Zap
Zap is a Gag Track used by Toons in Cog Battles. Zap Gags are Power Gags dealing solid damage and can chain damage up to 3 Cogs at once. However, Cogs must be Soaked for Zap to hit, which can only be applied via Squirt Gags. Zap is the sixth track in the Gag order, going after Squirt and before Sound in a turn.
Zap Mechanics
- SOAKED : Zap can only hit Cogs who are
Soaked (applied via Squirt Gags). Zapping a
Soaked Cog removes the debuff at the end of the turn. - ZAP JUMPS : Zap will Jump to adjacent
Soaked Cogs, damaging them. Zap can Jump up to 2 other Cogs in a row. Zap Jumps take from a Damage Pool :
- Damage Pool : Zap Jumps deal 80% of Zap's base damage (rounded up), split between the Jumps. If Zap Jumps twice, each Jump will deal 40% of Zap's base damage.
- Zap Jumps will always move left if possible; otherwise, they will move right. Zap Jumps will only move in one direction (i.e. the second Jump cannot change direction).
- Zap Jumps will NOT chain across unsoaked Cogs nor empty spaces (if a Cog was killed previously in the turn).
- ACCURACY : Zap has perfect accuracy (100%) against
Soaked Cogs, but will always miss on unsoaked Cogs.
- If Squirt misses and Cogs are unsoaked, none of the Zap Gags in that turn will be used, conserving them (assuming they were targeted towards would-be Soaked Cogs).
Prestige![]()
After unlocking Zap, Toons can allot one more Training Point into the Gag Track to Prestige it. Prestige Zap gains the following effect:
- ZAP JUMPS : Prestige Zap Jump's Damage Pool is now 105% of Zap's base damage (increased from 80%).
- If Zap Jumps twice, each Jump will deal 52.5% of Zap's base damage.
Zap Gags
- Note: This table only lists the Gags' maximum damage values (i.e. when the Gag reaches its max EXP). Initial damage values can be found on the respective Gags' pages.
- Zap Jumps have their damage listed as damage dealt per Jump (1 Jump \ 2 Jumps total).
indicates a prestige effect.
| Gag Level | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 |
|---|---|---|---|---|---|---|---|---|
| Gag | Joybuzzer |
Lightbulb |
Broken Radio |
Kart Battery |
Broken TV |
Stagelight |
Tesla Coil |
Lightning |
| Direct Damage | -12 | -20 | -36 | -60 | -90 | -140 | -190 | -240 |
| Jump Damage | -10 \ -5 | -16 \ -8 | -29 \ -15 | -48 \ -24 | -72 \ -36 | -112 \ -56 | -152 \ -76 | -192 \ -96 |
| -13 \ -7 | -21 \ -11 | -38 \ -19 | -63 \ -32 | -95 \ -48 | -147 \ -74 | -200 \ -100 | -252 \ -126 | |
| XP to Max | 20 | 100 | 500 | 2,000 | 5,000 | 9,000 | 14,000 | 20,000 |
Strategy
- Zap specializes in taking out groups of Cogs at once and requires strategy and coordination amongst teammates.
- Zap can deal against a full set of Cogs better than Sound in some situations, especially when boosted by Encore.
- Zap is 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.
Double Zap Tables
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.
| A | B | C | D |
|---|---|---|---|
| X | - | - | X |
| 1x | 1x | 1x | 1x |
-x-x is generally used when the mid left Cog is significantly stronger than the other 3.
| A | B | C | D |
|---|---|---|---|
| - | X | - | X |
| 1x | 1.5x | 0.5x | 1x |
--xx is generally used when the mid right Cog is significantly stronger than the other 3.
| A | B | C | D |
|---|---|---|---|
| - | - | X | X |
| 0.5x | 1x | 1.5x | 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.
Zap Training
Training Zap requires Toons to hit Cogs with Zap Gags to gain experience points in the track.
Training Strategies: When training Zap, your best bet is training inside a Cog Building, making use of their high experience multipliers. Squirt is required to train Zap via its Soaked debuff, meaning either you or another player must bring Squirt. It's recommended to have another player use Squirt alongside you to expedite the process.
Gaining more experience will increase a Zap Gag's damage, up until you reach the next level Zap Gag. The experience granted is equivalent to the Gag's level (e.g. a Stagelight gives 6 XP), which can be further boosted through various means. For more information on Gag training and experience, see here:
Version History
- v1.11.7 BETA
Zap was a little underwhelming without its prestige in the last update, and we'd like to restore prestige Zap's unique disjointed damage.
Zap Jump Damage Pool: 75%(Base)/100%(Prestige) -> 80%(Base)/105%(Prestige)
- v1.11.6 BETA
Zap has historically been too strong, to the point of being borderline game-warping. We're toning its power down slightly while also making it require more investment in training points to have it reach a similar power level as before. While the prestige Squirt buff will add back some damage that'll be lost by the Zap jump nerfs, generally, Zap combos will still be a tad weaker.
Unprestige/Prestige Zap Jump Pool: 90/110% -> 75/100%
- 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.
- 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" during the April Toons 2020 Event
- 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: Carpet - 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.
- Undocumented Changes
The level 2 Zap Gag (Carpet) has been renamed to "Rug."
Trivia
- Multiple Zap Gags were replaced in the v1.3.0 Update.
- Visually, Cogs react differently to different Zap Gags, with their reaction being more intense at higher-level Zap Gags.
- Cogs destroyed by level 5-8 Zap Gags are turned to dust.
- Cogs hit by level 6-8 Zap Gags will have an X-ray-like effect when zapped, showing their Skelecog underneath their suit.
Gallery
- Joybuzzer
- Lightbulb
- Broken Radio
- Kart Battery
- Broken Television
- Stagelight
- Tesla Coil
- Lightning
