Shocking Tower

In-game Description

"Attack tower. Attacks nearby enemies, generating an electric pulse that must be recharged when triggered."

Research

Can be researched at the Stone Workshop for 900 gold.

In the Campaign, several technologies are additionally needed to be unlocked before the Shocking Tower research becomes available at the Stone Workshop.

In the Campaign, there are several technologies that affect the efficiency of Shocking Towers directly or complementary: some increase the AoE range/radius (2 techs, each gives +1 range), some reduce the energy requirement (1 tech is specific, another tech is general).

Combat

Once charged, a Shocking Tower automatically attacks all enemy units within its AoE (6 tile radius) range dealing 60 damage. The damage dealt is susceptible to reduction by the enemy unit's armor (a Shocking Tower cannot kill a 120 HP Harpy or a 120 HP Venom in 2 charges).

Shocking Towers must be separated by at least 3 cells when building several Shocking Towers close to each other.

Tactical Notes

  • Shocking Towers' low damage and attack speed makes them best suited for destroying masses of weaker zombies (Walkers and regular Runners).
  • Infected Executives require 2 charges to be killed.
  • Venoms and Harpies require 3 charges to be killed. (because of the damage reduction due to enemy units' armor)
  • Chubbies are very problematic targets. (besides the high HP pool and some armor, they can regenerate some lost HP while a Shocking Tower is charging up)
  • Infected Behemoths and Infected Giants are far too strong and dangerous to be affected by Shocking Towers. (Shocking Towers are still good to deal with hoards of weaker infected pulled by Behemoth attack noise)