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Weapon configuration statistics[edit]

The Skaphander has seven different weapons configurations:

Skaphander Weapon Configurations
Name Key Damage per Shot Shots per Second Damage per Second Range Energy per Shot Damage per Energy Recoil Swing
Nothing  0  0 0 0 0 0.0 0 0% 0%
Single-Mounted Debugger  1  100 1.6 160 100 1.0 100 10% 3%
Dual-Mounted Debugger*  2  240 1.6 384 100 2.0 120 20% 6%
Interrupter  3  1100 2.0 2200 500 20.0 110 5% 7%
Double Eraser  4  300 2.7 810 400 6.0 50 10% 5%
Breakpoint  5  1600 16.0 N/A N/A N/A N/A N/A N/A
Separator§  6  10 16.0 160 4 0.1 100 0% 0%

Notes:

* Dual-mounted debuggers fire 1/16 of a second apart from each other and can therefore hit two different targets.

Interrupter flashballs travel 96 distance per second. Flashballs deal splash damage out to a distance of 40. Flashballs can deal up to 40 damage to the Skaphander itself. The interrupter has extra recoil and swing effects not present on other weapons, so its recoil and swing statistics are deceiving.

Breakpoints deal splash damage out to a distance of 40. Breakpoints fly in an arc, so the range they can be thrown depends on the terrain. Breakpoints can be thrown at a rate of 16 per second, but each throw requires its own keypress. Breakpoints can deal up to 215 damage to the Skaphander itself.

§ The separator can only harm weak terrain (like fences) or attached barnacles. It does not persist between levels.

Virus statistics[edit]

Below are base statistics for the standard virus types, though certain individuals may have their statistics modified from their standard values. Speeds are measured in units of distance per second. Detection range refers to the distance within which the virus can see or hear the Skaphander; communication range is how near the virus must be to tell another virus about the Skaphander.

Viruses (Base Statistics)
Name In-Code Names Health Typical Speed Maximum Speed Maximum Damage per Hit Weapon Range Detection Range when Calm Detection Range when Alarmed Communication Range Points
Spiked Virus* V2,
XMas Virus
350 24.0 40.0 10 15 50 400 30 5
Pulse Blob Pulse Blob 800 20.8 20.8 80 200 200 200 0 10
Full Blob Full Blob 1500 20.8 20.8 80 200 200 200 0 10
Little Blob Little Blob 1500 20.8 20.8 80 200 200 200 0 10
Rotating Blob Rotate Blob 1500 20.8 20.8 80 200 200 200 0 10
Blob Mother Blob Mother 2000 0.0 0.0 80 200 200 200 0 80
Blob Son Blob Son 400 20.8 27.2 20 200 40 40 0 10
Barnacle V1,
Whopper
600 16.0 32.0 N/A 0 80 400 40 5
Clamp§ V3,
Tron
1000 8.0 24.0 40 150 60 300 30 10
Turret§ V4,
Abacus
2000 0.0 0.0 50 300 75 75 50 25

* Spiked viruses tire after attacking for three seconds and must rest before attacking again.

Damage from blobs is subject to more randomness than other viral attacks.

When attached, barnacles drain 4.8 shielding per second, then 3.2 energy per second when no shielding is left, and finally 3.2 health per second when no energy is left.

§ Clamps and turrets flinch when hit hard enough: a clamp partially flinches when dealt more than 40 damage in one hit, and is spun when dealt more than 75 damage in one hit; a turret flinches when dealt more than 50 damage in one hit.