus Cannon
Level 5 • Cost: Cash$15,000

+50 Damage Damage

+2 Max Hits

1 > 1.25 Shock Time Shock Time


Sell Price changes to Cash$7,875

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$725 Cash$725 3 0.850.875 7.5 7 2 0.3 5% 3.533.43 7.066.86 Cash$205.38Cash$211.37 Cash$102.69Cash$105.69
1 Cash$300 Cash$1,025 3 0.750.775 9 7 2 0.3 5% 43.87 87.74 Cash$256.25Cash$264.86 Cash$128.12Cash$132.43
2 Cash$600 Cash$1,625 4 0.750.775 10 7 3 0.3 5% 5.335.16 15.9915.48 Cash$304.88Cash$314.92 Cash$101.63Cash$104.97
3 Cash$2,000 Cash$3,625 8 0.750.775 12 7 4 0.3 10% 10.6710.32 42.6841.28 Cash$339.74Cash$351.26 Cash$84.93Cash$87.81
4 Cash$5,000 Cash$8,625 50 2.52.525 14 10 6 1 15% 2019.8 120118.8 Cash$431.25Cash$435.61 Cash$71.88Cash$72.6
5 Cash$15,000 Cash$23,625 100 2.52.525 14 10 8 1.25 15% 4039.6 320316.8 Cash$590.62Cash$596.59 Cash$73.83Cash$74.57

21 March 2023 – 2 August 2024

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,000 • Advanced
Cost
Cash$800
Placement Footprint
Average (1.5)
Sell Price
Cash$266
Placement Type
Ground
Damage
Damage2
Damage Method
Chain
Firerate
Firerate0.925
Hidden Detection
N/A[9]
Range
Range7.5
Chain Range6 (Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
Flying DetectionLevel 2+[10]
Max Hits
2
Shock Time
N/A

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$325

+1.5 Range Range

0.925 > 0.825 Firerate Firerate


Sell Price changes to Cash$375

Outside Support
Level 2 • Cost: Cash$900

+2 Damage Damage

+1 Max Hits

+Flight Detection Flying Detection


Sell Price changes to Cash$675

Faraday's Vest
Level 3 • Cost: Cash$3,000

+4 Damage Damage

+1 Range Range

0.825 > 0.675 Firerate Firerate


Sell Price changes to Cash$1,675

Lightning Cannon
Level 4 • Cost: Cash$5,000

+37 Damage Damage

+4 Range Range

+2 Max Hits

0.675 > 2.025 Firerate Firerate

Stuns enemies on hit Stun

•0.35 Shock Time Shock Time


Sell Price changes to Cash$3,341

Zeus Cannon
Level 5 • Cost: Cash$13,500

+45 Damage Damage

+2 Chain Range Chain Range

+3 Max Hits

0.35 > 0.5 Shock Time Shock Time

2.025 > 2.525 Firerate Firerate

Drops 1% defense every hit Defense Melting


Sell Price changes to Cash$7,841

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$800 Cash$800 2 0.90.925 7.5 6 2 0 0% 2.222.16 4.444.32 Cash$360.36Cash$370.37 Cash$180.18Cash$185.19
1 Cash$325 Cash$1,125 2 0.80.825 9 6 2 0 0% 2.52.42 54.84 Cash$450Cash$464.88 Cash$225Cash$232.44
2 Cash$900 Cash$2,025 4 0.80.825 9 6 3 0 0% 54.85 1514.55 Cash$405Cash$417.53 Cash$135Cash$139.18
3 Cash$3,000 Cash$5,025 8 0.650.675 10 6 3 0 0% 12.3111.85 36.9335.55 Cash$408.2Cash$424.05 Cash$136.07Cash$141.35
4 Cash$5,000 Cash$10,025 45 22.025 14 6 5 0.35 0% 22.522.22 112.5111.1 Cash$445.56Cash$451.17 Cash$89.11Cash$90.23
5 Cash$13,500 Cash$23,525 90 2.52.525 14 8 8 0.5 1% 3635.64 288285.12 Cash$653.47Cash$660.07 Cash$81.68Cash$82.51

Entity System Update (12 March 2022) – 21 March 2023

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,000 • Advanced
Cost
Cash$325
Placement Footprint
Average
Sell Price
Cash$108
Placement Type
Ground
Damage
Damage0
Damage Method
Single
Firerate
Firerate3.025
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
N/A
Max Hits
1
Shock Time
Shock Time1

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$250

+2 Range Range


Sell Price changes to Cash$191

Outside Support
Level 2 • Cost: Cash$400

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$325

Faraday's Vest
Level 3 • Cost: Cash$1,000

+2 Damage Damage

1 > 1.5 Shock Time Shock Time


Sell Price changes to Cash$658

Lightning Cannon
Level 4 • Cost: Cash$3,000

+2 Damage Damage

+2 Max Hits

+5 Chain Range Chain Range

3.025 > 2.025 Firerate Firerate


Sell Price changes to Cash$1,658

Shock Force
Level 5 • Cost: Cash$6,500

+2 Range Range

+1 Max Hits

1.5 > 2 Shock Time Shock Time

Drops 1% defense every hit Defense Melting


Sell Price changes to Cash$3,825

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Max Shock Time Min Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$325 Cash$325 0 33.025 7 5 1 1 0.25 0% 0 0 Cash$N/A Cash$N/A
1 Cash$250 Cash$575 0 33.025 9 5 1 1 0.25 0% 0 0 Cash$N/A Cash$N/A
2 Cash$400 Cash$975 0 33.025 10 5 1 1 0.25 0% 0 0 Cash$N/A Cash$N/A
3 Cash$1,000 Cash$1,975 2 33.025 10 5 1 1.5 0.25 0% 0.670.66 0.670.66 Cash$2,947.76Cash$2,992.42 Cash$2,947.76Cash$2,992.42
4 Cash$3,000 Cash$4,975 4 22.025 10 5 3 1.5 0.25 0% 21.98 65.94 Cash$2,487.5Cash$2,512.63 Cash$829.17Cash$837.54
5 Cash$6,500 Cash$11,475 4 22.025 12 5 4 2 0.25 1% 21.98 87.92 Cash$5,737.5Cash$5,795.45 Cash$1,434.38Cash$1,448.86

Frost Invasion Update (8 May 2021) – Entity System Update (12 March 2022)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,000
Cost
Cash$325
Placement Footprint
Average
Sell Price
Cash$108
Placement Type
Ground
Damage
Damage0
Damage Method
Single
Firerate
Firerate3.03
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
N/A
Max Hits
1
Shock Time
Shock Time1

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$250

+2 Range Range


Sell Price changes to Cash$191

Outside Support
Level 2 • Cost: Cash$400

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$325

Faraday's Vest
Level 3 • Cost: Cash$1,000

+2 Damage Damage

1 > 1.5 Shock Time Shock Time


Sell Price changes to Cash$658

Lightning Cannon
Level 4 • Cost: Cash$3,000

+2 Damage Damage

+2 Max Hits

+5 Chain Range Chain Range

3.03 > 2.03 Firerate Firerate


Sell Price changes to Cash$1,658

Shock Force
Level 5 • Cost: Cash$6,500

+2 Range Range

+1 Max Hits

1.5 > 2 Shock Time Shock Time

Drops 1% defense every hit Defense Melting


Sell Price changes to Cash$3,825

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Max Shock Time Min Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$325 Cash$325 0 33.03 7 5 1 1 0.25 0% 0 0 Cash$N/A Cash$N/A
1 Cash$250 Cash$575 0 33.03 9 5 1 1 0.25 0% 0 0 Cash$N/A Cash$N/A
2 Cash$400 Cash$975 0 33.03 10 5 1 1 0.25 0% 0 0 Cash$N/A Cash$N/A
3 Cash$1,000 Cash$1,975 2 33.03 10 5 1 1.5 0.25 0% 0.670.66 0.670.66 Cash$2,947.76Cash$2,992.42 Cash$2,947.76Cash$2,992.42
4 Cash$3,000 Cash$4,975 4 22.03 10 5 3 1.5 0.25 0% 21.97 65.91 Cash$2,487.5Cash$2,525.38 Cash$829.17Cash$841.79
5 Cash$6,500 Cash$11,475 4 22.03 12 5 4 2 0.25 1% 21.97 87.88 Cash$5,737.5Cash$5,824.87 Cash$1,434.38Cash$1,456.22

Overhaul Update (29 October 2020) – Frost Invasion Update (8 May 2021)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,000
Cost
Cash$400
Placement Footprint
Average
Sell Price
Cash$133
Placement Type
Ground
Damage
Damage0
Damage Method
Single
Firerate
Firerate3.03
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
N/A
Max Hits
1
Shock Time
Shock Time1

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$250

+2 Range Range


Sell Price changes to Cash$216

Outside Support
Level 2 • Cost: Cash$400

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$350

Faraday's Vest
Level 3 • Cost: Cash$1,000

+2 Damage Damage

1 > 1.5 Shock Time Shock Time


Sell Price changes to Cash$683

Lightning Cannon
Level 4 • Cost: Cash$3,000

+2 Damage Damage

+2 Max Hits

+5 Chain Range Chain Range

3.03 > 2.03 Firerate Firerate


Sell Price changes to Cash$1,683

Shock Force
Level 5 • Cost: Cash$6,500

+2 Range Range

+1 Max Hits

1.5 > 2 Shock Time Shock Time

Drops 1 defense every hit Defense Melting


Sell Price changes to Cash$3,850

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Max Shock Time Min Shock Time Defense Melt DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 0 33.03 7 5 1 1 0.25 0 0 0 Cash$N/A Cash$N/A
1 Cash$250 Cash$650 0 33.03 9 5 1 1 0.25 0 0 0 Cash$N/A Cash$N/A
2 Cash$400 Cash$1,050 0 33.03 10 5 1 1 0.25 0 0 0 Cash$N/A Cash$N/A
3 Cash$1,000 Cash$2,050 2 33.03 10 5 1 1.5 0.25 0 0.670.66 0.670.66 Cash$3,059.7Cash$3,106.06 Cash$3,059.7Cash$3,106.06
4 Cash$3,000 Cash$5,050 4 22.03 10 5 3 1.5 0.25 0 21.97 65.91 Cash$2,525Cash$2,563.45 Cash$841.67Cash$854.48
5 Cash$6,500 Cash$11,550 4 22.03 12 5 4 2 0.25 1 21.97 87.88 Cash$5,775Cash$5,862.94 Cash$1,443.75Cash$1,465.74

4 March 2020 – Overhaul Update (29 October 2020)

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,500
Cost
Cash$500
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate3.05
Hidden Detection
Hidden DetectionN/A
Range
Range7
Chain Range6 (Chain)
Placement Limit
Placement Limit2
Max Hits
1
Shock Time
Shock Time1

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$350

+2 Range Range


Sell Price changes to Cash$216

Tesla Tower 3000
Level 2 • Cost: Cash$525

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$458

Faraday's Vest
Level 3 • Cost: Cash$1,250

+4 Damage Damage

+2 Max Hits

+3 Chain Range Chain Range

3.05 > 2.05 Firerate Firerate


Sell Price changes to Cash$875

MOAR POWER
Level 4 • Cost: Cash$4,250

+6 Damage Damage

+1 Max Hits

0.25 > 0.35 Shock Time Shock Time


Sell Price changes to Cash$2,291

Ultra Violet Lightning
Level 5 • Cost: Cash$8,500

+4 Range Range

+10 Damage Damage

+4 Max Hits

+6 Chain Range Chain Range


Sell Price changes to Cash$5,125

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$500 Cash$500 1 33.05 7 6 3 0.25 0.33 0.99 Cash$1,515.15 Cash$505.05
1 Cash$350 Cash$850 1 33.05 9 6 3 0.25 0.33 0.99 Cash$2,575.76 Cash$858.59
2 Cash$525 Cash$1,375 2 33.05 11 6 3 0.25 0.670.66 2.011.98 Cash$2,052.24Cash$2,083.33 Cash$684.08Cash$694.44
3 Cash$1,250 Cash$2,625 6 22.05 11 9 5 0.25 32.93 1514.65 Cash$875Cash$895.9 Cash$175Cash$179.18
4 Cash$4,250 Cash$6,875 12 22.05 11 9 6 0.35 65.85 3635.1 Cash$1,145.83Cash$1,175.21 Cash$190.97Cash$195.87
5 Cash$8,500 Cash$15,375 22 22.05 15 15 10 0.35 1110.73 110107.3 Cash$1,397.73Cash$1,432.9 Cash$139.77Cash$143.29

11 February 2020 – 4 March 2020

Base Statistics

[edit]
Electroshocker/History
Cost: Coin 3,500
Cost
Cash$500
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate3.05
Hidden Detection
Hidden DetectionN/A
Range
Range9
Chain Range6 (Chain)
Placement Limit
Placement Limit2
Max Hits
1
Shock Time
Shock Time1

Upgrades

[edit]
Improved Handling
Level 1 • Cost: Cash$350

+2 Range Range


Sell Price changes to Cash$216

Tesla Tower 3000
Level 2 • Cost: Cash$525

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$458

Faraday's Vest
Level 3 • Cost: Cash$1,250

+2 Range Range

+8 Damage Damage

+2 Max Hits

+2 Chain Range Chain Range

3.05 > 2.05 Firerate Firerate


Sell Price changes to Cash$875

MOAR POWER
Level 4 • Cost: Cash$4,250

+12 Damage Damage

+1 Max Hits

0.25 > 0.35 Shock Time Shock Time


Sell Price changes to Cash$2,291

Ultra Violet Lightning
Level 5 • Cost: Cash$8,500

+4 Range Range

+18 Damage Damage

+4 Max Hits

+6 Chain Range Chain Range


Sell Price changes to Cash$5,125

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range Chain Range Max Hits Shock Time DPS[7] Max DPS[8] Cost Efficiency Max Cost Efficiency
0 Cash$500 Cash$500 1 33.05 9 6 3 0.25 0.33 0.99 Cash$1,515.15 Cash$505.05
1 Cash$350 Cash$850 1 33.05 11 6 3 0.25 0.33 0.99 Cash$2,575.76 Cash$858.59
2 Cash$525 Cash$1,375 2 33.05 13 6 3 0.25 0.670.66 2.011.98 Cash$2,052.24Cash$2,083.33 Cash$684.08Cash$694.44
3 Cash$1,250 Cash$2,625 10 22.05 15 8 5 0.25 54.88 2524.4 Cash$525Cash$537.91 Cash$105Cash$107.58
4 Cash$4,250 Cash$6,875 22 22.05 15 8 6 0.35 1110.73 6664.38 Cash$625Cash$640.73 Cash$104.17Cash$106.79
5 Cash$8,500 Cash$15,375 40 22.05 19 14 10 0.35 2019.51 200195.1 Cash$768.75Cash$788.06 Cash$76.88Cash$78.81

Notes

[edit]
  1. 1.0 1.1 1.2 1.3 While it has no hidden detection, through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.
  2. 2.0 2.1 2.2 2.3 Through chaining, flying enemies may be hit indirectly if another detectable enemy is nearby.
  3. Assumes that only one enemy is hit per shock.
  4. Calculated as DPS × Max Hits.
  5. Assumes that only one enemy is hit per shock.
  6. Calculated as DPS × Max Hits.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 Assumes that only one enemy is hit per shock.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 Calculated as DPS × Max Hits.
  9. 9.0 9.1 Through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.
  10. 10.0 10.1 For Levels 0-1, through chaining, flying enemies may be hit indirectly if another detectable enemy is nearby.


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