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Stun Immunity
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==Mechanics== '''Stun Immunity''' makes it so that any enemy with it cannot be stunned/shocked by towers. They will instead be slowed down by 40% for the stun duration. The '''Stun Immunity''' also grants immunity to being knocked back. The following towers/consumables become unable to apply these effects or have them be weakened to '''Stun Immune''' enemies: *[[Electroshocker]] (Shock) *[[Trapper]] (Stun) *[[Warden]] (Shock) *[[DJ Booth]] (Knockback) *[[Tesla]] (Shock) *[[Mercenary Base]] (Knockback) *[[Brawler]] (Knockback) *[[Commando]] (Stun) *[[Archer]] (Shock) *[[Hallow Punk]] (Knockback) *[[Elementalist]] (Knockback) *[[Warlock]] (Knockback) *[[Flash Bang]] (Stun) *[[Ducky Squad]] ([[Shock Ducky]]) All [[Boss]] enemies have this immunity, as part of being a [[Boss]] enemy. The only difference between the two is that the slowdown effect is weaker on [[Boss]] enemies, as it is 20%. If a [[Boss]] enemy also has the [[Stun Immunity]], it will only be slowed down by 10% instead. ===Towers=== '''Stun Immunity''' makes towers unaffected by stuns from enemies and, in multiple cases, also prevents them from being targeted from such attacks. The immunity to being attacked also applies to some enemy attacks which normally would actually affect them, that being freeze and debuffs. For example, the [[Unstable Ice]] from the [[Operation I.C.E Event]] will not jump at any tower with '''Stun Immunity''' visible in their upgrade menu, even though it can actually freeze them. Similarly, enemies like the [[Clown]] will avoid applying debuffs to towers with '''Stun Immunity''', even if they can be debuffed. Some towers, such as cliff units, also have '''Stun Immunity''', though it is not displayed in their upgrade menu and it is far less effective at preventing them from being targeted by enemy abilities.
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