Electroshocker: Difference between revisions
imported>DarkGabonnie m →Update History: convert raw abbr tags to template, replaced: <abbr title="-1">3.05 > 2.05</abbr> → {{Tooltip|3.05 > 2.05|-1}} (25) |
imported>DarkGabonnie m →Statistics: rename, replaced: Stats Table → Statistics |
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Sell Price changes to {{Money|6,091}}}}
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''To see all the previous statistics of this tower, see the [[/History|history]] page.''
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Revision as of 17:13, 6 July 2026
<infobox>
<title source="title"><default>Electroshocker</default></title>
<image source="image"></image> <panel> <section> <label>Static</label> <image source="image-static"> </image> </section> <section> <label>Dynamic</label>
<format></format> </section>
</panel> <label>Unlock Cost</label> <label>Golden Perk Cost</label> <label>Tower Cost</label> <label>Level Requirement</label> <label>Role</label> <format>Defense </format> <label>Placement</label> <label>Placement Limit</label> <group collapse="open"> <header>Statistics</header> <panel> <section> <label>Regular</label> <label>Base Cost</label> <label>Base Selling Cost</label> <label>Base Damage</label> <label>Damage Method</label> <label>Base Firerate</label> <label>Base Range</label> <label>Base Income</label> <label>Base Spawnrate</label> <label>Hidden Detection</label> <label>Lead Detection</label> <label>Flying Detection</label> <label>Immunities</label> <label>Placement Footprint</label> <format>Average (1.5) </format> </section> <section> <label>PVP</label> <label>Base Cost</label> <label>Base Selling Cost</label> <label>Base Damage</label> <label>Damage Method</label> <label>Base Firerate</label> <label>Base Range</label> <label>Base Income</label> <label>Base Spawnrate</label> <label>Hidden Detection</label> <label>Lead Detection</label> <label>Flying Detection</label> <label>Immunities</label> <label>Placement Footprint</label> <format>{{{pvp_footprint}}} </format> </section> </panel> </group> <group collapse="closed"> <header>Evolution</header> <label>Evolved From</label> <format>{{{evolved_from}}}</format> <label>Evolves Into</label> <label>Evolution Levels</label> <label>Base Exp</label> <label>Growth Rate</label> <label>Skip Cost</label> <format>Robux {{{skip_cost}}}</format> </group> <group collapse="closed"> <header>Audio</header> </group> <group collapse="closed"> <header>Tooltips</header> </group>
</infobox>
Description
The Electroshocker is an intermediate tower that has the capability to deal damage through chain reactions. At later levels, it also becomes a support tower as it gains the ability to stun enemies and reduce Defense. It can be purchased in the store for Coin 2,500. It can also damage Lead enemies from Level 0 and detect Hidden enemies from Level 2 onward.
The Electroshocker shoots a lightning-chain projectile from its Electro Gun that arcs toward and damages (where applicable) a set number of enemies, targeting the closest enemy to the original target. The Electroshocker can also stun enemies for 0.1 seconds at Level 0 which increase as with upgrades up to 0.25 seconds at Level 5. This completely stops the enemy. For enemies with Stun Immunity, the enemy is not stunned but rather slowed down by 40%. Bosses are not slowed down as much as regular enemies, since the slowdown is 20% on them.
From Level 5, it can melt 20% Defense with every hit, though it can only remove up to 20% of the defense. For example, if an enemy has 50% defense, the defense can be decreased by up to 10%, down to 40%.
The Electroshocker is considered an all-rounder tower, as its cheap cost allows it to be used for early-game dps, especially against Lead enemies, while its stunning capabilities, Defense reduction, chain damage and decent DPS, especially from Level 4+, make it extremely effective in the mid to late game.
The Electroshocker has a placement limit of ten per player.
Upgrades
+2 Damage Damage
+1 Range Range
+Hidden Detection Hidden Detection
+1 Max Hits
Sell Price changes to Cash$625
+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
+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
To see all the previous statistics of this tower, see the history page.
| Level | Total Price | Damage | Firerate | Range | Chain Range | Max Hits | Shock Time | Defense Melt | DPS[1] | Max DPS[2] | Cost Efficiency | Max Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Cash$650 | 4 | 1.35 | 10 | 10 | 2 | 0.1 | 0% | 2.96 | 5.92 | Cash$219.59 | Cash$439.19 |
| 1 | Cash$925 | 6 | 1.15 | 12 | 10 | 2 | 0.1 | 0% | 5.22 | 10.44 | Cash$177.2 | Cash$354.41 |
| 2 | Cash$1,875 | 8 | 1.15 | 13 | 10 | 3 | 0.1 | 0% | 6.96 | 20.88 | Cash$269.4 | Cash$808.19 |
| 3 | Cash$4,275 | 22 | 1.15 | 13 | 10 | 3 | 0.1 | 0% | 19.13 | 57.39 | Cash$223.47 | Cash$670.41 |
| 4 | Cash$8,275 | 70 | 2.5 | 13 | 15 | 4 | 0.15 | 0% | 28 | 112 | Cash$295.54 | Cash$1,182.14 |
| 5 | Cash$18,275 | 100 | 2.5 | 15 | 20 | 6 | 0.25 | 20% | 40 | 240 | Cash$456.88 | Cash$2,741.25 |
Skins
To see all the upgrades of a skin, see the gallery page.
Strategy
- The Electroshocker can be used to clear out hordes of weaker enemies, though it will do worse against enemies with higher health, such as the Fallen Squire.
- Use the Electroshocker in areas that enemies pass multiple times or at corners, as it gives the Electroshocker more opportunities to slow down and damage enemies.
- Intersections such as in the map Crossroads are also viable options.
- The Electroshocker can be very useful against fast enemies, such as the Fallen Rusher, while also dealing a decent amount of damage against them, especially when they come in hordes.
- While the maximum range is stated as 17, due to the chain range, this can be further extended.
- Chain range works by shocking an enemy within another enemy's range, so long as they are within the chain range of that enemy. For example, an enemy outside the range of the Electroshocker may still be shocked if they are within the chain range of another enemy that was shocked. This only applies if the Electroshocker has not reached its maximum number of hits.
- This can allow the Electroshocker to indirectly hit undetectable enemies, like Flying enemies indirectly, such as the Balloon. Paired with its ability to hit Lead enemies, it can deal with Lead Balloon pretty well, only if other detectable enemies are in range.
- You can use the DJ Booth to increase the range of the Electroshocker.
- However, the chain range is not increased.
- Since the Electroshocker can stun any enemy without Stun Immunity, it can be useful at any point in the game.
- Unlike most other slowing towers, its stun is not affected by size, making it quite good against larger enemies, like the Fallen Tank, or even major bosses, such as the Fallen King.
- For enemies with the Stun Immunity, there is no stun effect; rather, the enemy is slowed down by up to 40%. For Boss enemies, that effect is significantly weaker on them, though they are still slowed down by 20%.
- Unlike most other slowing towers, its stun is not affected by size, making it quite good against larger enemies, like the Fallen Tank, or even major bosses, such as the Fallen King.
- The Electroshocker pairs well with towers that take time before they start attacking, such as the Minigunner and Accelerator.
- The Electroshocker has lead detection, allowing it to deal with lead enemies, like the Lead. In later Levels a cluster of Electroshockers can deal with tankier late-game lead enemies like Deep Freeze.
- You can use the Commander to decrease the firerate of the Electroshocker, which increases the number of times that it can stun enemies within its range.
Trivia
- The vest that the Level 3+ Electroshocker wears is the Faraday Vest from R2DA, which in turn is named after the scientist Michael Faraday, who studied electricity.
- The creator of this vest is BelowNatural, the creator of Tower Defense Simulator.
- This tower may be very loosely based on the Plasma Trooper and/or the Stunner from Tower Battles.
- The Tesla Tower, originally used by the first versions of the Electroshocker was a nod to the Wardenclyffe Tower in Shoreham, Long Island, New York, created by Nikola Tesla.
- The first Level 4 upgrade name, "MOAR POWER" could have been a reference to Bloons Tower Defense 6 as there is an upgrade for the Boomerang Monkey called "M.O.A.R. Glaives".
- However, "M.O.A.R." actually stands for Multiple Object Advanced Ricochet in Bloons Tower Defense 6.
- It could also be a spoof on "more power".
- The Level 5 upgrade name, "Zeus Cannon" is a reference to an upgraded Thundergun from the Call of Duty franchise, specifically the Zombies mode.
- The Electroshocker used to be an advanced tower prior to the v1.84.0 update.
Update History
For previous cosmetic variations, see the gallery page.
- 11 February 2020 - Release v1.7.0
- Electroshocker added.
- 14 February 2020 - Release v1.7.1
- New skin: Valentines
- 4 March 2020 - Release v1.8.0
- Statistical changes:
- Base
- Range decreased from 9 to 7.
- Level 3
- Damage decreased from +8 to +4.
- Chain range increased from +2 to +3.
- Range decreased from +2 to +0.
- Level 4
- Damage decreased from +12 to +6.
- Level 5
- Damage decreased from +18 to +10.
- Base
- Statistical changes:
- 6 April 2020 - Release v1.9.0
- New skin: Bunny
- 29 April 2020 - Release v1.10.0
- New skin: Hazmat
- 29 October 2020 - Overhaul v1.0.0
- Unlock cost decreased from Coin 3,500 to Coin 3,000.
- Level 10 requirement added.
- Placement limit increased from 2 to 4.
- Shock mechanic changed.
- Shock time is now proportional to enemy size.
- Shocking now slows down and stops an enemy instead of slowing down enemies by 30% (or 15% for enemies with Partial Electric Immunity).
- Firerate decreased due to the Firerate Bug being made less severe.
- Skin rarity added to Premium Crate skins.
- Statistical changes:
- Base
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Range decreased from +4 to +2.
- Damage decreased from +10 to +0.
- Max hits decreased from +4 to +1.
- Chain range decreased from +6 to +0.
- Shock time changed from 0.35 to 1.5 > 2.
- Now melts 1 defense every hit.
- Cost decreased from Cash$8,500 to Cash$6,500.
- Renamed from Ultra Violet Lightning to Shock Force.
- 23 November 2020 - Overhaul v1.1.1
- New skin: Ghost
- 8 May 2021 - Overhaul v1.3.0
- 12 March 2022 - v1.1.0
- Firerate decreased due to the Firerate Bug being made less severe.
- Statistical changes:
- Base
- Firerate changed from 3.03 to 3.025.
- Level 4
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
- Base
- 21 December 2022 - v1.6.0
- Level requirement removed.
- Skin rarity added to all skins.
- Hazmat skin rarity changed from Rare to Common.
- 21 March 2023 - v1.6.3e
- Shock time is no longer proportional to enemy size, now its the same for every enemy.
- Statistical changes:
- Base
- Level 1
- Level 2
- Level 3
- Level 4
- Damage increased from +2 to +37.
- Range increased from +0 to +4.
- Shock time changed from 1.5 to 0 > 0.35.
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
- Cost increased from Cash$3,000 to Cash$5,000.
- Level 5
- Damage increased from +0 to +45.
- Range decreased from +2 to +0.
- Chain range increased from +0 to +2.
- Max hits increased from +1 to +3.
- Shock time changed from 1.5 > 2 to 0.35 > 0.5.
- Firerate changed from 2.025 to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
- Cost increased from Cash$6,500 to Cash$13,500.
- Renamed from Shock Force to Zeus Cannon.
- 12 May 2023 - v1.7.3
- New skin: Ducky
- 24 June 2023 - v1.8.2
- New skin: Vigilante
- 28 October 2023 - v1.9.0
- Stunned enemies now slow down before being completely stopped.
- 31 October 2023 - v1.9.0g
- New skin: Frankenstein
- 10 February 2024 - v1.13.0
- Bug: Electroshocker when placed down does not appear, does not count for the tower placement limit, prevents towers from being placed in the area and takes cash as if it was placed down normally.
- 11 February 2024 - v1.13.0a
- Bugfix: Electroshocker can now be placed down properly.
- 1 April 2024 - v1.17.0b
- New skin: TeeVee
- Bug: TeeVee skin cannot be equipped in the intermission lobby.
- Bug: TeeVee skin breaks the tower icon and stats in the tower hotbar.
- 1 April 2024 - v1.17.2
- Bugfix: TeeVee skin now can be equipped in the intermission lobby.
- Bugfix: TeeVee skin no longer breaks the tower icon and stats in the tower hotbar.
- 7 June 2024 - v1.24.0
- New skin: Classic
- 21 June 2024 - v1.25.0
- Bug: Damage is no longer boosted by Damage Buffs.
- 2 August 2024 - v1.27.0
- Statistical changes:
- Base
- Level 1
- Level 2
- Level 3
- Level 4
- Damage increased from +37 to +42.
- Range decreased from +4 to +2.
- Chain range increased from +0 to +3.
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
- Defense melting changed from 0% to 10% > 15%.
- Shock time increased from 0.35 to 0.3 > 1.
- Level 5
- Bugfix: Damage is now boosted by Damage Buffs.
- Statistical changes:
- 16 December 2024 - v1.46.0
- New skin: Dark Frost
- Bug: Electroshocker's energy damage type is broken.
- 8 January 2025 - v1.48.0
- Bug: Electroshocker does not damage Lead enemies.
- 15 January 2025 - v1.49.0
- Bugfix: Electroshocker can now damage Lead enemies.
- Bugfix: Electroshocker now has a working energy damage type.
- 12 March 2025 - v1.57.0
- Bug: Korblox skin is obtainable.
- 12 March 2025 - v1.57.2
- Bugfix: Korblox skin is no longer obtainable.
- 13 March 2025 - v1.57.7
- New skin: Korblox
- 19 March 2025 - v1.57.11
- Bug: Equipping the Korblox skin prevents some players from placing the Electroshocker down.
- 9 April 2025 - v1.60.0
- Defense role added.
- 9 July 2025 - v1.70.0
- New skin: Jellyfish
- Bug: Jellyfish skin is not affected by certain debuffs.
- Bug: Jellyfish skin is unaffected by stuns from legacy enemy if they are fired like a minigun or beam, examples include the Gunslinger, Warden and Minigunner enemies.
- 4 October 2025 - v1.76.2b
- New skin: Banned
- 4 October 2025 - v1.77.0
- Bug: Enemies hit by the Electroshocker no longer have stun animations.
- 28 January 2026 - v1.84.0
- Unlock cost decreased from Coin 3,000 to Coin 2,500.
- Category changed from Advanced to Intermediate.
- Placement limit increased from 4 to 10.
- Description changed.
- Statistical changes:
- Base
- Level 1
- Level 2
- Level 3
- Level 4
- Cost increased from Cash$5,000 to Cash$6,350.
- Damage increased from +42 to +105.
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
- Max hits decreased from +2 to +1.
- Shock time changed from 0.3 > 1 to 0 > 0.1.
- Defense melting changed from 10% > 15% to 0%.
- Name changed from Lightning Cannon to Shock Force.
- Level 5
- 11 February 2026 - v1.85.0
- Statistical changes:
- Base
- Level 1
- Range increased from +1 to +1.5.
- Level 2
- Level 3
- Damage decreased from +12 to +6.
- Range decreased from +1.5 to +0.
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to 0.675.
- Max hits increased from +0 to +1.
- Level 4
- Damage decreased from +105 to +103.
- Range increased from +2 to +3.5.
- Max hit decreased from +1 to +0.
- Shock time increased from 0 > 0.1 to 0.08 > 0.18.
- Defense melting increased from 0% to 10% > 15%.
- Level 5
- Shock time increased from 0.08 > 0.18 to 0.18 > 0.3.
- Defense melting increased from 0% > 25% to 15% > 25%.
- New skin: Lovestriker
- Statistical changes:
- 3 April 2026 - v1.88.0
- New skin: Easter
- 5 June 2026 - v2.0.0
- Firerate decreased due to the Firerate Bug being fixed.
- Placement limit decreased from 10 to 7.
- Statistical changes:
- Base
- Level 1
- Level 2
- Cost increased from Cash$700 to Cash$950.
- Damage decreased from +3 to +2.
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to 1.15.
- Range increased from +0 to +1.
- Max hits increased from +0 to +1.
- Shock time changed from 0.05 > 0.08 to 0.1.
- Defense melting changed from 5% > 10% to 0%.
- Name changed from Higher Voltage to Improved Handling.
- Level 3
- Level 4
- Cost decreased from Cash$6,350 to Cash$4,000.
- Damage decreased from +103 to +40.
- Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
- Range decreased from +3.5 to +0.
- Max hits decreased from +0 to +1.
- Shock time changed from 0.08 > 0.18 to 0.1 > 0.15.
- Chain range decreased from +3 to +0.
- Defense melting changed from 10% > 15% to 0%.
- Level 5
Notes
| Tower Gallery Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Boomerang • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Enforcer • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Demoman • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Moderator • Railgunner • Twitgunner • Void Miner • Combatant | |
| Unit Gallery Pages | |
|---|---|
| Humvee • Humvee 2 • Humvee 3 • Tank • Railgun Tank | |
| Sentry • Rifle Sentry • Minigun Sentry • War Machine Sentry | |
| Pistol Goon • Tommy Goon 1 • Tommy Goon 2 | |
| Golden Pistol Goon • Golden Tommy Goon 1 • Golden Tommy Goon 2 | |
| Gunner APC • Missile APC | |
| Rifleman • Grenadier • Riot Guard • Field Medic | |
| Lackey • Money Runner • Bouncer | |
| Elf • Snowball Elf • Cannoneer Elf • Bomber Elf • Guardian Elf • Gunner Elf • Gift Bomber • Ripped Elf | |
| Skeleton • Sword Skeleton • Giant Skeleton • Skeleton Knight • Hallow Guard • Executioner Skeleton | |
| Ice Turret | |
| History Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Twitgunner • Combatant | |