Kaiju-A-GoGo

Kaiju-A-GoGo

Not enough ratings
Game Guide Chapter 3: Sturdy Defense
By mam162
The third chapter of my guide. I list every Defense ability for every kaiju.
   
Award
Favorite
Favorited
Unfavorite
Ginormasaurus Tier One
Hull Plating

Mister Albert Greaseworth: So, it turns out putting armor on your armor was a pretty good idea! The new Hull Plating is done, Doctor Farious.

Research Cost: 4 days, 20k cash, 5 power, 10 knowledge, 15 biomatter

Hull Plating is a passive ability that increases the kaiju’s armor by 2.

Hull Plating is required to research the following: EM Jammer, Deflectors, Heavy Metal
Ginormasaurus Tier Two
EM Jammer

Nicky E. Farious: The EM missile jammer you asked for is ready! However, it only works on missiles running Microshaft MissileOS 10. It was nice of Microshaft to build in those exploits.

Research Cost: 7 days, 20k cash, 25 power, 25 knowledge, 10 biomatter

EM Jammer is a passive ability that causes 35% of incoming enemy missiles to be blocked.

Deflectors

Mister Albert Greaseworth: The experimental Deflector field is actually working, Doctor! Well… at least half the time. Half the bullets is still better than all the bullets.

Research Cost: 7 days, 20k cash, 20 power, 20 knowledge, 10 biomatter

For a cost of 15 power, a force field is activated that has a 50% chance to block any incoming attack. Ability lasts 5 seconds and has a 45 second recharge time.

Heavy Metal

Mister Albert Greaseworth: The Heavy Metal Structural Lock-down system can now be deployed to protect Gino’s weak points. Unfortunately, those weak points are her joints. Don’t expect to move very quickly while this system is deployed.

Research Cost: 7 days, 20k cash, 10 power, 20 knowledge, 20 biomatter

For a cost of 5 power, Ginormasaurus receives a +5 bonus to armor but a -50% penalty to speed. Ability lasts 10 seconds and has a 30 second recharge time.

EM Jammer is required to research the following: Point Defense Cannon, Distortion Field
Deflectors is required to research the following: Force Shield, Mirror Shield
Heavy Metal is required to research the following: Kinetic Layering, Titanium Plating


Ginormasaurus Tier Three
Point Defense Cannon

Nicky E. Farious: I couldn't figure out the targeting for this system, so I decided to hook the new Point defence cannons to a mini-game on Crush TV. Crush Players Missile defence has over 200 thousand viewers, and Ginormasaurus will shoot down about 15 percent of all missiles from now on!

Ability costs: 10 days, 80k cash, 50 power, 60 knowledge, 50 biomatter.

Point Defense Cannon is a passive ability that gives the kaiju a 15% chance to shoot down incoming enemy missiles.

Distortion Field

Mister Albert Greaseworth: Just a reminder, sir: your new Distortion Field will need to have its smoke replaced weekly, and its mirrors replaced at least every six months. When you trigger it in combat, it will reduce the accuracy of any non-tracking weapon against the Great Machine.

Ability costs: 24 days, 70k cash, 70 power, 80 knowledge, 40 biomatter.

For a cost of 45 power, enemy accuracy is hit with a -50% penalty. Ability lasts 20 seconds and has a recharge time of 40 seconds.

Force Shield

Nicky E. Farious: I don't really know what "Force" is, but you better believe we managed to make a shield out of it. It will absorb plenty of damage before it shuts down. If this doesn't get you the Ignoble Prize, I don't know what will!

Ability costs: 12 days, 60k cash, 80 power, 80 knowledge, 20 biomatter.

For a cost of 40 power, a force field is activated. The force field has 200 health and will stay up until it is destroyed by hostile fire. Ability has a 60 second recharge time.

Mirror Shield

Nicky E. Farious: Mirror Shield, or as I like to call it the Deadly Disco Dance Deflector, is ready! Laser Tanks? HAH. Forget 'em.

Ability costs: 12 days, 70k cash, 80 power, 90 knowledge, 30 biomatter.

For a cost of 25 power, a force field is activated. This force field has a 75% chance to deflect enemy laser attacks targeting the kaiju. Has no effect against other types of weapons. Ability lasts 30 seconds and has a 25 second recharge time.

Kinetic Layering

Nicky E. Farious: This new Kinetic Layering system has some real potential! It turns kinetic impacts into power. I suggest we start a "bullets for batteries" program. People always seem to have lots of free bullets for Ginormasaurus...

Ability costs: 8 days, 20k cash, 20 power, 20 knowledge, 10 biomatter.

For a cost of 5 power, any kinetic weapon impact against Ginormasaurus generates +2 energy per hit. Ability lasts 15 seconds and has a 25 second recharge time.

Titanium Plating

Mister Albert Greaseworth: It wasn't easy, but we've carved out solid titanium plate armor for Ginormasaurus. The durability of the Great Machine will be permanently improved.

Ability costs: 10 days, 60k cash, 20 power, 40 knowledge, 60 biomatter.

Titanic Plating is a passive ability that grants +2 armor.

Point Defense Cannon is required to research the following: Chaff Launcher, Point Defense Array
Distortion Field is required to research the following: Active Camo, Vanish
Force Shield is required to research the following: Energy Absorber, Flicker Shield
Mirror Shield is required to research the following: Reflector Shield, Core Shield
Kinetic Layering is required to research the following: Razor Armor, Blast Absorption
Titanium Plating is required to research the following: Reactive Armor, Vanadium Plating

Ginormasaurus Tier Four
Chaff Launcher

Nicky E. Farious: We've built a Chaff Launcher to help Ginormasaurus evade missile fire. If you trigger it, the robot will release foil packets to throw off enemy missiles, and give them a chance to go haywire and crash.

Ability costs: 16 days, 220k cash, 180 power, 200 knowledge, 160 biomatter.

For a cost of 10 power, foil packets are released that give incoming enemy missiles a 25% chance of losing their target lock. Ability has a 5 second recharge time.

Point Defense Array

Nicky E. Farious: I made some improvements to the Point defense Array for Ginormasaurus, Uncle. The robot should shoot down about twice as many incoming missiles, and it should down some damage to any enemy planes that come into range, as well.

Ability costs: 14 days, 290k cash, 200 power, 230 knowledge, 220 biomatter.

Point Defense Array is a passive ability that upgrades the Point Defense Cannon. Ginormasaurus now has a 30% chance to shoot down incoming enemy missiles and also targets enemy aircraft, doing 15 damage per second. Ability has a range of 350m.

Active Camo

Nicky E. Farious: We decided to paint a layer of photoactive polymers onto Ginormasaurus! It was originally going to be a practical joke on Mister Greaseworth, but it turned out to reduce the accuracy of all incoming enemy fire. We call it Active Camo.

Ability costs: 14 days, 240k cash, 240 power, 200 knowledge, 120 biomatter.

Active Camo is a passive ability that grants +30% Evasion.

Vanish

Nicky E. Farious: These new holographic projectors are amazing, Uncle Norman! When you turn them on, Ginormasaurus will actually Vanish for a few seconds. The robot can't be targeted, and all incoming missiles will lose their tracking data.

Ability costs: 16 days, 260k cash, 290 power, 300 knowledge, 120 biomatter.

For a cost of 100 power units, the kaiju becomes completely invisible and cannot be targeted at all. Ability lasts 5 seconds and has a 90 second recharge time.

Energy Absorber

Mister Albert Greaseworth: The Energy Absorber is an active defense system, sir. If you trigger it, Ginormasaurus will absorb all energy-based attacks and convert some of the energy into power for its own use.

Ability costs: 16 days, 240k cash, 300 power, 300 knowledge, 120 biomatter.

For a cost of 50 power, energy attacks are absorbed and 50% converted into power units. Ability lasts 15 seconds and has a recharge time of 45 seconds.

Flicker Shield

Nicky E. Farious: The new Flicker Shield we built is a little shaky, but it blocks 50 percent of all incoming damage for 20 seconds. Half a kaiju is better than none, right?

Ability costs: 16 days, 240k cash, 340 power, 300 knowledge, 150 biomatter.

For a cost of 110 power, a force field is activated. The force field flickers on and off multiple times per second, and has a 50% chance of blocking any enemy attack. Ability lasts 20 seconds and has a 100 second recharge time.

Reflector Shield

Nicky E. Farious: The new improved Reflector Shield is even better than the old Mirror Shield! Ginormasaurus can bounce back 100 percent of all laser attacks for 15 seconds. Pchew! Pchew!

Ability costs: 18 days, 250k cash, 260 power, 250 knowledge, 100 biomatter.

For a cost of 30 power, a force field is activated that blocks all hostile laser weapon attacks. Ability lasts 15 seconds and has a recharge time of 35 seconds.

Core Shield

Mister Albert Greaseworth: We've designed a new defense system, sir. If you trigger the Core Shield, Ginormasaurus will draw power from its own reactor to deflect physical damage. The system will continue to protect the robot until you turn it off, or until Ginormasaurus runs out of power.

Ability costs: 16 days, 240k cash, 320 power, 280 knowledge, 120 biomatter.

For a cost of 50 power, a force field is generated around Ginormasaurus. This field is generated by the kaiju's stored power, and as the shield takes damage from enemy fire it will continuously be restored as long as Ginormasaurus has power units to operate it. The shield will stay up indefinitely unless turned off or the kaiju runs out of power. Ability has a 120 second recharge time.

Razor Armor

Mister Albert Greaseworth: The best defence is a brutal offence, Doctor! We've fitted Ginormasaurus with Razor Armor which will cause damage to any enemy units that come too close to the robot.

Ability costs: 14 days, 240k cash, 240 power, 240 knowledge, 120 biomatter.

Razor Armor is a passive ability that causes any enemy unit that comes within 50m of the kaiju to take 5 damage.

Blast Absorption

Mister Albert Greaseworth: We've developed a new Blast Absorption defence for Ginormasaurus, sir. When the robot is hit with explosive or ballistic attacks, the robot will convert 50 percent of the damage into power for its own use.

Ability costs: 10 days, 70k cash, 40 power, 80 knowledge, 40 biomatter.

For a cost of 10 power, any impact from an enemy ballistic or explosive weapon has 50% of the damage converted into 2 power units. Ability lasts 5 seconds and has a recharge time of 15 seconds.

Reactive Armor

Mister Albert Greaseworth: We've fitted Ginormasaurus with the new Reactive Armor you requested, Doctor. Armor-piercing weapons will be less effective against the robot from now on.

Ability costs: 14 days, 250k cash, 200 power, 220 knowledge, 220 biomatter.

Reactive Armor is a passive ability that imposes a -33% penalty on the penetration of enemy armor-piercing weapons.

Vanadium Plating

Mister Albert Greaseworth: The armor of the Great Machine has been upgraded to Vanadium Plating. Ginormasaurus will be significantly more durable from now on.

Ability costs: 14 days, 260k cash, 200 power, 250 knowledge, 220 biomatter.

Vanadium Plating is a passive ability that grants +2 armor.

Chaff Launcher is required to research the following: IFF Scrambler
Point Defense Array is required to research the following: P.D.M. Battery
Active Camo is required to research the following: Phase Shift
Vanish is required to research the following: Blink
Energy Absorber is required to research the following: Hy-Cap Units
Flicker Shield is required to research the following: Saturation Field
Reflector Shield is required to research the following: Energy Prism
Core Shield is required to research the following: Blackout
Razor Armor is required to research the following: Shrapnel Storm
Blast Absorption is required to research the following: Armor Polarization
Reactive Armor is required to research the following: Hardened Armor
Vanadium Plating is required to research the following: Adamantium Plating


Ginormasaurus Tier Five
IFF Scrambler

Nicky E. Farious: We made a new toy for Ginormasaurus, Uncle. This IFF Scrambler is a radio system. When you trigger it, it redirects enemy missiles. Pretty good chance they'll end up targeting their own friendly units rather than our robot!

Ability costs: 20 days, 1250k cash, 1000 power, 1000 knowledge, 500 biomatter, 5 Purpletonium

For a cost of 60 power, a radio frequency causes incoming enemy missiles to view allies as enemies. Ability lasts 5 seconds and has a 30 second recharge time.

P.D.M. Battery

Mister Albert Greaseworth: The PDM Battery is a small set of rapid anti-aircraft missiles, Doctor. If you fire it, Ginormasaurus will target enemy planes and incoming enemy missiles.

Ability costs: 20 days, 1300k cash, 1000 power, 1200 knowledge, 800 biomatter, 5 Purpletonium.

For a cost of 10 power, Ginormasaurus fires a set of small, rapid-fire AA missiles in an 800m range. Ability has a 5 second recharge time.

Phase Shift

Nicky E. Farious: The new Phase Shift device is super high tech Mad Sciency stuff. Not for amateurs! If you turn it on in combat, Ginormasaurus will shift out of phase with this universe and become an immaterial phantom for about ten seconds, immune to all attacks. The robot will also be able to move at double speed, as an added bonus. Don't you just love Purpletonium?

Ability costs: 20 days, 1600k cash, 1600 power, 1200 knowledge, 600 biomatter, 25 Purpletonium.

For a cost of 150 power, Ginormasaurus becomes intangible and also receives a +100% speed boost. Ability lasts ten seconds and has a 100 second recharge time.

Blink

Nicky E. Farious: This is an experimental device, Uncle Norman. If you activate it, Ginormasaurus will actually shift out of phase with this universe slightly, and teleport to a random nearby location! While the robot phases back into reality, it's also invisible for a couple of seconds. Super Mad Science!

Ability costs: 20 days, 1400k cash, 1500 power, 1600 knowledge, 400 biomatter, 30 Purpletonium.

For a cost of 100 power, Ginormasaurus teleports to a random location and is temporarily invisible. Ability lasts 2 seconds and has a 90 second recharge time.

Hy-Cap Units

Mister Albert Greaseworth: The Hy Cap Units are a specialized active defence system. If you trigger the Hyper Capacitors laced throughout the hull, Ginormasaurus will absorb all energy-based attacks for a few seconds, and shunt the energy into recharging its own special weapons and abilities.

Ability costs: 18 days, 1200k cash, 1000 power, 1200 knowledge, 600 biomatter.

For a cost of 80 power, the kaiju absorbs all energy weapon damage and resets its special abilities after absorbing 10 damage. Ability lasts 5 seconds and has a recharge time of 60 seconds.

Saturation Field

Nicky E. Farious: The Saturation Field is a pretty crazy absorbing energy field. If you trigger it, Ginormasaurus will be able to absorb a ton of damage. If it overloads, of course, it'll detonate into a spectacular EMP. Even Ginormasaurus will shut down for at least 5 seconds, and surrounding mechanical units will be out for at least 25 seconds.

Ability costs: 20 days, 1200k cash, 1400 power, 1300 knowledge, 500 biomatter, 10 Purpletonium.

For a cost of 150 power, a powerful energy shield is activated around Ginormasaurus. The shield has 200 health and lasts 30 seconds unless destroyed by hostile fire. If it gets destroyed, it overloads and launches an EMP blast in a 500m radius, shutting down all mechanical enemies for 25 seconds. Ability has a 160 second recharge time.

Energy Prism

Nicky E. Farious: All right! I think I've finally created the perfect reflection defence system, Uncle Norman. The Energy Prism not only deflects 75 percent of all energy and laser attacks, it bounces the attacks into all surrounding targets, buildings and enemy units alike. Ginormasaurus becomes the star of his own laser light show! Cool, eh?

Ability costs: 20 days, 1200k cash, 1500 power, 1300 knowledge, 600 biomatter, 35 Purpletonium.

For a cost of 150 power, a force field is activated around the kaiju. This force field not only blocks 75% of all laser weapons, it redirects them into nearby units and buildings. Ability lasts 20 seconds and has a 40 second recharge time.

Blackout

Nicky E. Farious: We're really proud of this new defence system, Uncle. Ginormasaurus can use it to draw power from any buildings from a four-block radius, and convert all the power it draws into the hitpoints of the Blackout shield. Pretty cool!

Ability costs: 20 days, 1300k cash, 1300 power, 1300 knowledge, 600 biomatter, 25 Purpletonium.

For a cost of 30 power, a force field is activated around the kaiju. This field is generated by power drawn from nearby buildings, and Ginormasaurus will naturally draw power from all buildings within 500m to maintain the shield as it takes damage. The shield will remain up indefinitely until it is turned off or there's no power left. Ability has a 150 second recharge time.

Shrapnel Storm

Nicky E. Farious: We've created a suit of explosive armor for Ginormasaurus! Basically we line the outer hull plating with claymore directional mines, and then detonate them when we're surrounded by enemies. Boom! The robot is the center of a Shrapnel Storm! Of course, the downside is that if we run out of armor, Ginormasaurus shuts down for the rest of the battle...

Ability costs: 45 days, 1300k cash, 1200 power, 1000 knowledge, 700 biomatter.

For a cost of 30 power, Ginormasaurus sets off explosives in its body. Doing so imposes a -1 armor penalty for the rest of the battle, but releases large amounts of shrapnel that inflicts 50 damage to anything within a 200m radius. The ability can be used as many times as desired in a battle so long as Ginormasaurus has armor remaining. Ability has a 2 second recharge time.

Armor Polarization

Mister Albert Greaseworth: We've developed another possible defence system, Doctor. Armor Polarization will create an intense EMP field, which will protect Ginormasaurus from all damage for about ten seconds. The Great Machine will be frozen, of course--but completely invulnerable.

Ability costs: 18 days, 1100k cash, 1300 power, 1300 knowledge, 600 biomatter.

For a cost of 70 power, Ginormasaurus is rendered immobile but also completely impervious to all damage. Ability lasts 10 seconds and has a recharge time of 60 seconds.

Hardened Armor

Mister Albert Greaseworth: The advanced polymers we've developed are working, sir. Ginormasaurus now has a layer of Hardened Armor which will reduce the damage of any armor-piercing weapons the enemy brings to bear.

Ability costs: 18 days, 1300k cash, 900 power, 1200 knowledge, 700 biomatter, 10 Purpletonium.

Hardened Armor is a passive ability that imposes a further -33% penalty on the penetration of enemy armor-piercing weapons.

Adamantium Plating

Mister Albert Greaseworth: The hull of Ginormasaurus has been upgraded to Adamantium Plating. This is the most marvelous alloy known to Mad Science. The Great Machine has the best armor we can give it.

Ability costs: 14 days, 1300k cash, 1000 power, 1300 knowledge, 800 biomatter.

Adamantium Plating is a passive ability that gives +3 armor.
Shrubby Tier One
Dynamic Growth

Berkenstock: Shrubby grows so rapidly, I figured She might as well learn to twist and form macrame knots with Her vines. Dynamic Growth makes it harder for enemies to get a bead on Her, or hit anything vital.

Research Cost: 4 days, 10k cash, 5 power, 20 knowledge, 30 biomatter

Dynamic Growth is a passive ability that gives all enemy attacks a -10 penalty to accuracy.

Dynamic Growth is required to research the following: Concealing Growth, Aura of Earth, Iron Bark
Shrubby Tier Two
Concealing Growth

Berkenstock: Looking at Shrubby’s leaf structures, and thought we might tweak ‘em a little bit to get more radar reflection. Mean Green Momma should be a little more stealthy from now on, at least to anything with electronic eyes.

Research Cost: 7 days, 10k cash, 25 power, 15 knowledge, 40 biomatter

Concealing Growth is a passive ability that imposes a -15 penalty on enemy accuracy and a -5 reduction in Shrubby’s signature on the world map.

Aura of Earth

Agnes Sprout: We’ve taught the kaiju some defensive maneuvers for Her surface root system. Shrubby can now throw up an Aura of Earth defensive structure to shield Herself in combat.

Research Cost: 9 days, 10k cash, 20 power, 25 knowledge, 40 biomatter

For a cost of 50 biomatter, Shrubby creates an earthen force field that imposes a -10% speed penalty, but also grants +2 armor in addition to absorbing damage. The force field has 50 health and will stay up until destroyed by enemy fire. Ability has a 60 second recharge time.

Iron Bark

Berkenstock: Boosted the metals in Shrubby’s growth formula as ordered, boss. Her bark is much more thicker and denser now, which should offer some protection. Slows Her down a bit, though.

Research Cost: 7 days, 10k cash, 10 power, 25 knowledge, 40 biomatter

Iron Bark is a passive ability that grants Shrubby +1 armor, but also a -2% penalty to speed.

Concealing Growth is required to research the following: Blossoms, Jungle Growth
Aura of Earth is required to research the following: Healing Sun, Shield of Earth
Iron Bark is required to research the following: Brambles, Steel Bark


Shrubby Tier Three
Blossoms

Agnes Sprout: We did it! We got Shrubby to bloom! The flowers are just beautiful, and a little bit bullet proof. You can use a burst of Blossoms to evade enemy attacks.

Research Cost: 15 days, 50k cash, 50 power, 50 knowledge, 130 biomatter

For a cost of 40 biomatter, Shrubby releases a flurry of petals that can block some enemy attacks. Doing so grants the kaiju a 20% Evade bonus for 15 seconds. Ability has a 60 second recharge time.

Jungle Growth

Berkenstock: Keep it complicated, that’s my motto. Jungle Growth makes the natural movement of Shrubby’s vines a little harder to track. Makes it harder to target the kaiju.

Research Cost: 12 days, 50k cash, 40 power, 60 knowledge, 100 biomatter

Jungle Growth is a passive ability that imposes a -5 penalty on enemy accuracy.

Healing Sun

Berkenstock: Hey! The techs have taught Shrubby to release a burst of stored photons to heal Herself faster in combat. Healing Sun is fun around the lab, too—personal tanning booth, woo!

Research Cost: 15 days, 30k cash, 70 power, 70 knowledge, 50 biomatter

For a cost of 40 biomatter, Shrubby’s rate of healing increases to 5 health per second. Ability lasts 30 seconds and has a 60 second recharge time.

Shield of Earth

Agnes Sprout: An active defense that throws up a wall of mud and roots to block enemy fire. Shield of Earth slows down the kaiju, but should offer some protection.

Research Cost: 15 days, 40k cash, 50 power, 60 knowledge, 120 biomatter

Shield of Earth is a stronger version of Aura of Earth. For a cost of 60 biomatter, Shrubby creates an earthen force field that imposes a -10% speed penalty, but grants +3 armor in addition to absorbing damage. The shield has 75 health and will stay up until destroyed by enemy fire. Ability has a 60 second recharge time.

Brambles

Berkenstock: This is the same defense system that plants the world over use to protect their purty flowers and delicious berries. Shrubby just makes Her Brambles a little more like swords. Stabbalicious!

Research Cost: 12 days, 40k cash, 40 power, 70 knowledge, 90 biomatter

Brambles is a passive ability that inflicts 5 damage on any enemy that gets too close to Shrubby.

Steel Bark

Berkenstock: Steel Bark! I wish we could give every tree on Earth some of this. Slows Shrubby down a little, but it’s a permanent boost to durability and health. And man, does it bounce a chainsaw!

Research Cost: 12 days, 40k cash, 40 power, 70 knowledge, 90 biomatter

Steel Bark is a passive ability that imposes a -5% penalty to speed, but grants Shrubby +2 armor and +30 health.

Blossoms is required to research the following: Chaff Blossom, Water Blossom
Jungle Growth is required to research the following: Sway, Undulation
Healing Sun is required to research the following: Blinding Light, Rising Sun
Shield of Earth is required to research the following: Sandstorm, Wall of Earth
Brambles is required to research the following: Thorn Patch, Thornweave
Steel Bark is required to research the following: Entrench, Titanium Bark

Shrubby Tier Four
Chaff Blossom

Berkenstock: Wow, purty flowers! And when Shrubby fires a burst of thousands at once, the Chaff Blossom attack will blind all tracking weapons until the cloud disperses. I love this job!

Research Cost: 20 days, 200k cash, 200 power, 250 knowledge, 540 biomatter

This is a stronger version of Blossoms. For a cost of 60 biomatter, Shrubby releases a flurry of petals that intercepts 100% of all enemy missiles aimed at the kaiju. Ability lasts 10 seconds and has a 40 second recharge time.

Water Blossom

Berkenstock: Hydration is important boss, especially if you’re a Giant Green Mulch Machine like Shrubby. Her new water storing buds should help her beat the heat. The heat of being on fire, that is.

Research Cost: 20 days, 208k cash, 200 power, 250 knowledge, 340 biomatter

For a cost of 30 biomatter, Shrubby bursts a series of flowers containing water. Doing so puts out any fire on the kaiju’s body and temporarily doubles the healing rate. Ability lasts 30 seconds and has a 60 second recharge time.

Sway

Agnes Sprout: We’ve been working on defensive behaviors, Doctor. The new Sway command will give Shrubby the ability to dodge the next three incoming attacks, which may prove quite useful against certain opponents.

Research Cost: 20 days, 200k cash, 230 power, 250 knowledge, 340 biomatter

For a cost 60 biomatter, the next three attacks against Shrubby automatically miss. Ability has a 40 second recharge time.

Undulation

Berkenstock: I put a little more jiggle in Shrubby’s wiggle, doc. Undulation makes Her harder to target and harder to hit. Slows Her down a bit, though.

Research Cost: 16 days, 208k cash, 200 power, 250 knowledge, 340 biomatter

Undulation is a passive ability that imposes a -5% speed penalty on Shrubby, but also imposes a -10% accuracy penalty on all enemy units.

Blinding Light

Berkenstock: Found another application for stored solar energy. Blinded by the light, harder to hit and blow up missiles left and right! No, seriously, try the Blinding Light. It’s way better than karaoke.

Research Cost: 20 days, 200k cash, 200 power, 250 knowledge, 540 biomatter

For a cost of 50 biomatter, Shrubby gives off a burst of light that imposes a -20% penalty on enemy accuracy and intercepts 50% of all incoming enemy missiles. Ability lasts 10 seconds and has a 50 second recharge time.

Rising Sun

Agnes Sprout: There’s a great deal of solar energy locked up in Shrubby’s foliage, Doctor. We’ve created a converter that will generate a miniature sun for Her, to speed movement and healing for a few seconds.

Research Cost: 20 days, 210k cash, 280 power, 260 knowledge, 240 biomatter

For a cost of 90 biomatter, Shrubby gains +15 speed and her healing rate is increased to a rate of +10 health per second. Ability lasts 15 seconds and has a 50 second recharge time.

Sandstorm

Berkenstock: Oh man. Agnes has really outdone herself this time, boss. Shrubby can raise a Sandstorm now that really messes with enemy units. Ground attackers will find it hard to aim, and air units actually take damage—it’s just beautiful. I cried a little.

Research Cost: 24 days, 200k cash, 250 power, 250 knowledge, 600 biomatter

For a cost of 90 biomatter, Shrubby generates a powerful sandstorm around herself. All enemy units receive a -15% penalty to accuracy, and any enemy air units within 120 meters take 5 damage per second. Ability lasts 15 seconds and has a 60 second recharge time.

Wall of Earth

Berkenstock: Been looking at the surface root system and how Shrubby moves dirt around. I’ve taught Her to build a Wall of Earth that should really mess with KDF defense units, especially vehicles that need roads or open ground!

Research Cost: 20 days, 200k cash, 200 power, 260 knowledge, 640 biomatter

For a cost of 90 biomatter, a large ring of stone walls springs up around Shrubby. These walls have 100 health each and serve as impassable obstacles to all units except Shrubby herself, who can simply walk over them. The walls remain on the map until destroyed by hostile fire and the ability has a 60 second recharge time.

Thorn Patch

Berkenstock: Hey, did you know that Shrubby could drop a patch of Her surface growth and walk away from it? What if She just happened to drop a big tangle of nasty stabbity thorns? Try the new Thorn Patch command, boss. It’s a hoot.

Research Cost: 16 days, 240k cash, 240 power, 240 knowledge, 620 biomatter

Thorn Patch is a passive ability that causes Shrubby to leave a trail of thorns behind her as she walks. These thorn patches disappear after 30 seconds, but while they’re active any enemy unit that tries to go over them suffers 3 damage per second and also gets hit with a -50% speed penalty.

Thornweave

Berkenstock: Heh. Been working on the thorn defenses, boss, and I’ve got Shrubby producing some real big ones now—armor-piercing, too. If you trigger the Thorn Weave defense, She’ll pop ‘em like claws. Boom-stabbity!

Research Cost: 24 days, 200k cash, 200 power, 250 knowledge, 540 biomatter

For a cost of 130 biomatter, Shrubby generates a layer of thorns around herself that inflicts 5 damage per second to any enemy unit that goes over them. Ability lasts 30 seconds and has a 90 second recharge time.

Entrench

Agnes Sprout: A new defensive behavior, Doctor! ShrubZiggurath can embed Herself in the soil and harden Her structure into a solid mass, nearly as dense as stone. She will be immobilized, but have much greater armor for a few seconds’ worth of serious punishment.

Research Cost: 20 days, 200k cash, 200 power, 250 knowledge, 540 biomatter

For a cost of 120 biomatter, Shrubby is frozen in place but gains a +50 boost to armor. Ability lasts 5 seconds and has a 70 second recharge time.

Titanium Bark

Agnes Sprout: Another upgrade to the protective layer, Doctor. Shrubby has learned to produce Titanium Bark, which increases Her armor and durability. Unfortunately the bark is a bit stiff, and reduces mobility.

Research Cost: 16 days, 200k cash, 200 power, 250 knowledge, 440 biomatter

Titanium Bark is a passive ability that grants Shrubby +2 armor and +50 health, but imposes a -5% penalty on speed.

Chaff Blossom is required to research the following: Sakura Storm
Water Blossom is required to research the following: Purification
Sway is required to research the following: Bending Willow
Undulation is required to research the following: Leaf On The Wind
Blinding Light is required to research the following: Nova
Rising Sun is required to research the following: New Dawn
Sandstorm is required to research the following: Earth Storm
Wall of Earth is required to research the following: Dirt Nap
Thorn Patch is required to research the following: Briarwire
Thornweave is required to research the following: Brairskin
Entrench is required to research the following: Fortify
Titanium Bark is required to research the following: Adamantium Bark

Shrubby Tier Five
Sakura Storm

Berkenstock: The ultimate floral bombardment! Unleash the Sakura Storm and for thirty seconds no one will be able to get a lock on the Mean Green Mother. She’s harder to hit with conventional weapons too. It’s win-win!

Research Cost: 28 days, 1000k cash, 1000 power, 1200 knowledge, 800 biomatter

This is the ultimate version of the Blossoms ability. For a cost of 90 biomatter, Shrubby releases a flurry of petals that intercepts 1005 of all hostile missiles and also imposes a -10% penalty on enemy accuracy with conventional weapons. Ability lasts 30 seconds and has a 70 second recharge time.

Purification

Berkenstock: Mean Green has been running into some pretty toxic enemy fire in the field, boss. I mixed Her up a formula that should flush away all that poison and negativity in combat. Purification is like a 30-day cleanse that only takes a few seconds.

Research Cost: 28 days, 1000k cash, 1300 power, 1200 knowledge, 700 biomatter

For a cost of 80 biomatter, any critical effect that Shrubby is under is removed immediately. Ability has a 90 second recharge time.

Bending Willow

Agnes Sprout: Bending Willow is the ultimate evasive behavior, Doctor Belladonna. When you issue the command, Shrubby should evade all incoming attacks for a full ten seconds!

Research Cost: 28 days, 1100k cash, 1300 power, 1200 knowledge, 700 biomatter

For a cost of 100 biomatter, Shrubby automatically evades all enemy attacks. Ability lasts 10 seconds and has a 100 second recharge time.

Leaf on The Wind

Berkenstock: Finally nailed the ultimate evasive pattern of movement for Shrubby’s vines, boss. She’s like a giant one-kaiju dance party now! Leaf on the Wind behavior increases Her speed and makes Her harder to hit, too. I made us some special brownies to celebrate.

Research Cost: 20 days, 1200k cash, 1200 power, 1400 knowledge, 600 biomatter

Leaf on the Wind is a passive ability that imposes a -10% penalty on enemy accuracy and also grants Shrubby a +20% bonus to speed.

Nova

Berkenstock: You were right, boss—we could push the solar energy converter a little further. This Nova command will let fly with everything Shrubby’s got, just an explosion of flares like a star goin’ Nova. Blinds the enemy, does damage, and destroys incoming missiles! You. Are. A. Genius.

Research Cost: 28 days, 1200k cash, 1600 power, 1400 knowledge, 600 biomatter

For a cost of 120 biomatter, Shrubby releases a powerful burst of light. 50 damage is done to everything within a 200-meter radius, all enemy units within the area of effect are blinded for ten seconds, and any incoming enemy missiles are neutralized. Ability has a 120 second recharge time.

New Dawn

Agnes Sprout: Berkenstock and the techs were trying to teach Shrubby to generate a light show for recreational purposes, and stumbled upon a stable plasma sphere. Shrubby can release the New Dawn globe on the battlefield, and it will cast healing light on all kaiju within range.

Research Cost: 28 days, 1000k cash, 1200 power, 1400 knowledge, 400 biomatter

For a cost of 90 biomatter, Shrubby activates a plasma sphere that hovers over her. While it’s active, this plasma sphere heals all allied units within 200 meters at a rate of 5 health per second. Ability lasts 30 seconds and has a recharge time of 60 seconds.

Earth Storm

Agnes Sprout: The techs and I have given Shrubby a personal tornado of rocks, earth and boulders to attack adjacent units, Doctor. The Earth Storm will damage everything in its wake, and may destroy air units completely—real wrath-of-goddess power. Vive la Revolution!

Research Cost: 20 days, 1000k cash, 1200 power, 1300 knowledge, 1100 biomatter

For a cost of 100 biomatter, rocks and boulders swirl around Shrubby and inflict 10 damage per second to anything within a 250-meter radius. Ability lasts 15 seconds and has an 80 second recharge time.

Dirt Nap

Berkenstock: Last adjustments to Shrubby’s entrenchment behavior, boss. Use this and She’ll bury herself in a cocoon of protective stone until She’s fully healed or ready to move again. I call it the Dirt Nap, because when Shrubby wakes up, everyone’s gonna run like it’s Judgment Day!

Research Cost: 28 days, 1000k cash, 1000 power, 1200 knowledge, 800 biomatter

For a cost of 90 biomatter, Shrubby activates a powerful earthen shield with 300 health around herself. If Shrubby moves the shield immediately deactivates, but while it’s up Shrubby heals at a rate of 10 additional health per second. Once the kaiju is at full health, the shield deactivates on its own. Ability has a recharge time of 70 seconds.

Briarwire

Agnes Sprout: The new Briar Wire command will generate intersecting walls of thorns to engage enemy units, Doctor. This is truly cutting edge mad botany!

Research Cost: 36 days, 1100k cash, 1000 power, 1100 knowledge, 1000 biomatter

For a cost of 100 biomatter, Shrubby sends out four separate walls of thorn patches, one in each cardinal direction. These thorn patches operate under the same rules as the ones passively created by Shrubby—enemy units that walk on them suffer 3 damage per second and a -50% speed penalty. Ability has a 90 second recharge time.

Briarskin

Agnes Sprout: The thorns were an excellent idea, Doctor. We’ve adapted Shrubby to grow a coat of Briar Skin, which causes significant damage to all adjacent buildings and enemy units with no speed penalty. Perhaps the best defense is to be offensive!

Research Cost: 20 days, 1200k cash, 1000 power, 1000 knowledge, 900 biomatter

Briarskin is a passive ability that causes anything nearby to take 5 damage per second.

Fortify

Agnes Sprout: We’ve created a defensive behavior to help cope with ballistics and enemy fire, Doctor. Trigger the Fortify command, and Shrubby will draw power from the soil and harden Her body. It slows Her down significantly, but She’ll be much harder to damage.

Research Cost: 28 days, 1300k cash, 1200 power, 1300 knowledge, 1000 biomatter

For a cost of 180 biomatter, Shrubby receives a -25% speed penalty but gains +50 armor. The kaiju also takes only half damage from ballistics while the ability is active. Ability lasts 45 seconds and has a 100 second recharge time.

Adamantium Bark

Berkenstock: Adamantium Bark is the best armor money can buy, boss. This is the hardest alloy known to humankind. Slows Her down a bit, but She’s hella tough now.

Research Cost: 20 days, 1300k cash, 1200 power, 1300 knowledge, 1000 biomatter

Adamantium Bark is a passive ability that imposes a -5% speed penalty but grants +3 armor.
Armagordon Tier One
Warfighter

Julius Urkelberg: I’ve done a little work on the Creature’s reflexes, Professor, conditioning him to respond like a Warfighter in the field. From now on he should have a 10% chance to evade enemy attacks.

Research Cost: 4 days, 10k cash, 5 power, 10 knowledge, 20 biomatter

Warfighter is a passive ability that gives Armagordon a 10% Dodge chance against any enemy attack.

Warfighter is required to research the following: Camo, Personal Shield, Body Armor
Armagordon Tier Two
Camo

Julius Urkelberg: I’ve been thinking, Professor—Armagordon is basically a giant soldier on the battlefield. Why not give him a little warpaint to make him harder to see? The new Camo we’ve painted on him should give him a better chance to dodge enemy fire.

Research Cost: 9 days, 20k cash, 80 power, 70 knowledge, 30 biomatter

Camo is a passive ability that gives Armagordon an additional 10% Dodge chance against enemy attacks.

Personal Shield

Vigo Eckstein: We have successfully diverted power from the reactor to generate a Personal Shield for the Creature! It will absorb damage for twenty seconds, Master.

Research Cost: 11 days, 20k cash, 30 power, 30 knowledge, 20 biomatter

For a cost of 13 power and/or biomatter, Armagordon activates a force field with 50 health around himself to absorb damage. Ability lasts 20 seconds and has a 45 second recharge time.

Body Armor

Vigo Eckstein: We have obeyed your command, Master! The Creature’s flesh has been laced with a new layer of high-tensile woven fiber mesh, to protect it from harm!

Research Cost: 9 days, 20k cash, 15 power, 15 knowledge, 35 biomatter

Body Armor is a passive ability that grants Armagordon +1 armor.

Camo is required to research the following: Cratering, Combat Colors
Personal Shield is required to research the following: Dispersal Field, Improved Shield
Body Armor is required to research the following: Duck, Heavy Armor


Armagordon Tier Three
Cratering

Julius Urkelberg: I got the idea while I was watching an old war movie, Professor—a crater looks a lot like a foxhole! Armagordon will use his new Cratering ability to enjoy a little cover after he destroys a building—should give him a boost in evading all attacks, including missiles.

Research Cost: 14 days, 70k cash, 50 power, 60 knowledge, 60 biomatter

Cratering is a passive ability that teaches Armagordon to take cover in the craters he makes. For two seconds after destroying a building, the kaiju gains a +10% Dodge bonus and a 10% chance to evade enemy missiles.

Combat Colors

Julius Urkelberg: The serfs and I decided to give Armagordon a new paint job, Professor. His new Combat Colors seem to make him happy—he’s dodging better, and hitting harder too!

Research Cost: 14 days, 70k cash, 60 power, 80 knowledge, 50 biomatter

Combat Colors is a passive ability that gives Armagordon an additional +10% Dodge and also grants a bonus of +2 Damage to each of his attacks.

Dispersal Field

Vigo Eckstein: A slight variation in the shield generator allows Armagordon to disperse harmful energy, Master. Activate the Dispersal Field to reduce the damage of energy attacks by fifty percent.

Research Cost: 14 days, 70k cash, 80 power, 70 knowledge, 30 biomatter

For a cost of 20 power and/or biomatter, a special force field is emitted that reduces energy damage to Armagordon by 50%. Ability lasts 20 seconds and has a 20 second recharge time.

Improved Shield

Vigo Eckstein: We’ve made some refinements in the shield generator, Master. The Improved Shield will be more effective in combat.

Research Cost: 14 days, 60k cash, 80 power, 90 knowledge, 50 biomatter

Improved Shield is a passive ability that makes the Personal Shield ability 25% more effective.

Duck

Julius Urkelberg: I was watching my favorite cartoons the other day and I got to thinking—why couldn’t Armagordon learn to crouch down a bit for protection? One thing led to another, and I managed to teach him to Duck on the battlefield. He takes less damage when he’s small!

Research Cost: 17 days, 50k cash, 50 power, 60 knowledge, 60 biomatter

For a cost of 10 power and/or biomatter, Armagordon makes himself a smaller target and takes 25% less damage. Ability lasts 5 seconds and has a 40 second recharge time.

Heavy Armor

Vigo Eckstein: As you requested, Master, we have fitted the Creature with a full suit of subdermal Heavy Armor. This should make Armagordon much more difficult to destroy.

Research Cost: 8 days, 60k cash, 50 power, 50 knowledge, 70 biomatter

Heavy Armor is a passive ability that grants +1 armor.

Cratering is required to research the following: Dust Up, Creeping
Combat Colors is required to research the following: War Face, War Paint
Dispersal Field is required to research the following: Radioactive Field, Scattering Field
Improved Shield is required to research the following: Absorption Module, Impenetrable Shield
Duck is required to research the following: Rabbit, Roll
Heavy Armor is required to research the following: Scout Armor, Heavier Armor


Armagordon Tier Four
Dust Up

Julius Urkelberg: I’ve been working on Armagordon’s landings, to make them a little more… atomic. When he hits the ground he should throw up a nice cloud of covering dust, and have a better chance to dodge enemy fire and missile attacks.

Research Cost: 24 days, 220k cash, 220 power, 250 knowledge, 170 biomatter

Dust Up is a passive ability that gives Armagordon extra cover when a building is destroyed. For 2 seconds after he destroys a structure, Armagordon receives a +15% boost to Dodge and a +20% bonus to Missile Evade.

Creeping

Julius Urkelberg: We spent a little extra time with the Creature, teaching him to study the buildings around him more carefully. He should be pretty good at Creeping now—if you have him move more slowly, he can evade some of the fire from enemy buildings.

Research Cost: 28 days, 220k cash, 220 power, 250 knowledge, 150 biomatter

Creeping is an active ability that can be toggled on or off at no cost. When active, Armagordon receives a -25% penalty to speed, but can pass through buildings and enjoys a 20% chance of not being fired on by armed buildings.

War Face

Julius Urkelberg: We had the brilliant idea of making the Creature more intimidating by giving his face a coat of cosmetics, Professor. Now all enemy units have a 25 percent chance to run from Armagordon’s War Face… and all the engineers are having nightmares about purple clowns. Good news, bad news, right?

Research Cost: 24 days, 240k cash, 260 power, 260 knowledge, 140 biomatter

War Face is a passive ability that gives any enemy units within 250 meters a 25% chance of retreating in fear.

War Paint

Julius Urkelberg: I think the Creature is really developing a sense of pride in its appearance, Professor. The new coat of War Paint we gave him has increased his dodge ability, and upped the damage on all his attacks, across the board!

Research Cost: 24 days, 270k cash, 230 power, 270 knowledge, 170 biomatter

War Paint is a passive ability that grants Armagordon a +15% bonus to Dodge and also causes his attacks to do 5% more damage.

Radioactive Field

Vigo Eckstein: Your brilliance is never-ending, Master! Your new Radioactive Field emitter creates a corrosive area of effect, and slows the enemy’s rate of fire by fifty percent!

Research Cost: 28 days, 240k cash, 270 biomatter, 260 knowledge, 120 biomatter

For a cost of 55 power and/or biomatter, Armagordon emits radiation in a 200-meter radius around himself. Enemy units within this radius take 1 damage per second and suffer a -50% penalty to their rate of fire. Ability lasts 30 seconds and has a 90 second recharge time.

Scattering Field

Julius Urkelberg: The serfs and I have developed a new variation of the Dispersal Field, Professor. The new Scattering Field should deflect light as well as energy, and greatly reduce the damage of laser weapons.

Research Cost: 28 days, 270k cash, 260 power, 250 knowledge, 120 biomatter

Scattering Field is a passive ability that modifies the Dispersal Field ability. It now has a 75% chance to deflect laser weapons.

Absorption Module

Vigo Eckstein: The new Absorption Module works, Master! When you activate it, the Creature will convert a portion of the harmful energies directed at his body into power for his own systems.

Research Cost: 28 days, 240k cash, 250 power, 280 knowledge, 140 biomatter

For a cost of 38 power and/or biomatter, Armagordon converts 20% of hostile energy attacks into power units for his own use. Ability lasts 30 seconds and has a 60 second recharge time.

Impenetrable Shield

Vigo Eckstein: Further refinement of the Creature’s defenses, Master. For the first five seconds, Armagordon will have a truly Impenetrable Shield!

Research Cost: 24 days, 290k cash, 290 power, 290 knowledge, 120 biomatter

Impenetrable Shield is a passive ability that modifies the Personal Shield ability. For the first five seconds after activation, the shield is completely impervious to any and all hostile attacks.

Rabbit

Vigo Eckstein: We have enhanced the Creature’s jumping ability, Master. Now he will hop his enemies to death, like a giant atomic Rabbit! He is the LITTLE BUNNY FOO-FOO OF RAGNAROK!

Research Cost: 28 days, 240k cash, 250 power, 230 knowledge, 170 biomatter

For a cost of 50 power and/or biomatter, Armagordon makes five leaps from place to place. Each time he lands, he does 40 damage to everything within a 300-meter radius. Ability has a 120 second recharge time.

Roll

Julius Urkelberg: One of the serfs taught Armagordon a new trick, Professor! Now he can curl up and Roll into the enemy, like a giant purple boulder.

Research Cost: 32 days, 240k cash, 220 power, 260 knowledge, 160 biomatter

For a cost of 15 power and/or biomatter, Armagordon curls into a ball and rolls forward up to 200 meters, inflicting 50 damage on anything in his way. Ability has a 30 second recharge time.

Scout Armor

Vigo Eckstein: We have replaced the creature’s steel-laced skeleton with a lighter titanium frame. His new Scout Armor will make him swifter and more likely to dodge in battle.

Research Cost: 24 days, 280k cash, 210 power, 260 knowledge, 140 biomatter

Scout Armor is a passive ability that grants Armagordon a +10% speed increase and a +5% Dodge increase.

Heavier Armor

Vigo Eckstein: A full-scale revision of the Creature’s muscular system has been completed, Master! Now Armagordon will enjoy even Heavier Armor versus his opponents.

Research Cost: 24 days, 200k cash, 200 power, 240 knowledge, 200 biomatter

Heavier Armor is a passive ability that grants Armagordon +1 armor.

Dust Up is required to research the following: Chaos
Creeping is required to research the following: Sneaking
War Face is required to research the following: Terrorize
War Paint is required to research the following: Dressed for Destruction
Radioactive Field is required to research the following: Reactor Breach
Scattering Field is required to research the following: Iridescence
Absorption Module is required to research the following: Absorption Infusion
Impenetrable Shield is required to research the following: Eternal Shield
Rabbit is required to research the following: Wrecking Ball
Roll is required to research the following: Duck And Cover
Scout Armor is required to research the following: Stealth Armor
Heavier Armor is required to research the following: Heaviest Armor


Armagordon Tier Five
Chaos

Julius Urkelberg: The final refinement of the cratering tactic, Professor! In the Chaos after Armagordon destroys a building, he’ll have a big bonus to dodge enemy fire and evade missiles.

Research Cost: 30 days, 1200k cash, 1200 power, 1200 knowledge, 800 biomatter

Chaos is a passive ability that strengthens the attributes of Dust Up. For three seconds after Armagordon destroys a building, he gains a +20% Dodge bonus and a +20% Missile Evade bonus.

Sneaking

Julius Urkelberg: We’ve finished the training sequence for city combat, Professor. Armagordon is now capable of Sneaking when you toggle a reduction in his speed. It really lowers the chance that buildings will fire on him.

Research Cost: 35 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter

Sneaking is an active ability that can be toggled on or off at no cost. While the ability is active Armagordon is subject to a -15% speed penalty, but he can pass through buildings and there is a 50% chance that armed structures will not fire on him.

Terrorize

Julius Urkelberg: Put a few last touches on the Creature’s face paint, and I’ve got to say—I’ve really outdone myself. The enemy units are running from him about half the time, and I think I may have given myself PTSD.

Research Cost: 35 days, 1200k cash, 1200 power, 1400 knowledge, 800 biomatter

For a cost of 25 power and/or biomatter, Armagordon intimidates enemy units. Any enemy within a 500-meter radius has a 50% chance to flee in terror. Ability has a 20 second recharge time.

Dressed for Destruction

Julius Urkelberg: We decided to give the Creature one last coat of paint for good luck, Professor. Armagordon loves it! He’s Dressed for Destruction, his attack damage is increased, and any enemy unit that misses a shot against him is just turning tail and running like rabbits.

Research Cost: 30 days, 1200k cash, 1200 power, 1200 knowledge, 1100 biomatter

Dressed for Destruction is a passive ability that grants Armagordon a +10% damage bonus, and any enemy that misses an attack against him automatically flees in fear.

Reactor Breach

Julius Urkelberg: Armagordon takes a pounding in the field, Professor, so I’ve added another failsafe to his reactor core. If his health drops below 75 percent, his emergency venting systems will trigger a Reactor Breach. Should give him a chance to break missile lock, and evade some enemy fire.

Research Cost: 30 days, 1200k cash, 1200 power, 1200 knowledge, 1000 biomatter

Reactor Breach converts Radioactive Field into a passive ability that automatically activates when Armagordon’s health drops below 75%. In addition to enemy units suffering the same penalties as before, Armagordon now has an additional +15% chance to disrupt missiles when the ability is active.

Iridescence

Vigo Eckstein: The final refinement of the Dispersal Field is complete! Armagordon now carries a permanent aura of defense against light and energy-based attacks. The Creature’s Iridescence is a passive property.

Research Cost: 30 days, 1400k cash, 1600 power, 1600 knowledge, 800 biomatter

Iridescence converts Dispersal Field into a passive ability.

Absorption Infusion

Vigo Eckstein: Your absorption module has reached the pinnacle of perfection, Master! Armagordon’s absorption of energy attacks has become automatic. Absorption Infusion is now a passive property of the Creature.

Research Cost: 30 days, 1400k cash, 1500 power, 1600 knowledge, 800 biomatter

Absorption Infusion converts Absorption Module into a passive ability.

Eternal Shield

Vigo Eckstein: The final refinement of the shield generator is complete, Master. Armagordon’s reactors have become so powerful that his shield is now permanent, and will recharge automatically.

Research Cost: 30 days, 1300k cash, 1400 power, 1300 knowledge, 800 biomatter

Eternal Shield converts Personal Shield into a passive ability.

Wrecking Ball

Julius Urkelberg: When you trigger the Wrecking Ball attack, Armagordon rolls up and bounces around the battlefield like a superball of atomic mayhem. Five bounces, five blasts of nuclear energy—one happy supervillain.

Research Cost: 35 days, 1200k cash, 1300 power, 1200 knowledge, 1200 biomatter

For a cost of 75 power and/or biomatter, Armagordon rolls himself into a ball and bounces a total of five times. Each time he lands, he does 40 damage to everything within 130 meters, and also releases a minature atomic blast that does 30-35 damage to everything within 300 meters. Ability has a 130 second recharge time.

Duck And Cover

Julius Urkelberg: Your friend Reddy Kilowatt says Duck and Cover, kids! When you trigger this defense, Armagordon is completely invulnerable for five whole seconds!

Research Cost: 35 days, 1200k cash, 1000 power, 1200 knowledge, 1300 biomatter

For a cost of 50 power and/or biomatter, Armagordon is briefly rendered completely invulnerable. Ability lasts 5 seconds and has a 100 second recharge time.

Stealth Armor

Vigo Eckstein: We’ve made some adjustments to the Creature’s armor, Master. A small sacrifice of overall durability allows us to fit Armagordon with Stealth Armor, which will make him much more difficult to detect via radar, both on the world map and on the battlefield at night.

Research Cost: 30 days, 1100k cash, 1000 power, 1400 knowledge, 800 power

Stealth Armor is a passive ability that imposes a -1 armor penalty on Armagordon, but shrinks the kaiju’s signature on the world map by -25. Armagordon also receives a +25% Dodge bonus in combat, but only during nighttime.

Heaviest Armor

Vigo Eckstein: We have fitted the Creature with a magnificent skeleton laced with adamantium, Master! Nothing but the best and Heaviest Armor for your glorious atomic ubermensch.

Research Cost: 30 days, 1300 cash, 1000 power, 1200 knowledge, 1200 biomatter

Heaviest Armor is a passive ability that grants +1 armor.
Grey Goop Tier One
Thick GOOP

Mister Gill: Decided the GOOP needed a little more durability, Mal—it’s hard to take a hit when you’re basically just a cloud of tiny machines. I’ve altered the density with this new nanite brew—the GOOP will always be a little thicker from now on.

Research Cost: 4 days, 10k cash, 5 power, 10 knowledge, 20 biomatter

Thick GOOP is a passive ability that increases Grey Goop’s armor by 1.

Thick GOOP is required to research the following: Diffuse, Absorption, Harden
Grey Goop Tier Two
Diffuse

Mister Gill: Controlling the density of the nanite matrix has a lot of potential, Mal. I’ve programmed a new Diffuse command that will let you make the kaiju a little more “cloud-like”. It reduces the damage output, but for 30 seconds any attacks against the Construct will have a 50/50 chance of being negated.

Research Cost: 9 days, 20k cash, 80 power, 70 knowledge, 30 biomatter

For a cost of 5 health, Grey Goop receives a -30% penalty to damage, but also gets a +50% boost to Dodge. Ability lasts 30 seconds and has a recharge time of 60 seconds.

Absorption

Malachi Maleficarum: I’m particularly proud of this one, my dearest! I’ve tweaked the Construct’s acquisition mode to incorporate high-speed nickel, lead, copper, steel, plastic—even dupleted uranium! When you trigger this Absorption command, the GOOP will incorporate incoming ballistics for 30 whole seconds! Isn’t that nifty?!

Research Cost: 11 days, 20k cash, 30 power, 30 knowledge, 20 biomatter

For a cost of 5 health, Grey Goop will gain 1 health every time an enemy ballistic attack successfully hits it. Ability lasts 60 seconds and has a 120 second recharge time.

Harden

Malachi Maleficarum: Work continues on the Construct’s defensive capabilities! With this new Harden command, the GOOP will be able to increase the density of its outer carapace. It vastly improves armor, but slows movement by 50 percent.

Research Cost: 9 days, 20k cash, 15 power, 15 knowledge, 35 biomatter

For a cost of 5 health, Grey Goop receives a -50% penalty to speed, but the kaiju’s armor is increased by +5. Ability lasts 30 seconds and has a 120 second recharge time.

Diffuse is required to research the following: Amorphous Form, Dispersal
Absorption is required to research the following: Regenerative, Absorption Matrix
Harden is required to research the following: Stability, Durability


Grey Goop Tier Three
Amorphous Form

Mister Gill: Much as I hate to give up that rockin’ scorpion shape, there are some advantages to letting the GOOP get goopy. If you Trigger the Amorphous Form ability, your enemies only have a 50-50 chance of hitting you. Of course, we can only sustain that level of GOOPitude for 60 seconds!

Research Cost: 14 days, 70k cash, 50 power, 60 knowledge, 60 biomatter

For a cost of 20 health, Grey Goop receives a +50% Dodge boost. Ability lasts 60 seconds and has a 120 second recharge time.

Dispersal

Mister Gill: Oh man, these density changes are a ton of fun! We’ve made the GOOP’s ability to spread itself out for defensive purposes a reflexive trait—Dispersal is now automatic. Lowers the damage output a tiny bit, but that permanent 15 percent boost to dodge ability is going to be worth it!

Research Cost: 14 days, 70k cash, 60 power, 80 knowledge, 50 biomatter

Dispersal is a passive ability that imposes a -5% penalty to damage inflicted by Grey Goop, but increases its Dodge by 15%.

Regenerative

Malachi Maleficarum: My work on the materials acquisition properties of the Construct continues. This new Regenerative command will allow the GOOP to incorporate substance from its surroundings for thirty seconds, “healing” itself as it soaks up smoke, dust and vapor from the surrounding air.

Research Cost: 14 days, 70k cash, 80 power, 70 knowledge, 30 biomatter

When this ability is activated, Grey Goop regains two health per second for 30 seconds. Ability has a 90 second recharge time.

Absorption Matrix

Malachi Maleficarum: I’ve completed my work on the Absorption subroutine as ordered, Malady. The new Absorption Matrix is a stable, permanent ability—the kaiju will always incorporate a certain percentage of ballistics fire from now on.

Research Cost: 14 days, 60k cash, 80 power, 90 knowledge, 50 biomatter

Absorption Matrix converts the Tier Two ability “Absorption” into a passive ability.

Stability

Mister Gill: Been working on the problem of energy attacks—the GOOP really doesn’t like those! I’ve worked out a new Stability command, which should give the GOOP improved resistance for about thirty seconds. Still longer than most sunscreen lasts!

Research Cost: 17 days, 50k cash, 50 power, 60 knowledge, 60 biomatter

For a cost of 20 health, Grey Goop takes 25% less damage from energy weapons. Ability lasts 60 seconds and has a 90 second recharge time.

Durability

Malachi Maleficarum: After a brief refresher course on the principles of composite armor coating, I’ve made some modifications to the Construct. Your precious GOOP should be better armored versus ballistic attacks, from now on.

Research Cost: 8 days, 60k cash, 50 power, 50 knowledge, 70 biomatter

Durability is a passive ability that grants the kaiju +2 Ballistic Armor.

Amorphous Form is required to research the following: Shed, Memory GOOP
Dispersal is required to research the following: Spoof GOOP, Atomic Diffusion
Regenerative is required to research the following: Slow Roll, Assimilation
Absorption Matrix is required to research the following: Splash Damage, Absorption Carapace
Stability is required to research the following: Redistribution, Reactive Solidarity
Durability is required to research the following: Nano-Cohesion, Solidity

Grey Goop Tier Four
Shed

Malachi Maleficarum: Mister Gill has shown me another film. A construct trapped in an Antarctic facility, trying to evade or outsmart its paranoid human captors! Once again, the fiction has stirred my own creativity. Now, when your enemies blow off portions of the Construct, they will be shed as recoverable GOOP. Because all GOOP is good GOOP!

Research Cost: 24 days, 220k cash, 220 power, 250 knowledge, 170 biomatter

Shed is a passive ability that causes Grey Goop to drop a Goopball nearby anytime it takes 5% or more of its health in damage.

Memory GOOP

Mister Gill: I read that meditation book you gave me, and it gave me a groovy idea. What if the GOOP’s body really WAS just a state of mind? I’ve programmed a new Memory feature, which records the GOOP’’s physical state. Then 30 seconds later, the Construct automatically reverts to that earlier state! Pretty cool, eh? Mind IS matter!

Research Cost: 28 days, 220k cash, 220 power, 250 knowledge, 150 biomatter

For a cost of 20 health, Grey Goop’s current state is recorded. Thirty seconds later, it is returned to its recorded state. Ability has a 120 second recharge time.

Spoof GOOP

Mister Gill: You were right, Malady—that paper on nanocrystallography WAS enlightening. I’ve programmed the Goop to form a communications array that can mess with enemy guidance systems. This new Spoof command should break missile lock on anything currently targeting the Construct.

Research Cost: 24 days, 240k cash, 260 power, 260 knowledge, 140 biomatter

For a cost of 20 health, all missiles targeting Grey Goop are disrupted. Ability has a 30 second recharge time.

Atomic Diffusion

Malachi Maleficarum: Ye gods, look what Mister Gill and his code monkeys have done! This Atomic Diffusion failsafe is a 30 second window of immunity to attack. The GOOP exists briefly as coherent smoke!

Research Cost: 24 days, 270k cash, 230 power, 270 knowledge, 170 biomatter

For a cost of 50 health, Grey Goop loses the ability to attack, but also becomes immune to damage and gains a +25% speed boost. Ability lasts 30 seconds and has a recharge time of 90 seconds.

Slow Roll

Malachi Maleficarum: Patience is a virtue, my dear. I discovered when I slowed the Construct down, it was able to devote much more energy to collecting resources. Trigger this Slow Roll ability to reduce speed for a while, and increase the GOOP’s rate of healing.

Research Cost: 28 days, 240k cash, 270 power, 260 knowledge, 120 biomatter

For a cost of 5 health, Grey Goop receives a -50% penalty to speed, but also heals at an additional +5 health per second. Ability lasts 45 seconds and has a 60 second recharge time.

Assimilation

Mister Gill: Ah, beautiful! Your Dad made a tweak on my pincer weapon, Mal. Now when the Grey Goop makes a snap attack, it will Assimilate any destroyed enemies and gain a little health from them! That is so cool! I think the old buzzard is warming up to me.

Research Cost: 28 days, 270k cash, 260 power, 250 knowledge, 120 biomatter

Assimilation is a passive ability that causes Grey Goop to gain +5 health every time it destroys an enemy using a melee attack.

Splash Damage

Malachi Maleficarum: Mister Gill showed me a film the other night about a construct trapped in space with a crew of aggressive humans. When I saw its blood eat through four decks of their ship, I was inspired! I’ve incorporated the idea into the Splash Damage ability. When the GOOP is hit, it will “bleed” a cloud of corrosive nanites. What fun, eh!?

Research Cost: 28 days, 240k cash, 250 power, 280 knowledge, 140 biomatter

Splash Damage is a passive ability that causes Grey Goop to do splash damage as it gets attacked. For every 5 damage points inflicted on the kaiju, all enemies within 100 meters take 1 damage point.

Absorption Carapace

Malachi Maleficarum: A further refinement of the Absorption Matrix—as it turned out, it was possible for the GOOP to incorporate more mass per projectile! It will be gaining more health from enemy ballistic attacks from now on.

Research Cost: 24 days, 290k cash, 290 power, 290 knowledge, 120 biomatter

Absorption Carapace is a passive ability that increases the healing rate from the Absorption ability.

Redistribution

Mister Gill: Still working on the problem of energy attacks. Couldn’t reduce the damage of the hit, but I’ve taught the GOOP to divert some of the energy to its own locomotion. With Redistribution, a laser strike is like being hit with a cattle prod. Gets that GOOP moving!

Research Cost: 28 days, 240k cash, 250 power, 230 knowledge, 170 biomatter

Redistribution is a passive ability that causes Grey Goop to become faster as it takes energy damage. For ten seconds after getting hit, it gains +1% speed for each 5 points of energy damage taken. Maximum speed bonus of +100%.

Reactive Solidarity

Malachi Maleficarum: The GOOP is developing a sense of self-preservation, Malady. When the Construct is damaged, Reactive Solidarity now kicks in automatically, diverting power from movement to armor. There are little surges of defense at 75, 50 and 25 percent health. Isn’t that adorable? It wants to live!

Research Cost: 32 days, 240k cash, 220 power, 260 knowledge, 160 biomatter

Reactive Solidarity is a passive ability that causes Grey Goop to become slightly slower but gain more armor as its health weakens. These adjustments take place when it reaches 75%, 50%, and 25% of maximum health.

Nano-Cohesion

Malachi Maleficarum: The relationship between neighboring nanites could stand to be a bit closer, don’t you think? I’ve been working on improving Nano Cohesion, which should improve the Construct’s armor—good neighbors stick together!

Research Cost: 24 days, 280k cash, 210 power, 260 knowledge, 140 biomatter

Nano-Cohesion is a passive ability that grants +1 armor.

Solidity

Malachi Maleficarum: A further refinement of my earlier work on the density of the carapace. If you use this command for Solidity, the kaiju will redirect a great deal of its mass to its outer shell. It greatly increases armor, but reduces the speed of movement by at least 80 percent.

Research Cost: 24 days, 200k cash, 200 power, 240 knowledge, 200 biomatter

For a cost of 25 health, Grey Goop receives a penalty of -80% to speed but gains +10 armor. Ability lasts 30 seconds and has a 60 second recharge time.

Shed is required to research the following: GOOP POOP
Memory GOOP is required to research the following: Replicate
Spoof GOOP is required to research the following: GOOPed Up
Atomic Diffusion is required to research the following: GOOPnami
Slow Roll is required to research the following: GOOPernaut
Assimilation is required to research the following: Engulfing Form
Splash Damage is required to research the following: GOOPsplosion
Absorption Carapace is required to research the following: Mass Meals
Redistribution is required to research the following: Empower
Reactive Solidarity is required to research the following: Castle GOOP
Nano-Cohesion is required to research the following: Nano-Perfection
Solidity is required to research the following: Crystallization


Grey Goop Tier Five
GOOP POOP

Malachi Maleficarum: It occurred to me the other day—why should the Construct ever stop assimilating resources? If it doesn’t need them for repairs, it can just do what we do—expel them! It can leave balls of GOOP all over the battlefield to be recovered when needed. It’s genius! Brilliance! I’ve invented GOOP POOP!

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

GOOP POOP is a passive ability that causes Grey Goop to regularly drop Goopballs while at full health.

Replicate

Mister Gill: Made a final upgrade to the GOOP’s Memory system. Replicate is a full system reboot—it will reintegrate the Construct in its previous form, even if it was completely destroyed!

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

Replicate is a passive ability that upgrades Memory GOOP. It can now bring Grey Goop back to life if it was destroyed in the thirty second period after activating the ability.

GOOPed Up

Mister Gill: I’ve been working with GOOP’s communication array, and tweaked it to be even more hilarious. Instead of just breaking missile lock, the new GOOPed Up command will re-direct them onto random enemy targets! I can’t wait to try this in the field. I may need to bring an extra pair of pants.

Research Cost: 40 days, 1200k cash, 1250 power, 1200 knowledge, 1000 biomatter

For a cost of 35 health, all homing missiles targeting Grey Goop are redirected to attack KDF targets within 500 meters. Ability has a 45 second recharge time.

GOOPnami

Malachi Maleficarum: The final transformation of the Construct’s form—a surging tidal wave of nanites, invulnerable and unstoppable as the Biblical Flood! I call it the GOOPnami. Catchy, eh?

Research Cost: 40 days, 1200k cash, 1250 power, 1200 knowledge, 1000 biomatter

For a cost of 30 health, Grey Goop shapeshifts into a liquid wave and surges forward. While in this form, Grey Goop is invulnerable. Ability lasts 5 seconds and has a 120 second recharge time.

GOOPernaut

Malachi Maleficarum: I’ve finally stabilized the Slow Roll ability! It should always be in effect from now on, a passive power that constantly collects resources and adds substance to the Construct. It will waddle through cities like a leisurely swine at an All-You-Can-Eat Buffet! A true GOOPernaut!

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

GOOPernaut converts Slow Roll into a passive ability.

Engulfing Form

Malachi Maleficarum: This is the final upgrade of the GOOP’s Assimilation ability for melee attacks. Now that we’ve upgraded to Engulfing Form, the Construct’s pincers should be able to absorb materiel from buildings as well as enemy units, and the efficiency of the healing effect should be greatly increased.

Research Cost: 30 days, 1400k cash, 1600 power, 1600 knowledge, 800 biomatter

Engulfing Form makes the Assimilation ability more powerful. The ability now affects buildings as well as enemy units, and the health gained from an attack is +10.

GOOPsplosion

Malachi Maleficarum: Weaponizing the Construct’s blood against its attackers continues to amaze me. This new GOOPsplosion increases the range and power of the splash attack when the kaiju is hurt—the harder you hit the GOOP, the harder it GOOPs everything around it! Oh, it makes me laugh like a schoolboy every time. Science keeps me young!

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

GOOPsplosion upgrades the Splash Damage ability to do more damage over a wider area.

Mass Meals

Malachi Maleficarum: The ability to absorb ballistic attacks is useful, of course, but I thought it might be nice to gain more resources from the process. My new Mass Meals protocol will enable the Construct to digest bullets more efficiently, and gain more health from them.

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

Mass Meals further increases the healing rate from the Absorption ability.

Empower

Mister Gill: Managed to make some major improvements to that old Redistribution ability, Mal! Now when the GOOP is hit with an energy attack, the energy will actually Empower the Construct—increase both speed AND damage, to a maximum of 200 percent. What do you think—am I the greatest, or merely the best?

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

Empower upgrades the Redistribution ability. It now causes Grey Goop to gain +2% bonuses to speed and damage for every 5 points of damage taken. Maximum bonus of +200%.

Castle GOOP

Malachi Maleficarum: The self-preservation instincts of the Construct have only increased over time, Malady. This new defensive ability causes the GOOP to divert energy to armor and regeneration, when it falls below 20 percent health. The new Castle GOOP mode will continue until the Construct has recovered at least half of its operating mass.

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

Castle GOOP is a passive ability that causes Grey Goop to become stronger when its health is low. When the kaiju falls below 20% of maximum health, it gains +5 armor and its healing rate increases by +10 health per second. Grey Goop retains these bonuses until it has healed to at least 50% of maximum health.

Nano-Perfection

Malachi Maleficarum: One final tweak to the GOOP on the level of materials science. This upgrade will raise your GOOP to the peak of Nano Perfection, and confer a permanent increase to the armor value of the Construct.

Research Cost: 40 days, 1400k cash, 1300 power, 1300 knowledge, 600 biomatter

Nano-Perfection is a passive ability that grants +2 armor.

Crystallization

Mister Gill: I’ve implemented the Crystallization ability you’ve asked for, Mal. The GOOP’s overland speed is reduced, but there will be a permanent increase to armor from now on.

Research Cost: 1400k cash, 1300 power, 1300 knowledge, 600 biomatter. Learned immediately with no time delay.

Crystallization is a passive ability that imposes a -15% penalty to speed but grants a +3 bonus to armor.