Zap

From Toontown Corporate Clash Wiki
Jump to navigation Jump to search

Zap is the sixth Gag used in battle. It is a Power Gag used to deal heavy uneven AOE damage to Cogs, but requires Squirt to work. Zap deals its base damage to the initial target, then jumps left or right, evenly damaging all jumped Cogs. It will always jump left, unless there are no Soaked Cogs, in which case it will jump right. Zap can jump across up to 2 Cogs. It will not jump over unsoaked Cogs nor Cogs killed previously in the turn.

Zap’s pool damage is 90% of its base damage. When Zap jumps to Soaked Cogs, it will split its pool damage equally across all Cogs it jumped to. Since Zap can only jump to 1-2 Cogs, jumped Cogs will always be damaged by either 100% or 50% of the pool.

Zap has 100% accuracy on Soaked Cogs and 0% accuracy on unsoaked Cogs, it will miss on unsoaked Cogs even if the Cog is Lured, causing them to unlure. If Squirt misses in the same round that Zap is used, the Zap will not be used or consumed. Zap will remove all turns of Soak from any Cog(s) it hit at the end of the turn.

Prestige Effect

After unlocking Zap, the player can allot one Training Point to their Zap Track to Prestige it. Prestige Zap boosts its pool damage from 90% to 110%.

Gags

Gag Gag Icon Base Damage Pool Damage Split Pool Damage Prestige Pool Damage Prestige Split Pool Damage
Joybuzzer
Joybuzzer.png
12 11 6 14 7
Lightbulb
Lightbulb.png
20 18 9 22 11
Broken Radio
Broken Radio.png
36 33 17 40 20
Kart Battery
Kart Battery.png
60 54 27 66 33
Broken TV
Broken Television.png
90 81 41 99 50
Stagelight
Stagelight.png
140 126 63 154 77
Tesla Coil
Tesla Coil.png
190 171 86 209 105
Lightning
Lightning.png
240 216 108 264 132

Advantages of Zap

  • When Cogs are Soaked, Zap Gags ignore the accuracy check and will always hit.
  • A single Zap Gag can travel to up to three Cogs.
  • Zap can deal against a full set of Cogs better than Sound in some situations, especially when boosted by Encore.
  • Flexible as both high single target damage and very high AOE damage.
  • Squirt missing allows Toons to keep any Zap Gags that were meant to be used, which allows them to preserve their damage dealers for their next attempt.

Disadvantages of Zap

  • Never hits unless Squirt is used prior, even when paired with Lure. This causes the Lured Cog to be unlured.
  • Zap Jumps can unlure Cogs, which can be detrimental to the team if used incorrectly.
  • Zap removes the Soaked buff entirely when used, which may cause issues in fights where the extra accuracy is necessary, such as for maximizing Drop's accuracy and damage.

Double Zap Strategies

When destroying 4 Cogs in one turn, Squirt and Zap can get the job done as well, if not better, than Sound can. There are three main Zap combos, assuming Prestige Zap is used and noting "x" is Cogs targeted by Zap and "-" being spaces not directly targeted by Zap:

x--x is the most common Zap combo used. It is generally the best in most situations, especially when all Cogs are of similar health.

Example 1
A B C D
X - - X
1x 1.1x 1.1x 1x

-x-x is generally used when the mid left Cog is significantly stronger than the other 3.

Example 2
A B C D
- X - X
1.1x 1.55x 0.55x 1x

--xx is generally used when the mid right Cog is significantly stronger than the other 3.

Example 3
A B C D
- - X X
0.55x 1.1x 1.55x 1x

As Squirt also does significant damage even without Zap, it is sometimes important to know which Cogs to use Squirt on. On a fresh set of Cogs, you always want two Toons using Squirt on a left (xx--) and right (--xx) Cog respectively, this will ensure all the Cogs get soaked. Generally, using Squirt on the leftmost or rightmost Cog, especially with x--x and --xx combos, are a safe bet as those Cogs take the least amount of Zap damage. It is best to observe for yourself, or to ask help from your team if are new to Zap to figure out which Cogs to target.

Version History

v1.7.0 BETA
  • Lowered the volume of the Tesla Gag sound effect and the Elevator Close sound effect.
v1.3.2 BETA
  • The Battle UI will now properly take into account Untouchable Cogs when using a Squirt or Zap Gag.
v1.3.1.4 BETA
  • Zap Gags have received an increase to their damage values across the board:
    • Joybuzzer: 10 -> 12 damage
    • Lightbulb: 18 -> 20 damage
    • Broken Radio: 30 -> 36 damage
    • Kart Battery: 54 -> 60 damage
    • Broken TV: 84 -> 90 damage
    • Stagelight: 126 -> 140 damage
    • Tesla Coil: 180 -> 190 damage
    • Lightning: 230 -> 240 damage
v1.3.1.3 BETA
  • By ridiculously popular request, a certain Zap Gag has also received a massive buff:
    • Stagelight: 125 -> 126 damage
v1.3.1.1 BETA
  • If a Squirt gag and a Zap gag are used in the same round but the Squirt gag misses, the Zap gag will no longer be consumed.
v1.3.0 BETA
  • Zap's jump damage now acts as a "pool" of damage.
    • This damage pool is split between the Cogs which it jumps onto.
    • This damage pool is 90% of the damage of the Zap Gag used.
  • The nature of Zap's jump targeting has been greatly simplified.
    • There are now only two ways that Zap can deal damage across three soaked Cogs: Xxx and xxX.
      • The capital X represents the Cog that has been targeted directly by the Zap Gag.
      • The lowercase x reflects the Cog targets by Zap jumps. Jump damage is split between all of these Cogs.
      • Zap will prioritize jumping to soaked Cogs to the left if possible. If not, it will go right.
    • As a consequence, the following has changed:
      • Zap can no longer switch directions while jumping.
      • Zap Gags can now target Cogs which have been jumped to by a previous Zap Gag, rather than jumping over them.
      • Zap Gags will now damage Cogs defeated by other Zap Gags in the same turn.
      • Zap jumps can no longer skip over Cogs in general (i.e. no more X-x). The soaked Cogs must be adjacent.
      • Some double Zap combos become infeasible for defeating full sets of Cogs (such as X-X-), while others are now more feasible (such as X--X or --XX).
      • Zap damage falloff has been reworked.
      • The soaked Cog bonus of 3x damage is now 1x damage (as the base damage now has the damage boost accounted for).
    • In general, Zap jumps are far easier to predict and take advantage of consistently.
  • Zap Gags now have 0% accuracy against unsoaked Cogs.
  • Prestige Zap now increases the total jump damage from 90% base damage to 110% base damage.
  • Using Zap on a soaked Cog now removes the soak, instead of reducing its duration by one round.
  • The Gag Shop has decided to replace the Rug, Balloon, and Taser Gags with some Toonier alternatives: Lightbulb, Broken Radio, and Stagelight!
    • In addition, the Gag order has been altered as seen below.
  • Adjusted Soaked Zap damage to compensate for literally everything.
    • Joybuzzer: 12 -> 10 damage
    • Level 2 Zap (Lightbulb)'s damage is unchanged.
    • Level 3 Zap (Broken Radio)'s damage is unchanged.
    • Kart Battery: 48 -> 54 damage
    • Broken TV: 72 -> 84 damage
    • Stagelight: 120 -> 125 damage
    • Tesla Coil: 198 -> 180 damage
    • Lightning: 240 -> 230 damage
  • Several Zap Gags have gotten overhauled animations!
    • The Kart Battery is now thrown.
    • The Broken TV is now placed.
    • Lightning is now more instant, with its lighting effect removed.
    • Zap beams now look like electricity flowing, as opposed to gigantic yellow triangles.
    • Zap beams are now shown between Cogs that are being jumped to.
    • Zap Gags now have new sound effects.
  • Cogs now react to various Zap Gags in new ways!
    • When defeated by a level 5+ Zap Gag, Cogs will now disintegrate.
v1.2.5 BETA
  • Fixed a bug where using several Lightnings would cause permanent darkness.
v1.2.4.1 BETA
  • Fixed movie errors when several Zaps were used in one turn.
  • Fixed a logic error causing several Zaps to not apply damage properly in one turn.
v1.2.0 BETA
  • Every time a Zap Gag hits a Cog, the Cog will become unsoaked one round sooner.
  • Note that Soak will only wear off after all Zap Gags have been used, so you won't have to worry about Soak wearing off in-between multiple Zap Gags in the same round!
v1.1.0.10 BETA
  • Fixed a rare crash when Zap missed.
  • When unluring a soaked cog via a Zap jump, they will now immediately perform the unlure animation.
v1.1.0.3 BETA
  • Fixed a few edge cases with Zap not targeting the Cogs that it should target.
v1.1.0 BETA
  • Prestige and Un-prestige Zap gags now function mechanically the same, minus the damage falloff.
    • Damage falloff per jump is now 3x, 2.25x, and 1.5x for Un-prestige Zap gags.
  • "Glitch Zap" with lured cogs has been fixed.
v1.0.17 BETA
  • Zap gags show 3x damage on the attack panel if targeting a soaked cog.
  • [undocumented] Zap Gag Track name reverted back.
v7.7.7 BETA (April Fools)
  • various gags have gotten reskins or renames in the spirit of april toons.
    • The Zap Gag Track was renamed to "Pew Pew"
v1.0.13 BETA
  • The Gag Shop clerks have been working hard on ensuring the best quality of zap gags they can produce! Potential issues involving zap jumping the wrong way have been fixed.
v1.0.11.2 BETA
  • Fixed a bug in which the accuracy decay on lured Cogs overrides the 100% accuracy of Zap gags on soaked Cogs.
v1.0.11.1 BETA
  • Zap's prioritization mechanics have been reworked!
    • Zap now prioritizes its direction to the left side instead of the right side. Toons will need to update their strategies!
    • Zap no longer prioritizes prestiged Zap gags to go before non-prestiged Zap gags.
  • Fixed visual bugs with Zap. Most if not all animations should now play properly!
v1.0.11 BETA
  • The Tesla gag has been buffed to 66 damage!
    • Tesla Coil Soaked Damage: 195 -> 198
  • Zap now has 100% accuracy on soaked cogs.
  • Fixed issues with Zap on lured cogs.
  • Fixed Phantom soaks/Phantom Zaps
  • Dead cogs can no longer be hit by zap jumps or soaks
  • Multiple other Zap fixes
v1.0.1 BETA
  • Slightly buffed Lightning starting damage
v1.0.0 BETA Patch 2
  • Fix a crash with Zap gags
v1.0.0 BETA [Game Release]
  • A new Gag track has been introduced, the Zap track! It has low damage and accuracy, but when paired with squirt, it can deal 3x damage with nearly perfect accuracy! It can also jump to deal reduced damage to other nearby soaked Cogs.
  • Each gag track has at least one new gag, bringing each track to 8 gags total!
    • Zap (Continuing from Project Altis' Lineup): Broken Television at Level 6
  • Zap is the 6th Gag Track in the Gag order.
    • Zap can jump 2 times, dealing less damage for each jump from the direct hit (3x -> 2x -> 1x).
    • Zap will prioritize jumping to soaked Cogs to the right if possible. If not, it will go left.
    • Unprestige Zap cannot jump over unsoaked Cogs, nor Cogs that were defeated by a previous Zap in the same round.
    • Zap jumps cannot target a Cog that has already been hit by a Zap jump in the same round.
  • All Zap Gags have 30% accuracy which increases greatly if the Cog is soaked.
  • The levels and damage values for Zap are as follows:
    • Level 1: Joy Buzzer - 4 base damage, 12 soaked damage
    • Level 2: Rug - 6 base damage, 18 soaked damage
    • Level 3: Balloon - 10 base damage, 30 soaked damage
    • Level 4: Kart Battery - 16 base damage, 48 soaked damage
    • Level 5: Taser - 24 base damage, 72 soaked damage
    • Level 6: Broken TV - 40 base damage, 120 soaked damage
    • Level 7: Tesla Coil - 65 base damage, 195 soaked damage
    • Level 8: Lightning - 80 base damage, 240 soaked damage
  • Prestige Zap effect: Increases the damage of Zap jumps from (2x -> 1x) to (2.5x -> 2x).
    • Prestige Zap jumps can carry their jumps over unsoaked and defeated Cogs to reach a soaked Cog 2 spaces over.

Trivia

  • Zap Gags have different forms of Knockback animations depending on the level used.
    • Levels 5-8 Zap Gags have an insta-kill animation if it destroys the Cog.