Electroshocker/History: Difference between revisions

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==Stats Table==
==Stats Table==
<div class="overflowbugy" style="width:100%;overflow:auto;">
<div class="overflowbugy" style="width:100%;overflow:auto;">
{| class="wikitable" style="width:800px; text-align: center;"
{| class="wikitable" style="width:850px; text-align: center;"
|-
! scope="col" style="padding: 5px;" |Level
! scope="col" style="padding: 5px;" |Level
! scope="col" style="padding: 5px;" |Total Price
! scope="col" style="padding: 5px;" |Total Price
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! scope="col" style="padding: 5px;" |Shock Time
! scope="col" style="padding: 5px;" |Shock Time
! scope="col" style="padding: 5px;" |DPS<ref name="DPS"/>
! scope="col" style="padding: 5px;" |DPS<ref name="DPS"/>
! scope="col" style="padding: 5px;" |Cost Efficiency
|-
|-
| style="padding: 5px;" |0
| style="padding: 5px;" |0
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| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.33
| style="padding: 5px;" |0.33
| style="padding: 5px;" |{{Money|1,515.15}}
|-
|-
| style="padding: 5px;" |1
| style="padding: 5px;" |1
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| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.33
| style="padding: 5px;" |0.33
| style="padding: 5px;" |{{Money|2,575.76}}
|-
|-
| style="padding: 5px;" |2
| style="padding: 5px;" |2
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| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.66
| style="padding: 5px;" |0.66
| style="padding: 5px;" |{{Money|2,083.33}}
|-
|-
| style="padding: 5px;" |3
| style="padding: 5px;" |3
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| style="padding: 5px;" |0.25
| style="padding: 5px;" |0.25
| style="padding: 5px;" |2.93
| style="padding: 5px;" |2.93
| style="padding: 5px;" |{{Money|895.9}}
|-
|-
| style="padding: 5px;" |4
| style="padding: 5px;" |4
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| style="padding: 5px;" |0.35
| style="padding: 5px;" |0.35
| style="padding: 5px;" |5.85
| style="padding: 5px;" |5.85
| style="padding: 5px;" |{{Money|1,175.21}}
|-
|-
| style="padding: 5px;" |5
| style="padding: 5px;" |5
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| style="padding: 5px;" |0.35
| style="padding: 5px;" |0.35
| style="padding: 5px;" |10.73
| style="padding: 5px;" |10.73
| style="padding: 5px;" |{{Money|1,432.9}}
|}
|}
</div>
</div>

Revision as of 12:33, 1 March 2025


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

To see the statistics of this tower without the Firerate Bug, visit the Firerate Bug page.

2 August 2024 – Present

Base Stats

Electroshocker/History
Cost
Cash$725
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$241
Placement Type
Ground
Damage
Damage3
Damage Method
Chain
Firerate
Firerate0.858
Hidden Detection
N/A[1]
Range
Range7.5
Chain Range7(Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
Flying DetectionLevel 2+[2]
Max Hits
2
Shock Time
Shock Time0.3

Upgrades

Improved Handling
Level 1 • Cost: Improved Handling - Cash$300

+1.5 Range Range

0.858 > 0.758 Firerate Firerate


Sell Price changes to Cash$341

Outside Support
Level 2 • Cost: Outside Support - 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: Faraday's Vest - Cash$2,000

+4 Damage Damage

+2 Range Range

+1 Max Hits


Sell Price changes to Cash$1,208

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

+42 Damage Damage

+2 Range Range

+3 Chain Range Chain Range

+2 Max Hits

0.758 > 2.508 Firerate Firerate

0.3 > 1 Shock Time Shock Time

5% > 15% Defense Dropping Defense Dropping


Sell Price changes to Cash$2,875

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

+50 Damage Damage

+2 Max Hits

1 > 1.25 Shock Time Shock Time


Sell Price changes to Cash$7,875

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Hits Shock Time Defense Drop DPS[3] Cost Efficiency
0 Cash$725 3 0.858 7.5 7 2 0.3 5% 3.5 Cash$214.28
1 Cash$1,025 3 0.758 9 7 2 0.3 5% 3.96 Cash$258.84
2 Cash$1,625 4 0.758 10 7 3 0.3 5% 5.28 Cash$307.77
3 Cash$3,625 8 0.758 12 7 4 0.3 5% 10.55 Cash$343.6
4 Cash$8,625 50 2.508 14 10 6 1 15% 19.94 Cash$432.55
5 Cash$23,625 100 2.508 14 10 8 1.25 15% 39.87 Cash$592.55

21 March 2023 – 2 August 2024

Base Stats

Electroshocker/History
Cost
Cash$800
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$266
Placement Type
Ground
Damage
Damage2
Damage Method
Chain
Firerate
Firerate0.908
Hidden Detection
N/A[1]
Range
Range7.5
Chain Range6 (Chain)
Lead Detection
Lead DetectionLevel 0+
Placement Limit
Placement Limit4
Flying Detection
Flying DetectionLevel 2+[2]
Max Hits
2
Shock Time
N/A

Upgrades

Improved Handling
Level 1 • Cost: Improved Handling - Cash$325

+1.5 Range Range

0.908 > 0.808 Firerate Firerate


Sell Price changes to Cash$375

Outside Support
Level 2 • Cost: Outside Support - Cash$900

+2 Damage Damage

+1 Max Hits

+Flight Detection Flying Detection


Sell Price changes to Cash$675

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

+4 Damage Damage

+1 Range Range

0.808 > 0.658 Firerate Firerate


Sell Price changes to Cash$1,675

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

+37 Damage Damage

+4 Range Range

+2 Max Hits

0.658 > 2.008 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: Zeus Cannon - Cash$13,500

+45 Damage Damage

+2 Chain Range Chain Range

+3 Max Hits

0.35 > 0.5 Shock Time Shock Time

2.008 > 2.508 Firerate Firerate

Drops 1% defense every hit Defense Dropping


Sell Price changes to Cash$7,841

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Hits Shock Time Defense Drop DPS[3] Cost Efficiency
0 Cash$800 2 0.908 7.5 6 2 N/A N/A 2.2 Cash$363.64
1 Cash$1,125 2 0.808 9 6 2 N/A N/A 2.48 Cash$453.63
2 Cash$2,025 4 0.808 9 6 3 N/A N/A 4.95 Cash$409.09
3 Cash$5,025 8 0.658 10 6 3 N/A N/A 12.16 Cash$413.24
4 Cash$10,025 45 2.008 14 6 5 0.35 N/A 22.41 Cash$447.34
5 Cash$23,525 90 2.508 14 8 8 0.5 1% 35.89 Cash$655.48

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

Base Stats

Electroshocker/History
Cost
Cash$325
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$108
Placement Type
Ground
Damage
Damage0
Damage Method
Single
Firerate
Firerate3.008
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

Improved Handling
Level 1 • Cost: Improved Handling - Cash$250

+2 Range Range


Sell Price changes to Cash$191

Outside Support
Level 2 • Cost: Outside Support - Cash$400

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$325

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

+2 Damage Damage

1 > 1.5 Shock Time Shock Time


Sell Price changes to Cash$658

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

+2 Damage Damage

+2 Max Hits

+5 Chain Range Chain Range

3.008 > 2.008 Firerate Firerate


Sell Price changes to Cash$1,658

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

+2 Range Range

+1 Max Hits

1.5 > 2 Shock Time Shock Time

Drops 1% defense every hit Defense Dropping


Sell Price changes to Cash$3,825

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Hits Max Shock Time Min Shock Time Defense Drop DPS[3] Cost Efficiency
0 Cash$325 0 3.008 7 N/A 1 1 0.25 N/A 0 Cash$N/A
1 Cash$575 0 3.008 9 N/A 1 1 0.25 N/A 0 Cash$N/A
2 Cash$975 0 3.008 10 N/A 1 1 0.25 N/A 0 Cash$N/A
3 Cash$1,975 2 3.008 10 N/A 1 1.5 0.25 N/A 0.66 Cash$2,992.42
4 Cash$4,975 4 2.008 10 5 3 1.5 0.25 N/A 1.99 Cash$2,500
5 Cash$11,475 4 2.008 12 5 4 2 0.25 1% 1.99 Cash$5,766.33

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

Base Stats

Electroshocker/History
Cost
Cash$325
Placement Footprint
{{{Footprint}}}
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

Improved Handling
Level 1 • Cost: Improved Handling - Cash$250

+2 Range Range


Sell Price changes to Cash$191

Outside Support
Level 2 • Cost: Outside Support - Cash$400

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$325

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

+2 Damage Damage

1 > 1.5 Shock Time Shock Time


Sell Price changes to Cash$658

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

+2 Damage Damage

+2 Max Hits

3 Chain Range Chain Range

3.03 > 2.03 Firerate Firerate


Sell Price changes to Cash$1,658

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

+2 Range Range

+1 Max Hits

1.5 > 2 Shock Time Shock Time

Drops 1% defense every hit Defense Dropping


Sell Price changes to Cash$3,825

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Hits Max Shock Time Min Shock Time Defense Drop DPS[3] Cost Efficiency
0 Cash$325 0 3.03 7 N/A 1 1 0.25 N/A 0 Cash$N/A
1 Cash$575 0 3.03 9 N/A 1 1 0.25 N/A 0 Cash$N/A
2 Cash$975 0 3.03 10 N/A 1 1 0.25 N/A 0 Cash$N/A
3 Cash$1,975 2 3.03 10 N/A 1 1.5 0.25 N/A 0.66 Cash$2,992.42
4 Cash$4,975 4 2.03 10 5 3 1.5 0.25 N/A 1.97 Cash$2,525.38
5 Cash$11,475 4 2.03 12 5 4 2 0.25 1% 1.97 Cash$5,824.87

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

Base Stats

Electroshocker/History
Cost
Cash$400
Placement Footprint
{{{Footprint}}}
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

Improved Handling
Level 1 • Cost: Improved Handling - Cash$250

+2 Range Range


Sell Price changes to Cash$216

Outside Support
Level 2 • Cost: Outside Support - Cash$400

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$350

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

+2 Damage Damage

1 > 1.5 Shock Time Shock Time


Sell Price changes to Cash$683

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

+2 Damage Damage

+2 Max Hits

3 Chain Range Chain Range

3.03 > 2.03 Firerate Firerate


Sell Price changes to Cash$1,683

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

+2 Range Range

+1 Max Hits

1.5 > 2 Shock Time Shock Time

Drops 1 defense every hit Defense Dropping


Sell Price changes to Cash$3,850

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Shock Time Min Shock Time Defense Drop DPS[3] Cost Efficiency
0 Cash$400 0 3.03 7 N/A 1 1 0.25 N/A 0 Cash$N/A
1 Cash$650 0 3.03 9 N/A 1 1 0.25 N/A 0 Cash$N/A
2 Cash$1,050 0 3.03 10 N/A 1 1 0.25 N/A 0 Cash$N/A
3 Cash$2,050 2 3.03 10 N/A 1 1.5 0.25 N/A 0.66 Cash$3,106.06
4 Cash$5,050 4 2.03 10 5 3 1.5 0.25 N/A 1.97 Cash$2,563.45
5 Cash$11,550 4 2.03 12 5 4 2 0.25 1 1.97 Cash$5,862.94

4 March 2020 – Overhaul Update (29 October 2020)

Base Stats

Base Stats
Cost
Cash$500
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Type
Single
Firerate
Firerate3.05
Hidden Detection
Hidden DetectionN/A
Range
Range7
Chain Range6 (Chain)
Max Hits
1
Placement Limit
Placement Limit2
Shock Time
Shock Time1

Upgrades

Improved Handling
Level 1 • Cost: Improved Handling - Cash$350

+2 Range Range


Sell Price changes to Cash$216

Tesla Tower 3000
Level 2 • Cost: Tesla Tower 3000 - Cash$525

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$458

Faraday's Vest
Level 3 • Cost: Faraday's Vest - 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: MOAR POWER - 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: Ultra Violet Lightning - Cash$8,500

+4 Range Range

+10 Damage Damage

+4 Max Hits

+6 Chain Range Chain Range


Sell Price changes to Cash$5,125

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Hits Shock Time DPS[3] Cost Efficiency
0 Cash$500 1 3.05 7 6 3 0.25 0.33 Cash$1,515.15
1 Cash$850 1 3.05 9 6 3 0.25 0.33 Cash$2,575.76
2 Cash$1,375 2 3.03 11 6 3 0.25 0.66 Cash$2,083.33
3 Cash$2,625 6 2.05 11 9 5 0.25 2.93 Cash$895.9
4 Cash$6,875 12 2.05 11 9 6 0.35 5.85 Cash$1,175.21
5 Cash$15,375 22 2.05 15 15 10 0.35 10.73 Cash$1,432.9

11 February 2020 – 4 March 2020

Base Stats

Base Stats
Cost
Cash$500
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1
Damage Type
Single
Firerate
Firerate3.05
Hidden Detection
Hidden DetectionN/A
Range
Range9
Chain Range6 (Chain)
Max Hits
1
Placement Limit
Placement Limit2
Shock Time
Shock Time1

Upgrades

Improved Handling
Level 1 • Cost: Improved Handling - Cash$350

+2 Range Range


Sell Price changes to Cash$216

Tesla Tower 3000
Level 2 • Cost: Tesla Tower 3000 - Cash$525

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$458

Faraday's Vest
Level 3 • Cost: Faraday's Vest - 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: MOAR POWER - 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: Ultra Violet Lightning - Cash$8,500

+4 Range Range

+18 Damage Damage

+4 Max Hits

+6 Chain Range Chain Range


Sell Price changes to Cash$5,125

Stats Table

Level Total Price Damage Firerate Range Chain Range Max Hits Shock Time DPS[3]
0 Cash$500 1 3.05 9 6 3 0.25 0.33
1 Cash$850 1 3.05 11 6 3 0.25 0.33
2 Cash$1,375 2 3.05 13 6 3 0.25 0.66
3 Cash$2,625 10 2.05 15 8 5 0.25 4.88
4 Cash$6,875 22 2.05 15 8 6 0.35 10.73
5 Cash$15,375 40 2.05 19 14 10 0.35 19.51

Notes

  1. 1.0 1.1 Through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.
  2. 2.0 2.1 For Levels 0-1, through chaining, flying enemies may be hit indirectly if another detectable enemy is nearby.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 DPS assumes that the Electroshocker only hits one enemy per shock.


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