Zap Cannon · Magneton
Zap Cannon · Data version 164 · Snapshot date 2026-10-22
₽1,000Buy the signature move
Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.
What changes in battle?
| Stats & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 24 | 42 |
| Single-target DPS | 43.64 | 76.36 |
| Range | 140px | 140px |
| Seconds per attack | 0.55s | 0.55s |
| Total placement and evolution cost | ₽875 | ₽1,875 |
| Attack type | Electric | Electric |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After learning |
|---|---|---|
| Stun chance per hit | — | 0.35 |
| Stun duration (s) | — | 0.8 |
Budget the full build
Other choices for this Pokémon
Full battle details
Conditional effects
- Hit-damage multiplier
- 1.77
- Maximum chain targets
- 5
- Stun chance per hit
- 0.35
- Stun duration (s)
- 0.8
Result
- Purchase or upgrade cost
- 600
- Damage per hit
- 42
- Attack range (px)
- 140
- Seconds between attacks
- 0.55
- Maximum chain targets
- 5
- Attack or effect type
- Electric
- Can detect hidden Ghost enemies
- —
- Stun chance per hit
- 0.35
- Stun duration (s)
- 0.8
Conditional effects
The first hit jumps between nearby eligible enemies, with damage weakening on each jump. A chain cannot repeatedly bounce through the same enemy. It benefits from tightly packed groups; the listed target limit is not that many full-strength hits against one boss.
Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.