From Tanki Online Wiki
m (((ME)) New deactivated indicator icons)
m (((ME)) Juggernaut immunity)
Line 17: Line 17:
  
 
==Protection==
 
==Protection==
Electromagnetic Pulses do not effect tanks wearing the EMP Immunity hull [[Augments|augment]], which can be purchased for 4990[[File:MiniTankoin.png]] (or less, during a [[Discounts|sale]]), or obtained from a [[Containers|Container]] or Ultra Container, with <span style="color:DarkViolet">'''Epic'''</span> rarity level.
+
[[File:Juggernaut.png]]<br>The [[Juggernaut]] is immune to all negative status effects, so EMP will not remove its permanent speed boost, double armor, and double damage, or interrupt its use of a repair kit.
 +
 
 +
Electromagnetic Pulses also do not effect tanks wearing the EMP Immunity hull [[Augments|augment]], which can be purchased for 4990[[File:MiniTankoin.png]] (or less, during a [[Discounts|sale]]), or obtained from a [[Containers|Container]] or Ultra Container, with <span style="color:DarkViolet">'''Epic'''</span> rarity level.
 
{| class="wikitable augments-table" style="width:100%;"
 
{| class="wikitable augments-table" style="width:100%;"
 
! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name
 
! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name
Line 28: Line 30:
 
| style="text-align: center; font-weight:bold;" | {{+|Supplies are not removed by EMP}}
 
| style="text-align: center; font-weight:bold;" | {{+|Supplies are not removed by EMP}}
 
|}
 
|}
If you attempt to inflict an EMP on a tank wearing this augment, you will see the word {{color|Cyan|'''Immunity'''}} briefly appear above their tank.<br><br>
+
<br>If you attempt to inflict an EMP on the Juggernaut or a tank wearing this augment, you will see the word {{color|Cyan|'''Immunity'''}} briefly appear above their tank.<br><br>
  
 
==What can inflict EMP?==
 
==What can inflict EMP?==

Revision as of 18:57, 7 March 2021


Zap! A flash of electricity, and suddenly your tank is a sitting duck: supplies removed and blocked for several seconds. You've been hit by an Electromagnetic Pulse.Icon EMP.png If you'd like more information on this powerful effect, read on.

Icon overdrive electromagnetic pulse.pngAlteration gauss electromagnetic salvo.pngSmoky EMP Rounds.pngAugment EMP Rounds Railgun.pngEMP Protection.png

Mechanics

Electromagnetic Pulse (EMP) is a Status Effect applied by certain specialized pieces of equipment. When a tank is affected by an EMP, three things happen:

  • All currently-active supply effects are removed: No RepairKit.pngNo DoubleArmor.pngNo DoubleDamage.pngNo SpeedBoost.png
  • Extra supply effects from the Defender, Booster, or Crisis drone are removed: No ExtraArmor.pngNo ExtraDamage.pngNo ExtraSpeed.png
  • All supplies are placed in a cooldown lasting exactly the duration of the EMP. Rep supp.pngDA supp.pngDD supp.pngNitro supp.pngMine supp.png


Some important things to note:

  • Even if a supply was previously in a longer cooldown, it can be activated immediately after the EMP.
  • Already-planted mines are not affected, though new mines cannot be dropped during the EMP.
  • Tanks affected by an EMP will have this symbol above them: Icon EMP.png If you were the one that inflicted the EMP, you will also see the text Supplies Removed briefly appear above the affected tanks.
  • Battery usage and drone recharge are not interrupted.

Protection

Juggernaut.png
The Juggernaut is immune to all negative status effects, so EMP will not remove its permanent speed boost, double armor, and double damage, or interrupt its use of a repair kit.

Electromagnetic Pulses also do not effect tanks wearing the EMP Immunity hull augment, which can be purchased for 4990MiniTankoin.png (or less, during a sale), or obtained from a Container or Ultra Container, with Epic rarity level.

Name Description Effects
EMP Immunity
EMP Protection.png
4 990 MiniTankoin.png
Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies. Supplies are not removed by EMP Plus.png


If you attempt to inflict an EMP on the Juggernaut or a tank wearing this augment, you will see the word Immunity briefly appear above their tank.

What can inflict EMP?

Left Hunter's Overdrive
The first EMP to appear in the game, this powerful effect is still the most common source of supply deactivation.

  • In addition to Stunning nearby opponents, Hunter's overdrive inflicts a 5-second EMP on all enemies within 25 meters.
  • The EMP takes effect immediately upon zapping, but the cooldown starts after the Stun, resulting an a total of 8 seconds during which enemies without immunity will have no supplies.

Additionally, there are currently 3 turret augments that can inflict EMP, which can be obtained in Ultra Containers at the Legendary or Exotic Rarity.

Name Description Effects
Gauss:
Electromagnetic salvo

Alteration gauss electromagnetic salvo.png
Replaces the standard explosive projectile with an EMP projectile that deactivates any active supplies of enemy tanks hit by the electromagnetic salvo. The projectile loses its splash damage effect in normal shooting mode, and damage is reduced while using the electromagnetic accelerator. However, the projectile travels at a higher speed and recharges much faster. EMP duration: 5s Plus.png
EMP radius: 14m Plus.png
Sniping reload -50% Plus.png
Arcade projectile shot speed +50% Plus.png
Sniping damage -25% Minus.png
EMP effect only in sniping mode Minus.png
Arcade shot splash damage removed Minus.png
Arcade shot self damage removed Plus.png
Smoky:
EMP Rounds

Smoky EMP Rounds.png
Replacement for the standard cumulative shots with EMP rounds. Critical hits will deal decreased damage but will disable the target's activated supplies. EMP duration: 5s Plus.png
Critical damage: -15% Minus.png
Railgun:
EMP Rounds

Augment EMP Rounds Railgun.png
When these rounds hit a target, they apply the EMP status effect, disabling activated supplies. The effect doesn't last long* but is applied with every shot.

*The duration of this EMP effect is the longest currently in the game, however.

EMP Duration: 6s Plus.png
Damage: +40% Plus.png
Shot warmup time: +20% Minus.png