Kaiju-A-GoGo

Kaiju-A-GoGo

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Game Guide Chapter 4: Speedy Metabolism
By mam162
The fourth chapter of my guide. I list every Metabolism ability for every kaiju.
   
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Ginormasaurus Tier One
Boosters

Nicky E. Farious: I wasn’t sure where you wanted to put the boosters, Uncle Norman, so I just put them on everything. Also, we need to buy more boosters.

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

For a cost of 10 power, Ginormasaurus receives a 30% increase to speed and 20% shorter cooldown times. Ability lasts 30 seconds and has a 40 second recharge time.

Boosters is required to research the following: Omnigears, Heuristic Algorithms, Auxiliary Reactor
Ginormasaurus Tier Two
Omnigears

Nicky E. Farious: So, in an effort to spend the rest of our annual budget, we coated all Gino’s gearing systems with purpletonium plating. Turns out it was actually highly effective! With the new Omnigears, Ginormasaurus gets a 15 percent increase to speed. Genius!

Research Cost: 7 days, 35k cash, 10 power, 20 knowledge, 20 biomatter

Omnigears is a passive ability that increases the kaiju’s speed by 15%.

Heuristic Algorithms

Nicky E. Farious: Aaaand Heuristic Algorithms are done! Do you think we could stop by my old school and offer a demonstration, Uncle? Every time we hit the same target, Ginormasaurus will do 10 percent more damage. And I never did turn in my last math assignment.

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

Heuristic Algorithms is a passive ability that causes Ginormasaurus’s attacks to inflict 10% more damage.

Auxiliary Reactor

Mister Albert Greaseworth: This little mini-reactor is a real breakthrough! The Auxiliary Reactor will allow Ginormasaurus to recharge more quickly from now on.

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

Auxiliary Reactor is a passive ability that grants +2 to the kaiju’s power recharge.

Omnigears is required to research the following: Charge, Evasion
Heuristic Algorithms is required to research the following: Targeting Scan, Efficiency Systems
Auxiliary Reactor is required to research the following: Combat Capacitor, Structural Reinforcement

Ginormasaurus Tier Three
Charge

Mister Albert Greaseworth: We’ve built an afterburner for the robot’s legs, sir. If you trigger a Charge, Ginormasaurus should be able to double its speed for two seconds, moving in a straight line.

Research Cost: 12 days, 70k cash, 60 power, 40 knowledge, 50 biomatter

For a cost of 20 power, Ginormasaurus receives a 50% boost in speed, provided it moves in a straight line. Ability lasts two seconds and has a 25 second recharge time.

Evasion

Nicky E. Farious: That new Evasion regimen of stretching, freight-lifting, and joint lubrication has really paid off for Ginormasaurus. The robot takes a lot less damage. Robot Health Monthly would like an interview!

Research Cost: 24 days, 60k cash, 60 power, 70 knowledge, 50 biomatter

For a cost of 30 power, the accuracy of enemy attacks is reduced by 75%, so long as the kaiju is moving. Ability lasts 10 seconds and has a 15 second recharge time.

Targeting Scan

Nicky E. Farious: I decided to calibrate the new Targeting Scan computer on-line yesterday, and guess what? I’m now banned on over forty different Counter-Snipe servers! Ten out of ten, would borrow again. Ginormasaurus should have a 10 percent greater chance of making a critical hit from now on.

Research Cost: 10 days, 60k cash, 70 power, 60 knowledge, 40 biomatter

Targeting Scan is a passive ability that gives Ginormasaurus a 10% chance of inflicting double damage.

Efficiency Systems

Mister Albert Greaseworth: Our latest testing revealed four memory leaks, two oil leaks, and a dozen Welsh leeks. We’ve patched all the holes and removed the vegetables, sir.

Research Cost: 10 days, 60k cash, 50 power, 60 knowledge, 40 biomatter

Efficiency Systems is a passive ability that reduces all cooldown times by 10%.

Combat Capacitor

Nicky E. Farious: The bad news? The world’s top ten largest capacitors have mysteriously gone missing. The good news? Our new Combat Capacitor for Ginormasaurus is the largest in history! It should improve our maximum energy by 100 percent.

Research Cost: 10 days, 70k cash, 60 power, 80 knowledge, 40 biomatter

Combat Capacitor is a passive ability that increases Ginormasaurus’ power storage capacity by 100 units.

Structural Reinforcement

Mister Albert Greaseworth: The infamous Frank Bearden sold us some of his new Bearden steel to make a Structural Reinforcement pass on Ginormasaurus. He says he’s a big fan of how we wreak havoc on the civilized world!

Research Cost: 10 days, 70k cash, 40 power, 60 knowledge, 50 biomatter

Structural Reinforcement is a passive ability that increases the kaiju’s maximum health by 150 hit points.

Charge is required to research the following: Ram Charge, Heavy Foot
Evasion is required to research the following: Reactive Thrusters, Momentum
Targeting Scan is required to research the following: Expose Weakness, Stack Overflow
Efficiency Systems is required to research the following: Power Optimizers, Forced Priority
Combat Capacitor is required to research the following: Superconductor Spikes, Redlining
Structural Reinforcement is required to research the following: Repair Cycle, Recycle

Ginormasaurus Tier Four
Ram Charge

Mister Albert Greaseworth: We’ve tweaked the old Charge system to make some improvements, sir. If you trigger the new Ram Charge, Ginormasaurus should not only give you a burst of speed for two seconds, but it will also shrug off quite a bit of damage.

Research Cost: 16 days, 250k cash, 200 power, 200 knowledge, 150 biomatter

For a cost of 60 power, Ginormasaurus rushes straight ahead, during which its speed is increased by 50% and it takes 75% less damage. Ability lasts two seconds and has a recharge time of 45 seconds.

Heavy Foot

Mister Albert Greaseworth: We’ve fitted the feet of the Great Machine with seismic hammers to increase the damage to surrounding structures as it moves through a city, sir. Ginormasaurus now has a nice Heavy Foot.

Research Cost: 14 days, 230k cash, 200 power, 200 knowledge, 200 biomatter

Heavy Foot is a passive ability that causes each step Ginormasaurus takes to do 10 damage to surrounding buildings.

Reactive Thrusters

Mister Albert Greaseworth: The new Reactive Thrusters should improve the robot’s defensive ability, sir. Ginormasaurus is slightly less likely to take a hit from now on.

Research Cost: 14 days, 220k cash, 210 power, 200 knowledge, 160 biomatter

Reactive Thrusters is a passive ability that grants a 10% chance of the kaiju evading enemy attacks.

Momentum

Nicky E. Farious: The Momentum upgrade is pretty cool, Uncle Norman! If Ginormasaurus moves in one direction for five seconds, the robot’s speed increases. It can keep accelerating up to a 25 percent speed boost!

Research Cost: 14 days, 240k cash, 240 power, 240 knowledge, 120 biomatter

Momentum is a passive ability that causes Ginormasaurus to steadily increase its walking speed, so long as it doesn’t change direction. The speed increase maxes out at 25% faster than normal.

Expose Weakness

Nicky E. Farious: I reprogrammed the targeting computer, Uncle. Ginormasaurus will gather data from every successful hit, and automatically Expose Weakness in the armor of the target. This is a passive ability; the robot should just fire a bit more accurately from now on.

Research Cost: 14 days, 200k cash, 200 power, 200 knowledge, 200 biomatter

Expose Weakness is a passive ability that causes all enemy units to lose 1 armor each time the kaiju successfully attacks them.

Stack Overflow

Mister Albert Greaseworth: As you suspected, it IS possible to trigger a Stack Overflow on purpose. If you overload the buffer for Ginormasaurus, you’ll lose control of the Machine for a short period of time, but it will do 100 percent more damage to surrounding targets. Of course, the robot will also take 20 percent more damage! It basically goes berserk for 5 seconds.

Research Cost: 18 days, 240k cash, 200 power, 240 knowledge, 120 biomatter

For a cost of 45 power, the player loses control of Ginormasaurus and enemy attacks do 20% more damage, but the kaiju’s own attacks do 100% more damage. Ability lasts 18 seconds and has a 90 second recharge time.

Power Optimizers

Nicky E. Farious: You were right, Uncle. The new Power Optimizers should reduce all energy costs by a full 20 percent! This is a passive ability, too. Ginormasaurus will just run better from now on.

Research Cost: 14 days, 60k cash, 200 power, 280 knowledge, 120 biomatter

Power Optimizers is a passive ability that reduces the cost of all special abilities by 20%.

Forced Priority

Mister Albert Greaseworth: We’ve worked out a method to rapidly refresh the weapons that have a long time delay, sire. If you install the Forced Priority mechanism, the next system in line should get an immediate surge to full power. Might come in handy!

Research Cost: 16 days, 200k cash, 200 power, 220 knowledge, 120 biomatter

For a cost of 50 power, the cooling-down power with the shortest remaining countdown time is immediately set to ready. Ability has a 60 second recharge time.

Superconductor

Mister Albert Greaseworth: We’ve installed Superconductor Spikes throughout the infrastructure and armor of the Great Machine, sir. Ginormasaurus will gain a full 20 percent to all energy gain effects from now on.

Research Cost: 14 days, 240k cash, 260 power, 240 knowledge, 160 biomatter

Superconductor is a passive ability that gives a 20% bonus to energy generation.

Redlining

Mister Albert Greaseworth: We’ve rigged the reactor to drop containment on command, Doctor. Ginormasaurus can ignore reactor safety protocols and double its energy production for a short burst, but there will be a cost: Redlining will cause some minor damage to the robot.

Research Cost: 16 days, 250k cash, 200 power, 200 knowledge, 150 biomatter

For a cost of 25 power, Ginormasaurus takes 20 damage but receives a 100% boost to power regeneration. Ability lasts 10 seconds and has a 60 second recharge time.

Repair Cycle

Nicky E. Farious: I’ve programmed a Repair Cycle for Ginormasaurus, Uncle Norman. If you trigger it, the robot will trade power for health repairs, for about ten seconds.

Research Cost: 16 days, 240k cash, 240 power, 240 knowledge, 120 biomatter

For a cost of 20 power, Ginormasaurus will lose 20 power units per second but heal at a rate of 20 health units per second. Ability lasts 10 seconds and has a 60 second recharge time.

Recycle

Mister Albert Greaseworth: We’ve built a small recycling facility into the legs of the robot, sir. Ginormasaurus will automatically collect debris from crushed vehicles in the vicinity and use it to make minor repairs from now on. Should increase durability in the field.

Research Cost: 14 days, 260k cash, 220 power, 220 knowledge, 160 biomatter

Recycle is a passive ability that causes Ginormasaurus to gain three units of restored health each time it crushes an enemy vehicle.

Ram Charge is required to research the following: Xeno Gearing
Heavy Foot is required to research the following: Heavy Arms
Reactive Thrusters is required to research the following: Predictive Algorithms
Momentum is required to research the following: Matter Transmission
Expose Weakness is required to research the following: Unrelenting
Stack Overflow is required to research the following: Rampage
Power Optimizers is required to research the following: Infinity Pulse
Forced Priority is required to research the following: Overclock
Superconductor Spikes is required to research the following: Power Drain
Redlining is required to research the following: Q.P.R.
Repair Cycle is required to research the following: Reboot
Recycle is required to research the following: Repair Bots

Ginormasaurus Tier Five
Xeno Gearing

Nicky E. Farious: We implemented a more advanced Xeno Gearing system, Uncle. Ginormasaurus will gain an additional 25 percent combat movement speed from now on.

Research Cost: 18 days, 1300k cash, 1000 power, 1000 knowledge, 700 biomatter, 30 Purpletonium

Xeno Gearing is a passive ability that causes Ginormasaurus to move 25% faster in combat.

Heavy Arms

Mister Albert Greaseworth: The team has done a full redesign and refit of the upper body, Doctor. Ginormasaurus now has Heavy Arms which do significantly more damage with any physical attack.

Research Cost: 18 days, 1300k cash, 1000 power, 1200 knowledge, 900 biomatter

Heavy Arms is a passive ability that gives a 25% damage bonus to any physical attack the kaiju makes.

Predictive Algorithms

Nicky E. Farious: We’ve made some improvements to the combat computers for Ginormasaurus, Uncle Norman. The robot should gain some short-term memory of how to evade attacks from now on. If the Machine does get hit, the system will just reset to zero. This is a passive ability, so it will be active all the time.

Research Cost: 35 days, 1000k cash, 1200 power, 1000 knowledge, 400 biomatter

Contrary to what Nicky says, this is an active ability rather than a passive one. For a cost of 95 power, Ginormasaurus receives a 25% penalty to speed but receives a 25% boost to Evasion. Ability lasts 15 seconds and has a 60 second recharge time.

Matter Transmission

Nicky E. Farious: I finished the Matter Transmission device you designed, Uncle Norman. It really works! If we shunt momentum into the Matter Transmission device, we can actually teleport Ginormasaurus for short distances! Mad Science is the coolest.

Research Cost: 20 days, 1000k cash, 1800 power, 1600 knowledge, 600 biomatter

For a cost of 85 power, if Ginormasaurus is moving towards a destination, Matter Transmission teleports the kaiju 100 meters closer. Upon arrival, the kaiju does 80-100 damage within a 100-meter radius. If ability is attempted while Ginormasaurus is standing still, nothing happens. Ability has a 30 second recharge time.

Unrelenting

Mister Albert Greaseworth: It’s a major improvement in aggressor circuits and recovery rate, sir. Ginormasaurus will be truly Unrelenting from now on, with a fifteen percent reduction in cooldown time across the board.

Research Cost: 18 days, 1200k cash, 1200 power, 1300 knowledge, 800 biomatter

Unrelenting is a passive ability that reduces the cooldown time of all special abilities by 15%.

Rampage

Nicky E. Farious: I made a tweak to the motivational circuits, Uncle Norman. From now on, Ginormasaurus will actually enjoy demolishing cities, and increase its damage output a bit immediately after it destroys a building for you. A little Rampage makes a kaiju happy!

Research Cost: 18 days, 1300k cash, 1100 power, 1200 knowledge, 700 biomatter

Rampage is a passive ability that causes Ginormasaurus’s attacks to slightly increase after destroying buildings. For five seconds after a building is destroyed, the kaiju receives a 5% damage bonus for each building destroyed, up to a maximum of 25%.

Infinity Pulse

Mister Albert Greaseworth: The final testing of the new Infinity Pulse booster is complete, Doctor. When Ginormasaurus carries it, we can flood the system with so much energy that all energy weapon costs will be reduced to zero for a full twenty seconds.

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

For a cost of 100 power, all of the kaiju’s other active abilities can be used at no power cost. Ability lasts 20 seconds and has a 150 second recharge time.

Overclock

Mister Albert Greaseworth: We have developed a powerful Overclock system for the Great Machine, sir. When you trigger it, Ginormasaurus should be able to reset all its other weapon systems at once, without any time delay.

Research Cost: 20 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter, 35 Purpletonium

For a cost of 150 power, all the kaiju’s other active abilities are reset to ready. Ability has a 140 second recharge time.

Power Drain

Nicky E. Farious: The power inverters you requested are finished, Uncle! Ginormasaurus can now use its Power Drain attack to steal energy from surrounding buildings and units. You can even use it to shut down the energy weapons of an enemy unit for ten seconds!

Research Cost: 20 days, 1100k cash, 1400 power, 1400 knowledge, 500 biomatter, 15 Purpletonium

For a cost of 50 power, Ginormasaurus can draw power from surrounding buildings and units for its energy reserves. Ability has a range of 400 meters, lasts ten seconds, and has a 90 second recharge time.

Q.P.R.

Mister Albert Greaseworth: The QPR is a Quantum Power Reactor, sir. Now that we’ve installed it, Ginormasaurus will have 100 percent greater maximum energy, and will regenerate energy faster in the field.

Research Cost: 18 days, 1400k cash, 1600 power, 1200 knowledge, 600 biomatter, 2 Purpletonium

Q.P.R. is a passive ability that doubles the kaiju’s power storage capacity and also causes it to naturally generate an additional 3 power units per second.

Reboot

Mister Albert Greaseworth: The Reboot option is risky, but very powerful. If you trigger it, Ginormasaurus will shut down completely for 5 seconds, and heal all damage. Then the Great Machine will reboot, with systems at 50 percent reduction of maximum energy while it recovers.

Research Cost: 20 days, 1000k cash, 1200 power, 1400 knowledge, 600 biomatter, 10 Purpletonium

For a cost of half the kaiju’s available energy reserves, Ginormasaurus completely shuts down for five seconds but returns to full health. Ability has a 120 second recharge time.

Repair Bots

Nicky E. Farious: Training complete. Ginormasaurus acquires Repair Bots.

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

Repair Bots is a passive ability that causes Ginormasaurus to naturally heal at a rate of 2 health units per second.
Shrubby Tier One
Natural Growth

Berkenstock: I mixed up some new plant food for the Mean Green Momma! The Secret Sauce should speed up Her ability to move those trunks and reduce Her cool-down time permanently. It’s only about 10% better, though. My stash was kinda low.

Research Cost: 4 days, 5000 cash, 5 power, 5 knowledge, 15 biomatter

Natural Growth is a passive ability that gives a 10% increase to Shrubby’s speed in and out of combat, as well as a 10% reduction in ability cooldown time.

Natural Growth is required to research the following: Swift Roots, Green Brain, Healthy Growth
Shrubby Tier Two
Swift Roots

Berkenstock: Boom shaka-laka! Another successful metabolic boost. Shrubby will have about 15% more speed, and She’ll heal faster, too. We got no time to bleed!

Research Cost: 7 days, 12k cash, 20 power, 10 knowledge, 30 biomatter

Swift Roots is a passive ability that increases Shrubby’s speed and healing rate by 15%.

Green Brain

Berkenstock: Took your advice and started Shrubby listening to some audiobooks, boss. She’s using Her weapons a lot more effectively now! We’re seeing 20% increased damage across the board—Green Brain is good.
Research Cost: 7 days, 15k cash, 10 power, 30 knowledge, 20 biomatter

Green Brain is a passive ability that causes Shrubby’s attacks to inflict 20% more damage.

Healthy Growth

Berkenstock: If you can’t beat ‘em, outgrow ‘em. That’s what my fat aunt Martha always used to say. This new metabolic boost will speed Shrubby’s healing rate by 20%--should help to keep Her in the fight a bit longer.

Research Cost: 7 days, 20k cash, 10 power, 30 knowledge, 40 biomatter

Healthy Growth is a passive ability that increases Shrubby’s healing rate by 20%.

Swift Roots is required to research the following: Root Shuffle, Flow
Green Brain is required to research the following: Green Thumb, Efficiency
Healthy Growth is required to research the following: Regen Catalyst, Solar Shield

Shrubby Tier Three
Root Shuffle

Agnes Sprout: We took a closer look at Shrubby’s walking roots and we’ve made some improvements, Doctor Belladonna, particularly to tensile strength and flexibility. The new Root Shuffle will increase Her speed over both short and long distances.

Research Cost: 12 days, 40k cash, 50 power, 50 knowledge, 90 biomatter

Root Shuffle is a passive ability that increases Shrubby’s speed by 15% in combat and 10% on the world map.

Flow

Berkenstock: Shrubby was getting a little too easy to detect with electronic surveillance, so we taught Her some stealth behaviors. The new Flow ability should make Her harder to detect while She’s in transit, and enemy units won’t be able to home in on Her as easily.

Research Cost: 12 days, 30k cash, 60 power, 70 knowledge, 50 biomatter

Flow is a passive ability that imposes a 10% penalty to travel speed, but also decreases her signature by 15%.

Green Thumb

Agnes Sprout: We’ve finished the work on Shrubby’s system of tuberous roots, Doctor. Now that we’ve given Her the Green thumb treatment, everything She sprouts should have 25% more health. A strong Seedling is a happy Seedling!

Research Cost: 12 days, 30k cash, 50 power, 40 knowledge, 90 biomatter

Green Thumb is a passive ability that causes the seedlings she creates to have 25% higher maximum health.

Efficiency

Agnes Sprout: I sent the techs crawling into the central biomass to check on the filtration systems as you asked, Doctor, and found that several of the last batch of techs were still stuck in Shrubby’s taproot. We’ve cleaned out the mess and all ability costs should be down 10% from now on.

Research Cost: 12 days, 50k cash, 60 power, 70 knowledge, 36 biomatter

Efficiency is a passive ability that reduces all ability costs by 10%.

Regen Catalyst

Berkenstock: Spent some time playing with the healing enzymes. If you use this command, Shrubby should be able to devote 100% of Her energy to healing for a while. It’ll slow Her movement and other abilities, though, so maybe save until you’ve got a breather in combat.

Research Cost: 15 days, 40k cash, 70 power, 70 knowledge, 40 biomatter

For a cost of 50 biomatter, Shrubby receives a 15% speed penalty but her healing rate is doubled. Ability lasts 15 seconds and has a 35 second recharge time.

Solar Shield

Berkenstock: Been looking at some ideas for kaiju defense, boss. Turns out Shrubby can convert some stored energy into a protective force field. This new Solar Shield gives Her some protection, but its strength is only about 25% of Her current health—the weaker the kaiju is, the weaker the shield will be.

Research Cost: 15 days, 40k cash, 80 power, 80 knowledge, 40 biomatter, 2 Purpletonium

For a cost of 45 biomatter, Shrubby generates a force field with health equal to 25% of the kaiju’s current health. Ability has a 70 second recharge time.

Root Shuffle is required to research the following: Natural High, Wild Vines
Flow is required to research the following: Glitter, Stimulant
Green Thumb is required to research the following: Green Soul, Take Root
Efficiency is required to research the following: Adaptability, Compost
Regen Catalyst is required to research the following: No Pain No Gain, Regen Sprouts
Solar Shield is required to research the following: Solar Rays, Vita Rays


Shrubby Tier Four
Natural High

Berkenstock: I kajiggered Shrubby’s biofeedback! So long as Shrubby’s healthy, She’ll be experiencing a Natural High from now on. 20% increase in speed and recharge times! If She gets hurt, though, those endorphins will get re-routed to pain management. Just an FYI.

Research Cost: 16 days, 200k cash, 220 power, 240 knowledge, 320 biomatter

Natural High is a passive ability that increases speed and recharge times. The size of the increase depends on the kaiju’s health, however, A 20% increase is received at 100% health, and as the kaiju takes damage the increase is reduced proportionately to its remaining health.

Wild Vines

Berkenstock: We gave Shrubby the new feeding treatment, and She’s started growing some pretty crazy Wild Vines inside the central biomass. They store energy and release it at random! Any time She uses a power now, there’s a chance it will be recharged immediately.

Research Cost: 16 days, 220k cash, 280 power, 280 knowledge, 320 biomatter

Wild Vines is a passive ability that gives any active ability a 10% chance of being immediately recharged after use.

Glitter

Agnes Sprout: Our experiments with reflective bark structures are paying off! Shrubby now sheds constant metallic chaff, which reduces the damage from laser weapons by 50%. Also, the Glitter makes her look just like a pretty, pretty princess.

Research Cost: 16 days, 210k cash, 260 power, 260 knowledge, 320 biomatter

Glitter is a passive ability that reduces damage from laser attacks by 50%.

Stimulant

Berkenstock: Been looking for some way to give Shrubby an active metabolic boost. I rigged Her with an artificial pod that collects and refines the Stimulant chemicals in Her system. If you activate the pod, it’ll drop some go-juice into Her and give you a burst of speed and healing for 10 seconds.

Research Cost: 20 days, 240k cash, 200 power, 240 knowledge, 400 biomatter

For a cost of 80 biomatter, Shrubby’s speed and rate of regeneration each get a 25% boost. Ability lasts ten seconds and has a 65 second recharge time.

Green Soul

Agnes Sprout: Shrubby’s biofeedback and self-awareness is increasing, Doctor, and She’s become more conscious of when Her central core is threatened. This new Green Soul response will increase Her damage to enemy units as Her own health decreases.

Research Cost: 16 days, 220k cash, 260 power, 270 knowledge, 320 biomatter

Green Soul is a passive ability that causes Shrubby’s attacks to do more damage as her health decreases. Each attack is granted a bonus equal to the percentage of the kaiju’s missing health.

Take Root

Agnes Sprout: We’ve been looking at the healing issue, Doctor Belladonna. Shrubby can drop her taproot now and temporarily Take Root in combat, taking on the attributes of a real tree temporarily. She won’t be able to attack, but She can draw health and organics directly from the soil.

Research Cost: 20 days, 200k cash, 200 power, 240 knowledge, 320 biomatter

For a cost of 60 biomatter, Shrubby is rendered immobile and unable to attack, but generates 10 biomatter per second and receives a 50% boost to healing speed. Ability lasts until toggled off and has a 120 second recharge time.

Adaptability

Berkenstock: Shrubby is getting smarter! The new grafts are active, and She can remember how to do more things in combat now. Adaptability is now Her middle name. Good to have more options, don’t you think?

Research Cost: 16 days, 230k cash, 240 power, 260 knowledge, 420 biomatter

Adaptability is a passive ability that grants Shrubby an extra power slot.

Compost

Berkenstock: Been looking at the way Shrubby heals Herself, and I figured that there was a lot of waste in the system. I routed some tubes to dump all the extra waste material into Her organic bins as Compost from now on. We’ll just call it Soylent Green when it hits the cafeteria.

Research Cost: 16 days, 220k cash, 250 power, 240 knowledge, 480 biomatter

Compost is a passive ability that causes Shrubby to acquire one unit of biomatter for every unit of health healed.

No Pain No Gain

Agnes Sprout: We looked at the storage issue, Doctor, and realized that we could activate more of the sacs that Shrubby presently uses to store metabolic energy. She’ll move a bit more slowly, but She’ll carry much more cargo. No Pain, No Gain!

Research Cost: 16 days, 200k cash, 200 power, 220 knowledge, 520 biomatter

No Pain No Gain is a passive ability that imposes a 5% penalty on Shrubby’s travel speed but allows her to carry 60% more of each resource.

Regen Sprouts

Berkenstock: The poor little seedlings needed a boost, boss. I rigged the Mean Green Mother with some plant food for Her babies, which should speed up their healing. Her new Regen Sprouts formula should help them hang in there a bit longer in battle.

Research Cost: 16 days, 220k cash, 260 power, 260 knowledge, 220 biomatter

Regen Sprouts is a passive ability that causes Shrubby’s seedlings to regenerate 25% faster.

Solar Rays

Agnes Sprout: Shrubby constantly collects solar energy, Doctor. When you activate the Solar Rays, She’ll release some of the energy She’s collected. The glow will absorb some damage from enemies, and increase the healing rate of the kaiju.

Research Cost: 20 days, 230k cash, 260 power, 250 knowledge, 200 biomatter, 3 Purpletonium

For a cost of 50 biomatter, Shrubby generates a force field with health equal to 30 percent of the kaiju’s current health. While the shield is up, the kaiju’s healing rate is boosted by 25%. Ability has a 45 second recharge time.

Vita Rays

Berkenstock: Big Green Momma needs to take care of Her babies! I’ve rigged Shrubby with a Vita-Ray generator, which should let her bring all of her minions back to full health.

Research Cost: 20 days, 200k cash, 300 power, 280 knowledge, 200 biomatter, 2 Purpletonium

For a cost of 90 biomatter, all seedlings on the map are healed to full health immediately. Ability has a 60 second recharge time.

Natural High is required to research the following: Wild Growth
Wild Vines is required to research the following: Nature’s Bounty
Glitter is required to research the following: Shroud Spores
Stimulant is required to research the following: Survival
Green Soul is required to research the following: Green Feast
Take Root is required to research the following: Dig Deep
Adaptability is required to research the following: Supremacy
Compost is required to research the following: Fertilizer
No Pain No Gain is required to research the following: Rebirth
Regen Sprouts is required to research the following: Big Green
Solar Rays is required to research the following: Solar Prominence
Vita Rays is required to research the following: Mother Nature

Shrubby Tier Five
Wild Growth

Berkenstock: This last batch of my secret sauce was the best. Shrubby is going to have some Wild Growth from now on! So long as She’s got plenty of organics in storage, She’ll see a 25% reduction in cool-down times.

Research Cost: 20 days, 1000k cash, 1200 power, 1000 knowledge, 900 biomatter, 10 Purpletonium

Wild Growth is a passive ability that reduces cooldown speed by 25%, provided Shrubby is carrying at least 75% of her maximum biomatter capacity.

Nature’s Bounty

Agnes Sprout: We’ve installed a new injector packet for growth formula. When you trigger the Nature’s Bounty booster, Shrubby will receive an injection of highly concentrated stimulant. Her abilities will have no organic cost, and all cool-downs will have 25% faster recovery.

Research Cost: 28 days, 1000k cash, 1200 power, 1200 knowledge, 900 biomatter, 15 Purpletonium

For a cost of 150 biomatter, all other abilities can be used for no biomatter cost and have their cooldown times reduced by 25 percent. Ability lasts 30 seconds and has a 150 second recharge time.

Shroud Spores

Berkenstock: Been working on the Spores. These new ones absorb radar! Makes it a little harder to track Mean Green when She’s approaching a city, and should also give Her a chance to evade a missile lock in combat. Shroud of Spores! The ultimate kaiju fashion statement!

Research Cost: 20 days, 1200k cash, 900 power, 1300 knowledge, 800 biomatter

Shroud Spores is a passive ability that both reduces Shrubby’s signature on the world map by 10% and granting a 25% chance of intercepting missile attacks.

Survival

Agnes Sprout: Life is growth for ShrubZiggurath! We’ve optimized Her health regeneration as a combat strategy. Survival protocol will respond to heavy damage and reductions in speed by speeding growth—if Shrubby drops below 50% health or speed, She’ll grow 50% faster from now on.

Research Cost: 20 days, 1100k cash, 1200 power, 1300 knowledge, 1200 biomatter, 5 Purpletonium

Survival is a passive ability that grants a 50% boost to speed and health regeneration whenever the kaiju falls below half health.

Green Feast

Berkenstock: Did a little optimization of combat protocol. This new Green Feast training program will let Shrubby take advantage of full health to lay 30% more hurt on buildings and enemy units. Gotta make hay while the sun is a-shining!

Research Cost: 20 days, 1200k cash, 1300 power, 1200 knowledge, 1500 biomatter, 5 Purpletonium

Green Feast is a passive ability that causes Shrubby’s attacks to inflict 30% more damage, so long as the kaiju is above 90% health.

Dig Deep

Berkenstock: New strategy for power management! Basically we take advantage of the tap root. If Shrubby Digs Deep, She’s immobilized, but She can draw power from the earth to recharge Her abilities instantly. Heck, She can do it indefinitely so long as She stays rooted.

Research Cost: 28 days, 1100k cash, 1600 power, 1600 knowledge, 900 biomatter, 12 Purpletonium

For a cost of 200 biomatter, Shrubby is rendered immobile, but all other special abilities can be used at no cost for as long as Dig Deep is active. Ability lasts until toggled off and has a 120 second recharge time.

Supremacy

Agnes Sprout: Um…minor accident. It seems that one of the techs was experimenting with some purpletonium and Shrubby…ate him. The upside is that Shrubby is much smarter now, and able to remember how to do more things in combat! She’s achieved Supremacy.

Research Cost: 20 days, 1200k cash, 1300 power, 1500 knowledge, 1100 biomatter, 5 Purpletonium

Supremacy is a passive ability that grants Shrubby an additional power slot.

Fertilizer

Agnes Sprout: Minor tweak to the organic collection system, Doctor. When Shrubby is at full organic storage, She will now be able to pick up extra organics and convert them instantly to health. Essentially, it’s all Fertilizer to Her…

Research Cost: 20 days, 1200k cash, 1300 power, 1400 knowledge, 900 biomatter, 10 Purpletonium

Fertilizer is a passive ability that causes any biomatter picked up in combat to be converted to health if Shrubby’s biomatter storage is already filled to capacity.

Rebirth

Berkenstock: I’ve been feeding Shrubby so much growth formula that She’s getting really hard to kill, boss. As of now, if She’s destroyed in combat, She’ll likely regenerate in her Tier One form right there on the battlefield.

Research Cost: 20 days, 1200k cash, 1500 power, 1300 knowledge, 5 Purpletonium

Rebirth is a passive ability that causes Shrubby to resurrect as its Tier One form upon death. (Note that in my experience, Shrubby being revived causes the game to crash. So I highly recommend skipping this one.)

Big Green

Berkenstock: Spent some time with the tuber system, and managed to tweak the production of seedlings. The new sprouts should be way tougher and hit harder. I call the new super-potatoes Big Green!

Research Cost: 20 days, 1000k cash, 1300 power, 1200 knowledge, 900 biomatter, 2 Purpletonium

Big Green is a passive ability that causes Shrubby’s seedlings to have twice as much health and inflict 25% more damage.

Solar Prominence

Agnes Sprout: We’ve rigged a shield generator for the kaiju which will convert the excess solar energy in Her foliage into a defense system. The Solar Prominence shield not only absorbs damage, but generates so much waste heat that it will actually burn nearby enemies!

Research Cost: 36 days, 1300k cash, 1500 power, 1300 knowledge, 700 biomatter, 12 Purpletonium

For a cost of 200 biomatter, Shrubby generates a force field with health equal to 50% of the kaiju’s current health. This shield not only resists attack, it burns all enemies that come in contact with it. Enemies within 200 meters of Shrubby will take 10-15 damage per second.

Mother Nature

Agnes Sprout: A final twist on healing as a defense. Mother Nature is the ultimate physician. If Shrubby needs to generate emergency health, this recycling system will allow Her to rapidly convert organics directly into health for a full 10 seconds.

Research Cost: 28 days, 1200k cash, 1100 power, 1000 knowledge, 1100 biomatter, 2 Purpletonium

For a cost of 75 biomatter, Shrubby’s biomatter reserves are converted into health at a rate of 50 per second. Ability lasts 10 seconds and has a 150 second recharge time.


Armagordon Tier One
O.M.A.K.

Vigo Eckstein: The metabolic control booster is working, Master. The boosts to damage and maximum health will make Armagordon a One-Man Army Kaiju—OMAK for short.

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

For a cost of 5 power and/or biomatter, Armagordon receives a 25% increase in maximum health and does 45% more damage. Ability lasts 20 seconds and has a 40 second recharge time.

O.M.A.K. is required to research the following: Atomic Half-Life, Military Tactics, Combat Maneuvers
Armagordon Tier Two
Atomic Half-Life

Julius Urkelberg: I decided that the Big Guy needed a panic button, Professor. If things get hairy out there, you can trigger his Atomic Half-Life for a burst of Speed, Damage, and Cool-down reduction. It’ll use up about half the Creature’s health, but. . .nothing is perfect!

Research Cost: 11 days, 25k cash, 20 power, 25 knowledge, 20 biomatter

For no resource cost, Atomic Half-Life causes Armagordon to lose 2 health per second until he’s been reduced to 50 percent strength; the ability cannot be used if the kaiju is below half health. However, while the effect is active, Armagordon receives numerous bonuses. He gains a 20% boost to speed, his attacks do 10% more damage, and his special ability cooldown time is reduced by 20%. Ability has a 60 second recharge time.

Military Tactics

Vigo Eckstein: The new training sequence is a success, Master! The use of Military Tactics mode will increase the damage of Armagordon’s attacks, and speed his recovery and cool-down in battle.

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

For a cost of 5 power and/or biomatter, Armagordon’s attacks do 30% more damage and his special ability cooldown time is reduced by 20%. Ability lasts 15 seconds and has a 40 second recharge time.

Combat Maneuvers

Vigo Eckstein: We have trained the Creature in Combat Maneuvers, Master Wyrdstrom. Triggering the sequence will grant a large boost in Speed, and a smaller increase in Dodge ability.

Research Cost: 11 days, 20k cash, 10 power, 20 knowledge, 20 biomatter

For a cost of 10 power and/or biomatter, Armagordon receives a 30% speed bonus and a 5% bonus to his chance of dodging attacks. Ability lasts 20 seconds and has a 30 second recharge time.

Atomic Half-Life is required to research the following: Utility Belt, Atom Smasher
Military Tactics is required to research the following: Atomic Boost, Battle Planning
Combat Maneuvers is required to research the following: Atomic Reaction, Nuclear Infusion

Armagordon Tier Three
Utility Belt

Julius Urkelberg: We’ve been looking at the storage problem, Professor, and we designed the Creature a handy new Utility Belt. It’ll increase the Creature’s carrying capacity by 20 percent, give him an extra power slot, and his resemblance to Batmensch by 30 percent.

Research Cost: 16 days, 70k cash, 30 power, 40 knowledge, 60 biomatter

Utility Belt is a passive ability that grants an extra power slot and increases Armagordon’s resource carryng capacity by 20%.

Atom Smasher

Vigo Eckstein: We have completed the refit of the Creature’s muscular system, Master. The new tissue will greatly increase Armagordon’s strength in melee combat—truly, he has become an Atom Smasher!
Research Cost: 14 days, 40k cash, 80 power, 60 knowledge, 80 biomatter

Atom Smasher is a passive ability that causes Armagordon’s melee attacks to do 20 percent more damage.

Atomic Boost

Julius Urkelberg: We installed the new adrenal injector in the Creature’s heart, Professor, as ordered. The new Atomic Boost should send a surge of power to Armagordon’s attack systems, and boost the damage of any weapon he uses next.

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

Atomic Boost is a passive ability that causes all of Armagordon’s attacks to do 10 percent more damage.

Battle Planning

Julius Urkelberg: Did a little more work on Armagordon’s brain, Professor. His increased intelligence has improved his Battle Planning, and reduced the recharge time for both his offensive and defensive abilities.

Research Cost: 14 days, 60k cash,40 power, 70 knowledge, 30 biomatter

Battle Planning is a passive ability that reduces Armagordon’s ability cooldown times by 20 percent.

Atomic Reaction

Vigo Eckstein: We have boosted reactivity to every fiber of the Creature’s muscles, Master! Armagordon’s instant Atomic Reaction will greatly increase the distance of all his jumping abilities, from now on.

Research Cost: 14 days, 60k cash, 90 power, 60 knowledge, 70 biomatter

Atomic Reaction is a passive ability that increases the distance covered by any jumping abilities by 20 percent.

Nuclear Infusion

Julius Urkelberg: We’ve fitted Armagordon with the metabolic boosters you ordered, Professor. Now you can trigger a quick Nuclear Infusion whenever you want to increase Speed and Cool-down. I think I’d like to have one of those installed myself!

Research Cost: 17 days, 50k cash, 70 power, 60 knowledge, 50 biomatter

For a cost of 25 power and/or biomatter, Armagordon gets a 10 percent speed boost as well as a 10 percent reduction in ability cooldown times. Ability lasts 60 seconds and has a 120 second recharge time.

Utility Belt is required to research the following: Grab-a-tron, Pocket Tesseract
Atom Smasher is required to research the following: Atom Buster, Field Mastery
Atomic Boost is required to research the following: Breeder Reactor, Enhancement
Battle Planning is required to research the following: Anticipation, Quick Thinking
Atomic Reaction is required to research the following: Catalyst, Dangerous Reaction
Nuclear Infusion is required to research the following: Nano Machines, Son; Red Zone




Armagordon Tier Four
Grab-a-Tron

Vigo Eckstein: The possibilities of the nanite swarm are truly endless, Master! We have designed a Grab-A-Tron function which will collect all the unclaimed resources on the battlefield and deposit them within the Creature. Now if only we could teach them to vacuum the lab!

Research Cost: 24 days, 240k cash, 260 power, 260 knowledge, 120 biomatter

Grab-a-Tron is a passive ability that automatically picks up all unclaimed resources on the map.

Pocket Tesseract

Vigo Eckstein: The new storage system is complete, Master. Our Pocket Tesseract design is based on the adorable fanny pack which you wear on hiking excursions. It will increase the Creature’s carrying capacity by 25 percent.

Research Cost: 24 days, 320k cash, 220 power, 220 knowledge, 200 biomatter

Pocket Tesseract is a passive ability that allows the kaiju to carry 25 percent more of each resource.

Atom Buster

Vigo Eckstein: We have refitted the Creature’s limbs as you commanded, Master! The new Atom Buster protocol will unleash a flood of atomic energy to Armagordon’s extremities, increasing the damage of its fists and feet.

Research Cost: 24 days, 240k cash, 260 power, 240 knowledge, 220 biomatter

Atom Buster is a passive ability that grants a 20 percent increase to the damage Armagordon inflicts from melee and jump attacks.

Field Mastery

Julius Urkelberg: We made a huge breakthrough with the Creature’s shield generator, Professor! And by that, I mean. . .we cleaned it. With soap. All of Armagordon’s shields should take more damage and recharge a lot faster, now that we’ve cleared all the Purpletonium crud out of the works.

Research Cost: 24 days, 240k cash, 280 power, 280 knowledge, 120 biomatter

Field Mastery is a passive ability that causes any force fields Armagordon has to take 20 percent more damage and recharge 20 percent faster.

Breeder Reactor

Vigo Eckstein: We have installed the new Breeder Reactor, Master. Armagordon should be able to generate his own power in the field from now on. We were greatly relieved to discover that a “Breeder Reactor” had nothing to do with the Creature’s schwanzstucker!

Research Cost: 24 days, 260k cash, 270 power, 250 knowledge, 150 biomatter

Breeder Reactor is a passive ability that causes Armagordon to naturally generate 2 power units per second.

Enhancement

Vigo Eckstein: We have followed the plans you provided for an Enhancement option, Master. You can use this to route extra power to the Creature’s next attack, doubling its damage.

Research Cost: 28 days, 220k cash, 260 power, 240 knowledge, 190 biomatter

For a cost of 25 power and/or biomatter, the next attack ability used by the kaiju will do double damage. Ability has a 60 second recharge time.

Anticipation

Julius Urkelberg: I managed to add a few wrinkles to the Creature’s brain, Professor. Armagordon’s memory and grasp of military tactics are good enough to allow some Anticipation! From now on he’ll be a lot less likely to get caught by ambushes and patrols when traveling on the world map.

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

Anticipation is a passive ability that reduces Armagordon’s signature on the world map by 30 percent.

Quick Thinking

Julius Urkelberg: I’ve re-routed a few power conduits to the Creature’s skull, Professor, which should allow it to be a little more Quick Thinking on command. If you use this boost, Armagordon’s next Ability will take only half as long to recharge.

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

For a cost of 40 power and/or biomatter, the next ability used by Armagordon will recharge 50 percent faster. Ability has a 90 second recharge time.

Catalyst

Julius Urkelberg: The team and I have installed a few vats of healing solution into the Creature’s torso, Professor, to give you a boost in health when you need it. Trigger the Catalyst to get 90 seconds of increased healing.

Research Cost: 28 days, 240k cash, 260 power, 220 knowledge, 120 biomatter

For a cost of 25 power and/or biomatter, Armagordon will heal at a rate of 2 health per second for 90 seconds. Ability has a 120 second recharge time.

Dangerous Reaction

Vigo Eckstein: The new limbic system is installed and active, Master! The Creature now has a Dangerous Reaction when harmed. If you wound Armagordon, he becomes angry. . .and you will not like him, when he’s angry. His bonus to damage is equal to the health he has lost!

Research Cost: 24 days, 260k cash, 240 power, 270 knowledge, 120 biomatter

Dangerous Reaction is a passive ability that grants a damage bonus equal to the percentage of Armagordon’s lost health. For example, if Armagordon is at 80 percent health, all of his attacks do 20 percent more damage.

Nano Machines, Son

Vigo Eckstein: We have injected the new Nano Machines as ordered, Master. From now on they will work as tirelessly as we do, healing the Creature’s meat, bones and onboard systems—both in combat and at home.

Research Cost: 24 days, 240k cash, 270 power, 240 knowledge, 220 biomatter

Nano Machines is a passive ability that causes Armagordon to naturally heal at a rate of 1 health every 3 seconds in combat. In addition, the repair process at base goes 20 percent faster.

Red Zone

Julius Urkelberg: Red Zone is a failsafe mechanism, Professor. You can use it when you need a big burst of Speed and Damage. It’ll cost the Creature some health, but sometimes you need to take out your enemies in a hurry.

Research Cost: 28 days, 260k cash, 260 power, 240 knowledge, 180 biomatter

Red Zone is an active ability, but can be triggered at no resource cost. Armagordon loses 150 health but receives a temporary 20 percent boost to damage and 30 percent boost to speed. Ability has a 30 second recharge time.

Grab-a-Tron is required to research the following: MASH Unit
Pocket Tesseract is required to research the following: Portable Hole
Atom Buster is required to research the following: Atomonihilation
Field Mastery is required to research the following: Nuclear Muscle
Breeder Reactor is required to research the following: Efficiency
Enhancement is required to research the following: Optimization
Anticipation is required to research the following: Predict
Quick Thinking is required to research the following: Aim
Catalyst is required to research the following: Catalytic Converter
Dangerous Reaction is required to research the following: Overload
Nano Machines, Son is required to research the following: Self Destruct
Red Zone is required to research the following: Failsafe

Armagordon Tier Five
MASH Unit

Vigo Eckstein: Our final attempt at a solution to the problem of injuries in the field, Master. The MASH Unit is a portable mechanized field hospital with the capacity to restore the Creature to full health two times. Think of it as the world’s biggest first aid kit, for kaiju-sized boo-boos!

Research Cost: 35 days, 1200k cash, 1300 power, 1300 knowledge, 900 biomatter

For a cost of 30 power and/or biomatter, Armagordon is instantly healed to full health. Can only be used twice per battle, however. Ability has a 5 second recharge time.

Portable Hole

Julius Urkelberg: Another solution to the problem of cargo capacity! We’ve fitted Armagordon with a Portable Wormhole Generator. With the addition of the Portable Hole, ten percent of all resources picked up by the Creature are transported directly to base. Pretty nifty!

Research Cost: 30 days, 1200k cash, 1300 power, 1500 knowledge, 800 biomatter

Portable Hole is a passive ability that causes 10% of all resources picked up to be transported straight to the main base.

Atomonihilation

Julius Urkelberg: We’ve whipped up something special, Professor—an attack that allows the Creature to convert all the buildings in his melee range from matter to energy. Really impressive explosion! I think you’ll like it.

Research Cost: 40 days, 1200k cash, 1500 power, 1350 knowledge, 1200 biomatter

For a cost of 50 power and/or biomatter, any building with 50 or more health that Armagordon destroys with melee attacks will explode in a nuclear blast. The blast has a radius of 200 meters and does 200-245 damage. Ability lasts 5 seconds and has a 90 second recharge time.

Nuclear Muscle

Vigo Eckstein: The hanky you recovered from Desert Base was swimming with useful DNA, Master! We’ve refitted the Creature with gamma-infused Nuclear Muscle which greatly increases his jump range, and ability to destroy buildings. Armagordon smash!

Research Cost: 30 days, 1200k cash, 1500 power, 1200 knowledge, 1400 biomatter

Nuclear Muscle is a passive ability that causes Armagordon to inflict double damage against buildings and grants a 20 percent bonus to his jump range.

Efficiency

Julius Urkelberg: The serfs and I have completed the final Efficiency pass, Professor. Everything is as clean, as small, and as devoid of wasted energy as we can make it. We’ve managed to reduce the cost of all abilities by a significant margin.

Research Cost: 30 days, 1300k cash, 1200 power, 1400 knowledge, 900 biomatter

Efficiency is a passive ability that reduces the resource cost of using active abilities by 25 percent.

Optimization

Vigo Eckstein: The final Optimization pass is complete, Master! We have tweaked and injected everything we can, and Armagordon’s power is at an all-time high! The damage of every attack has been increased.

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

Optimization is a passive ability that causes all of Armagordon’s attacks to do 25 percent more damage.

Predict

Julius Urkelberg: As per your instructions, we’ve been teaching the Creature to record and project patterns of data. He’s gained some talent for the Prediction of troop movements and patrol patterns. He’s dodging the KDF on land and sea, and getting the drop on cities more often.

Research Cost: 30 days, 1500k cash, 1100 power, 1400 knowledge, 700 biomatter

Predict is a passive ability that reduces Armagordon’s signature on the world map by 10 percent, and also guarantees that the kaiju won’t be damaged for the first 8 seconds of combat.

Aim

Vigo Eckstein: We have replaced the Creature’s eyes with the new models you constructed, Master! Armagordon’s Aim has increased the range of all attacks, with only a slight increase to cool-down times.

Research Cost: 30 days, 1300k cash, 1000 power, 1300 knowledge, 600 biomatter

Aim is a passive ability that boosts the range of all attack powers by 30 percent. The cooldown times of these powers is increased by 5 percent, however.

Catalytic Converter

Julius Urkelberg: Turns out you were right, Professor. Mutation is always the answer! Thanks to the new gene-splicing we’ve done, Armagordon’s own body is a Catalytic Converter. He produces his own healing solution as just another bodily fluid.

Research Cost: 30 days, 1300k cash, 1000 power, 1350 knowledge, 900 biomatter

Catalytic Converter converts Catalyst into a passive ability.

Overload

Julius Urkelberg: Just another failsafe mechanism, Professor. The new Overload ability will cause Armagordon to have a panic attack, basically—for every percentage of health that he’s lost, he’ll receive another point of Speed. He steps lively when he’s scared!

Research Cost: 30 days, 1200k cash, 1200 power, 1300 knowledge, 900 biomatter

Overload is a passive ability that grants Armagordon a speed bonus equal to percentage of lost health. If he’s at 80 percent health, for instance, he moves 20 percent faster in combat.

Self-Destruct

Julius Urkelberg: Self-Destruct is a little surprise for the enemy, Professor. If the Creature is ever about to be destroyed, we can detonate his atomic core, do them some damage, and still send his collected resources back to base in a delivery capsule. Pretty spiffy, eh?

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

For a cost of 38 power and/or biomatter, Armagordon instantly explodes, doing 50 damage to everything in a 200m radius around him. In addition, any resources he was carrying are safely transported to base rather than lost.

Failsafe

Julius Urkelberg: This is the failsafe that I’ve cleverly called. . .Failsafe! It’s a massive boost to Speed and Cool-down efficiency for 30 seconds. The only problem is that if Armagordon doesn’t escape the enemy city and reach the sea to cool down—he explodes.

Research Cost: 35 days, 1100k cash, 1300 power, 1250 knowledge, 800 biomatter

For a cost of 38 power and/or biomatter, Armagordon gains a 50 percent boost to speed and a 20 percent boost to ability cooldown times. Ability lasts 30 seconds, after which the kaiju explodes and is destroyed. He can avoid self-destructing by escaping the city within those 30 seconds.
Grey Goop Tier One
RegeniGOOP

Malachi Maleficarum: In order to retain coherence, the GOOP must constantly rebuild its own nanomachine components. I have increased the rate slightly, a mild healing effect. We call it RegeniGOOP.

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

RegeniGOOP is a passive ability that causes the kaiju to heal at a rate of 1 health per second.

RegeniGOOP is required to research the following: ArmaGOOPdon, GOOPy, GOOPnormasaurus
Grey Goop Tier Two
ArmaGOOPdon

Mister Gill: Boo-ya! It was tough, but I finally got a full MRI and bloodwork for Wyrdstrom’s Wonder, Armagordon. Let’s teach Grey Goop to walk on two legs and roar with a fake German accent! It’ll be a blast playing with ArmaGOOPdon—maybe literally!

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

For a cost of 25 health, Grey Goop transforms into Armagordon and gains the active abilities Stomp, Atomic Punch, Nuclear Pulse, Nuclear Surge, and Personal Shield. Ability lasts 30 seconds and has a 90 second recharge time.

GOOPy

Mister Gill: You wanna know how I acquired internal scans of the great and powerful plant kaiju, Shrub-Ziggurath? Or do you just want to have the Grey Goop assume her form and do killer impressions of Shrubby at parties? I know what my answer’s gonna be…go GOOPy!

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

For a cost of 25 health, Grey Goop transforms into Shrubby and gains the active abilities Sprout, Roots, Aura of Earth, and Poison Plume. Ability lasts 30 seconds and has a 90 second recharge time.

GOOPnormasaurus

Mister Gill: Guess who got a classified set of schematics for the Great Machine? Your intern, that’s who! Now that we have them, we can have the Grey Goop assume the form of Ginormasaurus whenever we want! For 30 seconds we can stomp around and use basic robot dinosaur powers. Kaiju Cosplay! Let’s make a GOOPnormasaurus!

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

For a cost of 25 health, Grey Goop transforms into Ginormasaurus and gains the active abilities Plasmoid, Plasma Fire, Eye Beams, Death Stare, and Boosters. Ability lasts 30 seconds and has a 90 second recharge time.

ArmaGOOPdon is required to research the following: GOOP-lings, ArmaGOOPdon II
GOOPy is required to research the following: Nano Densifiers, GOOPy II
GOOPnormasaurus is required to research the following: Dismantlers, GOOPnormasaurus II

Grey Goop Tier Three
GOOP-lings

Malachi Maleficarum: Behold my latest invention! I have taught the Construct to reproduce itself, and create a miniature Goopling that will attack your enemies in battle, and carry on the family name. *cough* Now if only I could teach my own spawn to do the same. . . *cough*

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

For a cost of 15 health, a tiny Goopling is created that will automatically attack buildings and enemy units. Ability has a 20 second recharge time.

ArmaGOOPdon

Mister Gill: I didn’t think I was going to be able to swing this, but I managed to get the latest imaging data for Armagordon’s recent evolution. Just let me do a new build and we should be able to play with ArmaGOOPdon 2 whenever we want.

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

For a cost of 50 health, Grey Goop transforms into Armagordon and gains the active abilities Blast Zone, Force Punch, Death Arc, Nuclear Infusion, Personal Shield, and Leap. Ability lasts 45 seconds and has a 90 second recharge time.

Nano Densifiers

Malachi Maleficarum: I have made a breakthrough in miniaturization, my dear! This will allow me to pack a great deal more GOOP into the control field, which should greatly increase the maximum health of the Construct. Nano Densifiers—just one more way that less is more!

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

Nano Densifiers is a passive ability that increases Grey Goop’s maximum health by 20%.

GOOPy II

Mister Gill: BOOM! Got a full 3D scan of Shrubby’s second stage of plant growth, including some of her upgrades. Let’s upload the specs and try attacking someone with GOOPy 2! We should have a full 45 seconds to try out ol’ Plantzilla’s improved abilities in combat.

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

For a cost of 50 health, Grey Goop transforms into Shrubby and gains the active abilities Seedling, Piercer, Solar Shield, Spore Cloud, and Blossoms. Ability lasts 45 seconds and has a 90 second recharge time.

Dismantlers

Malachi Maleficarum: The key to increasing the damage of the Construct’s attacks will be teaching the nanites to attack enemy molecules more efficiently. These next-generation nanites I’ve designed are born Dismantlers, and should increase all melee damage by 20 percent.

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

Dismantlers is a passive ability that grants a 20 percent bonus to Grey Goop’s melee damage.

GOOPnormasaurus II

Mister Gill: Ah, Farious changed his password, but he’s no match for the amazing Mister Gill. I’ve got the plans for the Great Machine’s second-level upgrade, including a few weapon improvements. GOOPnormasaurus 2, here we come! I think we’ll be able to hold the form a little longer now as well.

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

For a cost of 50 health, Grey Goop transforms into Ginormasaurus and gains the active abilities Fireball, Ice Breath, Death Stare, Blasters, Boosters, and Tail Thump. Ability lasts 45 seconds and has a 90 second recharge time.

GOOP-lings is required to research the following: RecycloGOOP, Denselings
ArmaGOOPdon II is required to research the following: Speed GOOP, ArmaGOOPdon III
Nano Densifiers is required to research the following: Nano Reserves, RepairaGOOP
GOOPy II is required to research the following: RecomboGOOP, GOOPy III
Dismantlers is required to research the following: Hunger, Disassemblers
GOOPnormasaurus II is required to research the following: Nano Booster, GOOPnormasaurus III

Grey Goop Tier Four
RecycloGOOP

Malachi Maleficarum: A bit more puttering about with the GOOPling concept. Why should the Construct be unable to re-absorb its nanites if a GOOPling is destroyed? I’ve solved that problem with this simple RecycloGOOP protocol, which will convert dead GOOPlings into useful GOOP balls for recovery.

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

RecycloGOOP is a passive ability that causes Gooplings to leave behind a Goop ball after being destroyed.

Denselings

Malachi Maleficarum: Since I’ve been improving the GOOP itself, why not tinker with the GOOPlings as well? My new Denselings have significantly more mass than their predecessors, and should be a bit more durable in battle.

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

Denselings is a passive ability that gives GOOPlings an additional 10 health.

Speed GOOP

Malachi Maleficarum: I’ve made a new advance in materials science, my dearest. The new generation of GOOP nanites are significantly lighter, which should increase the overall land speed of the Construct by a fair margin.

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

Speed GOOP is a passive ability that increases the kaiju’s speed by 20 percent.

ArmaGOOPdon III

Mister Gill: The good news is … I worked out a deal with Julius Urkelberg to download all the latest medical data from Armagordon for a while. The bad news is … I had to cough some of our nanites to seal the deal. So the Atomic Menace is going to end up having some nanotech abilities—and we’re going to get to play with ArmoGOOPdon 3!

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

For a cost of 75 health, Grey Goop transforms into Armagordon and gains the active abilities Harmonic Overload, Fire Punch, Beam Sweep, Quick Thinking, Personal Shield, and Rabbit. Ability lasts 60 seconds and has a 90 second recharge time.

Nano Reserves

Malachi Maleficarum: Once again I’ve reduced the component size of the GOOP swarm, allowing the Construct to pack more mass into its control field! These new Nano Reserves will increase the overall maximum health of the Grey Goop significantly.

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

Nano Reserves is a passive ability that gives Grey Goop +100 maximum health.

RepairaGOOP

Malachi Maleficarum: The Construct definitely seems alive at times, doesn’t it? This new healing protocol is self-generated—the kaiju slows down 75 percent and re-routes its energies to healing for 30 seconds, bringing its health back to full. I call it RepairaGOOP. Kaiju self care! Isn’t that amazing?

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

RepairaGOOP is an active ability that can be activated at no charge. The kaiju’s speed is reduced by 75% for thirty seconds, but it then recovers all its missing health at the time of activation. Ability has a 120 second recharge time.

RecomboGOOP

Malachi Maleficarum: I’ve increased the rate of replication for the nanites once more, which should provide the Construct with an improved ability to regenerate. I call the new protocol RecomboGOOP!

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

RecomboGOOP is a passive ability that causes Grey Goop to regenerate at a rate of 3 additional health per second.

GOOPy III

Mister Gill: Ah, good old Berkinstock! Can always count on him to upload Doctor Belladonna’s latest scans to the Kaiju Leaks website. Thanks to his fits of conscience, we get to play with the latest and greatest version of the Mean Green Mother! Let’s go have some fun with GOOPy 3!

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

For a cost of 75 health, Grey Goop transforms into Shrubby and gains the active abilities Seedling Cloud, Air Spike, Solar Rays, Toxic Cloud, Water Blossom, and Entangle. Ability lasts 60 seconds and has a 90 second recharge time.

Hunger

Mister Gill: I was in the cafeteria the other day and it occurred to me—what if we could increase the Grey Goop’s appetite? I tried speeding up the metabolism of the nanites, and sure enough—their Hunger makes them WAY more destructive per second. Stands to reason, though. I mean, we know what happens when I let your blood sugar drop too low. . .

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

Hunger is a passive ability that causes all damage over time effects to do 15% more damage.

Disassemblers

Malachi Maleficarum: I’ve upgraded the Construct’s ability to tear apart enemy molecules! These new Disassemblers should increase all melee damage by at least 25 percent.

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

Disassemblers is a passive ability that causes all of Grey Goop’s melee attacks to do 25% more damage.

Nano Booster

Malachi Maleficarum: Even the best nanites have room for improvement, my dear. I’ve upgraded the Construct with Nano Boosters, which should help it to dissipate waste heat more quickly in battle—this will decrease cooldown times for all its abilities.

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

Nano Booster is a passive ability that reduces ability cooldown times by 15%.

GOOPnormasaurus III

Mister Gill: Bad news is that the firewall Farious installed works perfectly. Good news that his niece can still be bribed with purpletonium and help with her homework! I’ve got the latest blueprints for Ginormasaurus, she’s got a working point defense system—I call it win-win. Now let’s take GOOPnormasaurus 3 for a spin!

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

For a cost of 75 health, Grey Goop transforms into Ginormasaurus and gains the active abilities Star Cannon, Ice Storm, Guided Missile, Turbo Blasters, Ram Charge and Tail Smash. Ability lasts 60 seconds and has a 90 second recharge time.

RecycloGOOP is required to research the following: The GOOPening
Denselings is required to research the following: ReGOOP
Speed GOOP is required to research the following: Stealth GOOP
ArmaGOOPdon III is required to research the following: ArmaGOOPdon IV
Nano Reserves is required to research the following: Super GOOP
RepairaGOOP is required to research the following: ImmortaGOOP
RecomboGOOP is required to research the following: RevivaGOOP
GOOPy III is required to research the following: GOOPy IV
Hunger is required to research the following: Ravenous
Disassmblers is required to research the following: Annihilators
Nano Booster is required to research the following: EnerGOOP
GOOPnormasaurus III is required to research the following: GOOPnormasaurus IV

Grey Goop Tier Five
The GOOPening

Malachi Maleficarum: What’s better for a healthy kaiju than a big, happy family? I’ve increased the rate of reproduction for the Construct: so long as the Grey Goop is at full health, it will continue to generate new GOOPlings. Mazel Tov, my kaiju friend!

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

The GOOPening is a passive ability that causes Grey Goop to automatically produce GOOPlings every 5-15 seconds when at full health.

ReGOOP

Mister Gill: Your Dad has been doing some good work with those GOOPlings, Mal. I decided to work with him this weekend to see if I could upgrade them with some of my memory code, and sure enough—it worked! This new ReGOOP ability means that the GOOPlings have a chance to respawn when they die. That should keep the KDF busy!

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

ReGOOP is a passive ability that gives destroyed GOOPlings a 25% chance to respawn.

Stealth GOOP

Malachi Maleficarum: Another pass on the nanite matrix today, this time looking at ways to reduce the Construct’s radar visibility and friction. Your new Stealth GOOP should be a significant advantage during strategic movement, and allow the Grey Goop to travel more swiftly around the globe, with a reduced chance of detection by enemy forces.

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

Stealth GOOP is a passive ability that increases Grey Goop’s speed on the world map by 20% and also reduces its signature by 20%.

ArmaGOOPdon IV

Malachi Maleficarum: Ah, man. Julius bent me over a barrel on this one, but I finally got the scoop on Armagordon’s latest upgrade. I had to help them implement that Grabatron thing, but check this out—we’ve got ArmaGOOPdon 4!

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

For a cost of 150 health, Grey Goop transforms into Armagordon and gains the active abilities Havoc Overload, Triple Atomic Punch, Meson Beam, Radnado, and MASH Unit. Ability lasts 60 seconds and has a 90 second recharge time.

SuperGOOP

Malachi Maleficarum: One final compression pass, my dearest, to reduce the nanites to the smallest possible diameter. This new SuperGOOP is my last stab at increasing the density and the maximum health of the Construct. Use these nanites wisely, and chase your dreams!

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

SuperGOOP is a passive ability that gives the kaiju +200 maximum health.

ImmortaGOOP

Malachi Maleficarum: One last boost to nanite replication. The Construct itself and all of its GOOPlings should benefit from increased regeneration with this new ImmortaGOOP.

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

ImmortaGOOP is a passive ability that causes both Grey Goop and any Gooplings it creates to regenerate at a rate of 3 additional health per second.

RevivaGOOP

Mister Gill: Just working on a failsafe system to try and avoid losing the GOOP in battle. This RevivaGOOP protocol prevents the Construct from dispersing for an extra 15 seconds, giving it a chance to regenerate or restore its health before death. If it can’t get up to 25 percent health before the clock runs out, though—our Grey buddy is gonna go splat.

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

RevivaGOOP is a passive ability that allows Grey Goop to survive an additional 15 seconds after its health is reduced to zero. If it manages to raise its health back up to at least 25 percent in that time, it can continue the attack. Otherwise, it dies as normal.

GOOPy IV

Mister Gill: Every day brings another surprise. Lillian Belladonna sent you the latest scans of Shrubby via our private FTP site! She said she loves the work you’ve been doing, and apparently she likes your hair—turns out green is her favorite color. What do you say? Shall I do a virus scan and then fire up GOOPy Mark 4?

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

For a cost of 150 health, Grey Goop transforms into Shrubby and gains the active abilities Dig Deep, Fang Strike, Solar Rays, Earth Storm, New Dawn, and Vine Wave. Ability lasts 60 seconds and has a 90 second recharge time.

Ravenous

Mister Gill: I made another pass on the metabolic speed of the nanites, Mal, and . . . this time I even scared myself. These little buggers aren’t just hungry now—they’re Ravenous. Damage per second for all corrosive attacks has jumped 50 percent, across the board!

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

Ravenous is a passive ability that causes all damage over time effects to do 50% more damage.

Annihilators

Malachi Maleficarum: The final stage of my deconstruction design—Annihilators! With these next-generation nanites, all of the GOOP’s attacks will be much more damaging!

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

Annihilators is a passive ability that causes Grey Goop’s melee attacks to do 25% more damage.

EnerGOOP

Mister Gill: You remember that work I was doing on electrifying various things and redirecting energy? Well, this time I really hit the jackpot! This new code jazzes up the GOOP’s ability to cycle all its powers. As long as the Construct has health under 75 percent, it should be attacking way faster from now on!

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

EnerGOOP is a passive ability that reduces all cooldown times by 20 percent, so long as Grey Goop’s health is below 75 percent of maximum.

GOOPnormasaurus IV

Mister Gill: Ah, the kid drove a hard bargain—I ended up having to hand over my PhD thesis AND my favorite purple scorpion! But here they are, the final schematics for Ginormasaurus. Give me a sec to upload them to the Construct, and we’ll have GOOPnormasaurus 4 at our disposal!

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

For a cost of 150 health, Grey Goop transforms into Ginormasaurus and gains the active abilities Siphonizer, Power Drain, Tac Nuke, Volcano, Blink, and Tail Fury. Ability lasts 60 seconds and has a 90 second recharge time.