Electroshocker

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This article is about Electroshocker. You may be looking for Null Electroshocker or Shock.

"Zap! An early game tower that can stun enemies at higher levels."
―Store Description
"Zap! Stun enemies and chain your effects!"
―Former Store Description
"Shoot a bolt of electricity that chains through nearby zombies."
―Former Store Description

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 4 or 0.15 seconds at Level 5. This completely stops the enemy. For enemies with Stun Immunity, the enemy is not stunned but rather slowed down by 25%. Bosses are not slowed down as much as regular enemies, since the slowdown is weaker on them.

It can drop 25% Defense with every hit at Level 5, 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 early on, while its stunning capabilities, Defense reduction, chain damage and high 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

Improved Handling
Level 1 • Cost: Improved Handling - Cash$200

+1 Range Range

+1 Damage Range


Sell Price changes to Cash$208

Higher Voltage
Level 2 • Cost: Higher Voltage - 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: Faraday's Vest - Cash$2,500

+12 Damage Damage

+1.5 Range Range

0.758 > 0.658 Firerate Firerate


Sell Price changes to Cash$1,250

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

+105 Damage Damage

0.658 > 2.258 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: Zeus Cannon - Cash$16,935

+85 Damage Damage

+1 Range Range

+1 Max Hits

0.1 > 0.15 Shock Time Shock Time

0% > 25% Defense Dropping Defense Dropping


Sell Price changes to Cash$9,011

Stats Table

To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.

Level Total Price Damage Firerate Range Chain Range Max Hits Shock Time Defense Drop DPS[3] Cost Efficiency
0 Cash$425 3 0.758 10 7 1 0 0% 3.96 Cash$107.38
1 Cash$625 4 0.758 10 7 1 0 0% 5.28 Cash$118.44
2 Cash$1,250 8 0.758 12.5 7 1 0 0% 10.55 Cash$118.44
3 Cash$3,750 20 0.658 14 7 1 0 0% 30.4 Cash$123.38
4 Cash$10,100 125 2.258 16 10 2 0.1 0% 55.36 Cash$182.45
5 Cash$27,035 200 2.258 17 10 3 0.15 25% 88.57 Cash$305.23

Skins

To see all the upgrades of a skin, see the gallery page.

Skin Valentines Bunny Hazmat Ghost
Rarity Event Event Common Event
Daily Store Cost N/A N/A Robux 85 N/A
Obtained From Lovestruck Skincrate,
Valentine Skincrate
Bunny Skincrate Premium Skincrate Spooky Skincrate
Skin Ducky Vigilante Frankenstein TeeVee
Rarity Rare Uncommon Event Legendary
Daily Store Cost Coin 4,000 Coin 4,000 N/A Robux 560
Obtained From Ducky Skincrate Vigilante Skincrate Lunar Overture Season Deluxe Skincrate
Skin Classic Dark Frost Korblox Jellyfish
Rarity Rare Rare Event Legendary
Daily Store Cost Robux 360 N/A N/A N/A
Obtained From Deluxe Skincrate Operation I.C.E Premium Battle Pass Enemy of Redcliff Mission Quest Surf & Turf Regular Battle Pass
Skin Banned
Rarity Exclusive
Daily Store Cost N/A
Obtained From Banned Skincrate

Strategy

  • Be aware that the Electroshocker has a placement limit of four.
    • It is best to place these near other towers, as it slows down enemies, so other towers can attack them for even longer.
  • Early on, the Electroshocker can be used to clear out hordes of weaker enemies at Levels 0–3, though it will struggle 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 14, 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 hidden enemies, like the Fallen Soul, and flying enemies indirectly, such as the Balloon, if it does not have flying detection yet.
    • 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 25%. For Boss enemies, that effect is significantly weaker on them, though they are still slowed down.
  • The Electroshocker pairs well with towers that take time before they start attacking, such as the Minigunner and Accelerator.
    • The Electroshocker also pairs well with towers with a slow firerate, like the Ranger and Mortar, as it gives them more time to attack enemies with their slow firerate.
  • The Electroshocker has lead detection, allowing it to clear out hordes of lead enemies, like the Lead.
    • As it has flying detection, it can also be used to stun and clear out hordes of Lead Balloons and other flying enemies.
  • 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.
  • Due to the Electroshockers exceptionally high DPS, it can be very useful to fulfill the Damage Dealer quests quickly.

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.

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.
  • 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 Skincrate skins.
    • Statistical changes:
      • Base
        • Damage decreased from 1 to 0.
        • Max hits decreased from 3 to 1.
        • Chain range decreased from 6 to 5.
        • Max shock time increased from 0.25 to 1.
        • Min shock time of 0.25 added.
        • Firerate decreased from 3.05 to 3.03.
        • Cost decreased from Cash$500 to Cash$400.
        • Lead detection added.
      • Level 1
        • Cost decreased from Cash$350 to Cash$250.
      • Level 2
        • Damage decreased from +1 to +0.
        • Range decreased from +2 to +1.
        • Hidden detection added.
        • Cost decreased from Cash$525 to Cash$400.
        • Renamed from Tesla Tower 3000 to Outside Support.
      • Level 3
        • Damage decreased from +4 to +2.
        • Max hits decreased from +2 to +0.
        • Chain range decreased from +3 to +0.
        • Firerate changed from 3.05 > 2.05 to 3.03.
        • Shock time changed from 0.25 to 1 > 1.5.
        • Cost decreased from Cash$1,250 to Cash$1,000.
      • Level 4
        • Damage decreased from +6 to +2.
        • Max hits increased from +1 to +2.
        • Shock time changed from 0.25 > 0.35 to 1.5.
        • Firerate changed from 2.05 to 3.03 > 2.03.
        • Cost decreased from Cash$4,250 to Cash$3,000.
        • Renamed from MOAR POWER to Lightning Cannon.
      • 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 drops 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
    • Statistical changes:
      • Base
        • Cost decreased from Cash$400 to Cash$325.
      • Level 5
        • Defense dropping changed from 1 to 1%.
  • 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 3.008.
      • Level 4
        • Firerate changed from 3.03 > 2.03 to 3.008 > 2.008.
  • 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
        • Damage increased from 0 to 2.
        • Range increased from 7 to 7.5.
        • Chain range increased from 5 to 6.
        • Max hits increased from 1 to 2.
        • Firerate decreased from 3.008 to 0.908.
        • Shock time decreased from 1 to 0.
        • Cost increased from Cash$325 to Cash$800.
      • Level 1
        • Firerate changed from 3.008 to 0.908 > 0.808.
        • Range decreased from +2 to +1.5.
        • Cost increased from Cash$250 to Cash$325.
      • Level 2
        • Damage increased from +0 to +2.
        • Range decreased from +1 to +0.
        • Max hits increased from +0 to +1.
        • Cost increased from Cash$400 to Cash$900.
        • Hidden detection removed.
        • Flying detection added.
      • Level 3
        • Damage increased from +2 to +4.
        • Range increased from +0 to +1.
        • Firerate changed from 3.008 to 0.808 > 0.658.
        • Shock time changed from 1 > 1.5 to 0.
        • Cost increased from Cash$1,000 to Cash$3,000.
      • 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 3.008 > 2.008 to 0.658 > 2.008.
        • 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 2.008 to 2.008 > 2.508.
        • 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
  • 2 August 2024 - v1.27.0
    • Statistical changes:
      • Base
        • Cost decreased from Cash$800 to Cash$725.
        • Damage increased from 2 to 3.
        • Firerate decreased from 0.908 to 0.858.
        • Chain range increased from 6 to 7.
        • Shock time increased from 0 to 0.3.
        • Defense dropping increased from 0% to 5%.
      • Level 1
        • Cost decreased from Cash$325 to Cash$300.
        • Firerate changed from 0.908 > 0.808 to 0.858 > 0.758.
      • Level 2
        • Cost decreased from Cash$900 to Cash$600.
        • Damage decreased from +2 to +1.
        • Range increased from +0 to +1.
      • Level 3
        • Cost decreased from Cash$3,000 to Cash$2,000.
        • Range increased from +1 to +2.
        • Firerate changed from 0.808 > 0.658 to 0.758.
        • Defense dropping changed from 0% to 5% > 10%.
        • Max hits increased from +0 to +1.
      • Level 4
        • Damage increased from +37 to +42.
        • Range decreased from +4 to +2.
        • Chain range increased from +0 to +3.
        • Firerate changed from 0.658 > 2.008 to 0.758 > 2.508.
        • Defense dropping changed from 0% to 10% > 15%.
        • Shock time increased from 0.35 to 0.3 > 1.
      • Level 5
        • Cost increased from Cash$13,500 to Cash$15,000.
        • Damage increased from +45 to +50.
        • Firerate changed from 2.008 > 2.508 to 2.508.
        • Chain range decreased from +2 to +0.
        • Max hits decreased from +3 to +2.
        • Shock time changed from 0.35 > 0.5 to 1 > 1.25.
    • Bugfix: Damage is now boosted by Damage Buffs.
  • 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.

Notes

  1. For Levels 0-1, through chaining, Hidden enemies may be hit indirectly if another detectable enemy is nearby.
  2. Through chaining, Flying enemies may be hit indirectly if another detectable enemy is nearby.
  3. DPS assumes that the Electroshocker only hits one enemy per shock.


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