Kaiju-A-GoGo

Kaiju-A-GoGo

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Game Guide Chapter 5: Savage Attack
By mam162
The fifth chapter of my guide. I list every Attack ability for every kaiju.
   
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Ginormasaurus Tier One
Plasmoid

Ability available at start of game.

For a cost of 3 energy, Ginormasaurus fires a green plasma blast out of its mouth. The blast has a range of 450m and inflicts 6-8 damage on whatever it hits. Ability has a 5 second recharge time.

Eye Beams

Nicky E. Farious: Ginormasaurus can be fitted with eye beam lasers now! EYE BEAM LASERS! We might as well just stop right now, this robot is perfect!

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

For a cost of 5 power, Ginormasaurus fires six lasers in rapid succession out of its eyes. These lasers have a range of 270m, do 10-13 damage to anything that touches them, and have a 75% chance of setting their targets on fire. Ability has a 7 second recharge time.

Eye Beams is required to research the following: Plasma Claw, Death Stare, Plasma Fire
Ginormasaurus Tier Two
Plasma Claw

Nicky E. Farious: The new Plasma-Heated Claws are ready! They can cut through butter like . . . um . . .a hot knife. Through butter. Didn’t have time to test them on steel, but . . . it’ll be fine.

Research Cost: 9 days, 25k cash, 30 power, 30 knowledge, 10 biomatter

For a cost of 8 power, Ginormasaurus swipes out with his claw after it’s supercharged with plasma. In addition to the base attack of the claw, the energy component will inflict 13-20 damage per second over 3 seconds, with a 75% chance of setting its target on fire. Ability has a 5 second recharge time.

Death Stare

Nicky E. Farious: Our Death Stare radioactive-eye-beam tests have gone well! We lost a few test subjects, but serious upside—one of them grew an extra toe. I would say it’s ready for the field.

Research Cost: 9 days, 15k cash, 40 power, 30 knowledge, 10 biomatter

For a cost of 15 power, Ginormasaurus fires six lasers from its eyes in rapid succession, as with Eye Beams. The difference is that the beams have a range of 575m and do 20-23 damage to anything that touches them, in addition to a 75% chance of igniting its targets. Ability has a 10 second recharge time.

Plasma Fire

Nicky E. Farious: The Plasma Fire breath weapon you ordered is ready for ignition! It should create a pretty wide cone of flame. Giving the robot lungs makes so much more sense now!

Research Cost: 9 days, 35k cash, 40 power, 40 knowledge, and 15 biomatter

For a cost of 15 power, Ginormasaurus breathes a plasma fireball. It inflicts 13-15 damage per second over 4 seconds, and has a 90% chance of setting whatever it hits on fire. Ability has a range of 200m and a 13 second recharge time.

Plasma Claw is required to research the following: Tail Thump, Double Crush
Death Stare is required to research the following: Missile Storm, Blasters
Plasma Fire is required to research the following: Ice Breath, Fireball

Ginormasaurus Tier Three
Tail Thump

Mister Albert Greaseworth: Did you know we could use the tail as a weapon against things directly behind us? I didn’t know that. We . . . uh . . turned on the Tail Thump controls, Doctor.

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

For a cost of 8 power, Ginormasaurus slams its tail against the ground, doing 25-40 damage to everything in a 100m radius. Ability has a 5 second recharge time.

Double Crush

Mister Albert Greaseworth: We’ve had a lobster hooked up to motion capture for days, and we’ve finally isolated the essence of ambidexterity. I present to you . . . the Double Crush attack!

Research Cost: 14 days, 65k cash, 60 power, 50 knowledge, 45 biomatter

For a cost of 5 power, Ginormasaurus makes two plasma-charged claw swipes in quick succession. The swipes inflict 15-28 damage per second over 3 seconds. Ability has a 6 second recharge time.

Missile Storm

Nicky E. Farious: The Missile Storm system is ready, Uncle. I still think you should call it the Giant Robot Missile Barf System, though. It would be more accurate.

Research Cost: 14 days, 75k cash, 40 power, 50 knowledge, 55 biomatter

For a cost of 5 power, Ginormasaurus shoots five dumbfire missiles out of its mouth. These missiles have a range of 600m and do 5-8 damage each. Ability has a 15 second recharge time.

Blasters

Nicky E. Farious: Finally, the primary Blasters are ready for action! Unfortunately, we didn’t have room for the phasers, mazers, or bobazers.

Research Cost: 14 days, 70k cash, 90 power, 80 knowledge, 60 biomatter

For a cost of 15 power, Ginormasaurus shoots dual energy weapons from its shoulders. They have a range of 600m and do 25-40 damage. Ability has a 5 second recharge time.

Ice Breath

Mister Albert Greaseworth: I’ve prepared a series of combat puns for you to unleash when using the new Ice Breath, sir. *Ahem* There’s SNOW where to run! Have an ICE day! Shall I continue . . . ?

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

For a cost of 18 power, Ginormasaurus breathes an ice blast. The blast has a range of 200m and does 8-13 damage per second for 4 seconds. Ability has a 10 second recharge time.

Fireball

Nicky E. Farious: The Fireball launcher is complete, with an added feature! If you just yell FIREBALL … FIREBALL … in the communicator it fires for you! Pretty cool huh?

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

For a cost of 22 power, Ginormasaurus breathes a large ball of fire. The ball has a range of 575m, and when it hits it does 45-50 damage over a 75m area. Ability has a 7 second recharge time.

Tail Thump is required to research the following: Tail Smash, Tail Blaster
Double Crush is required to research the following: Mega Claw, Drill Fist
Missile Storm is required to research the following: Guided Missile, Attack Drones
Blasters is required to research the following: Turbo Blasters, Star Cannon
Ice Breath is required to research the following: Acid Spray, Ice Storm
Fireball is required to research the following: Fire Storm, Ignition

Ginormasaurus Tier Four
Tail Smash

Mister Albert Greaseworth: I’ve designed a new coupling mechanism for the tail, sir. Ginormasaurus should be able to sweep the tail from side to side and destroy targets in an arc behind it.

Research Cost: 17 days, 260k cash, 200 power, 200 knowledge, 200 biomatter

For a cost of 15 power, Ginormasaurus swings its tail from side to side, inflicting 45-60 damage to everything in a 250m area. Ability has an 8 second recharge time.

Tail Blaster

Nicky E. Farious: We built the Tail Blaster you asked for, Uncle! Ginormasaurus now fires a pretty fiery blast from the rear. The minions asked if we could rename it Montezuma’s Revenge, but I said no.

Research Cost: 18 days, 240k cash, 270 power, 260 knowledge, 110 biomatter

This is a rear-firing version of the Tier 3 Blasters ability. For a cost of 15 power, Ginormasaurus fires dual energy blasts from its tail. As in the Blasters ability, these blasts have a range of 600m and inflict 25-40 damage. Ability has a 5 second recharge time.

Mega Claw

Nicky E. Farious: I managed to increase the power of the old Plasma Claws, Uncle Norman! The new Mega Claws run so hot that Ginormasaurus should set your target on fire! Cool, huh?

Research Cost: 16 days, 250k cash, 280 power, 200 knowledge, 180 biomatter

For a cost of 25 power, Ginormasaurus lashes out with an energized claw, just like in the Plasma Claw ability. The difference is that now the attack is guaranteed to ignite the target and inflicts 20-25 damage per second for 3 seconds in addition to the base claw damage. Ability has a 10 second recharge time.

Drill Fist

Mister Albert Greaseworth: The minions have made another list of clever attack puns for the new armor-penetrating Drill Fist, sir. *ahem* Now you’re SCREWED! Excuse me, am I BORING you? This doesn’t AUGER well . . . !

Research Cost: 18 days, 280k cash, 200 power, 250 knowledge, 220 biomatter

For a cost of 20 power, Ginormasaurus strikes a target with a drill that has an armor penetration rating of 8. Ability has a 15 second recharge time.

Guided Missile

Nicky E. Farious: Training complete. Ginormasaurus acquires Guided Missile.

Research Cost: 16 days, 260k cash, 200 power, 260 knowledge, 220 biomatter

For a cost of 15 power, Ginormasaurus fires a guided missile into the air. The missile has a range of 1200m and does 16-24 damage. Ability has a 4 second recharge time.

Attack Drones

Nicky E. Farious: We built a set of Attack Drones, Uncle. They launch from the robot’s back and carry a light laser. They’re delicate and have a short life span, but Ginormasaurus seems to like having its own mini-robot pets.

Research Cost: 16 days, 270k cash, 200 biomatter, 260 knowledge, 160 biomatter

For a cost of 25 power, five small drones come out of Ginormasaurus’s back. These drones are capable of fighting independently, but disappear after 30 seconds. Ability has a 45 second recharge time.

Turbo Blasters

Nicky E. Farious: I think I’ve worked out the trick for the Turbo Blasters you wanted, Uncle Norman. Ginormasaurus should be able to pulse out fire in three-round bursts, when you equip them.

Research Cost: 18 days, 290k cash, 280 power, 260 knowledge, 130 biomatter

For a cost of 25 power, Ginormasaurus fires six rapid-fire blaster shots from its shoulders. These shots have a range of 800m and do 35-60 damage. Ability has an 8 second recharge time.

Star Cannon

Mister Albert Greaseworth: We’ve created the Star Cannon mortar round as directed, Doctor. It’s a long-range, high-explosive ballistic weapon.

Research Cost: 18 days, 290k cash, 220 power, 200 knowledge, 240 biomatter

For a cost of 30 power, Ginormasaurus fires a cannon with a range of 1200m. When the shell hits the ground, it does 50-65 damage. Ability has a 15 second recharge time.

Acid Spray

Nicky E. Farious: We’ve got the Acid Spray working, Uncle Norman! Ginormasaurus will spray a cone of acid from his mouth when you trigger this in combat. The weapon is shorter range than most breath weapons, but highly corrosive. Should be pretty nasty!

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

For a cost of 15 power, Ginormasaurus breathes an acid spray. The acid inflicts 18-22 damage per second over 5 seconds. Ability has a 20 second recharge time.

Ice Storm

Nicky E. Farious: I think you’ll like the Ice Storm once you try it, Uncle Norman. Ginormasaurus generates a cloud of ice shards around its body, and everything within the cloud gets hit! Pretty cool, huh?

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

For a cost of 40 power, a cloud is generated above Ginormasaurus. This cloud drops ice shards in a 120m radius around the kaiju for 10 seconds, inflicting 10-12 damage each. Ability has a 50 second recharge time.

Fire Storm

Nicky E. Farious: We’ve built a Firestorm weapon, Uncle Norman. It creates a cloud of fireballs with Ginormasaurus in the center. Everything within the cloud radius will be bombarded with napalm, basically. It’s like Kissinger in a can!

Research Cost: 36 days, 240k cash, 240 power, 240 knowledge, 120 biomatter

This is essentially the same as Ice Storm, but with fire instead of ice. For a cost of 50 power, a cloud is generated over Ginormasaurus. This cloud drops fireballs in a 120m radius around the kaiju for 10 seconds, inflicting 13-18 damage each. Ability has a 50 second recharge time.

Ignition

Mister Albert Greaseworth: The new Ignition attack creates a circular blast wave, centered on the Great Machine. Ginormasaurus will set everything in the attack radius on fire, as well as doing kinetic damage.

Research Cost: 18 days, 260k cash, 300 power, 300 knowledge, 120 biomatter

For a cost of 35 power, Ginormasaurus sends out a blast that covers a 170m radius around the kaiju. Anything in this area will be set on fire and take 10-15 damage.

Tail Smash is required to research the following: Thunder Smash
Tail Blaster is required to research the following: Tail Fury
Mega Claw is required to research the following: Giga Claw
Drill Fist is required to research the following: Siphonizer
Guided Missile is required to research the following: Tac Nuke
Attack Drones is required to research the following: EMP Blast
Turbo Blasters is required to research the following: Giga Blast
Star Cannon is required to research the following: Nova Mortar
Acid Spray is required to research the following: Prismatic Blast
Ice Storm is required to research the following: Nuclear Winter
Fire Storm is required to research the following: Brimstone
Ignition is required to research the following: Volcano

Ginormasaurus Tier Five
Thunder Smash

Mister Albert Greaseworth: We’ve increased the mass of the tail section as ordered, Doctor. Ginormasaurus should hit a wide arc of targets with the new Thunder Smash attack. They’ll regret trying to backstab the Great Machine!
Research Cost: 22 days, 1300k cash, 1200 power, 1200 knowledge, 600 biomatter

For a cost of 20 power, Ginormasaurus very aggressively swings its tail from side to side, inflicting 60-95 damage to everything in a 350m area. Ability has a 15 second recharge time.

Tail Fury

Nicky E. Farious: I fitted the rear Blaster with a special Turbo mechanism, Uncle! Ginormasaurus can unleash some serious Tail Fury now, and pulse-fire in three round bursts.

Research Cost: 22 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter

Just as Tail Blaster is a rear-firing version of Blasters, Tail Fury is a rear-firing version of Turbo Blasters. For a cost of 18 power, Ginormasaurus fires six pulse energy blasts from its tail. These blasts have a range of 800m and inflict 35-60 damage. Ability has a 10 second recharge time.

Giga Claw

Nicky E. Farious: We’ve done it, Uncle Norman! The new Giga Claw weapon is incredibly powerful. Ginormasaurus will have the best manicure Mad Science can offer if you equip them. Let’s try them out!

Research Cost: 22 days, 1400k cash, 1200 power, 1000 knowledge, 800 biomatter, 12 Purpletonium

Giga Claw is an even more powerful version of Mega Claw. For a cost of 35 power, Ginormasaurus makes a claw swipe that’s guaranteed to ignite the target and inflicts 30-35 damage per second for 3 seconds along with the claw’s base damage. Ability has a 10 second recharge time.

Siphonizer

Mister Albert Greaseworth: We’ve upgraded the old Drill Fist weapon with a leeching mechanism as you requested, Doctor. Ginormasaurus should be able to drill into the target, pin it down, and drain energy for its own use. We call it the Siphonizer!

Research Cost: 22 days, 1200k cash, 1000 power, 1200 knowledge, 900 biomatter, 10 Purpletonium

For a cost of 25 power, Ginormasaurus strikes a target with a drill that does 36-44 damage and also gives the kaiju 15 power per hit. Ability has an 18 second recharge time.

Tac Nuke

Mister Albert Greaseworth: We’ve built the Tac Nuke you requested, Doctor. Ginormasaurus can now launch a fully operational nuclear warhead on your command. You are Shiva, destroyer of suburbs.

Research Cost: 22 days, 1500k cash, 1200 power, 1400 knowledge, 800 biomatter, 22 Purpletonium

For a cost of 78 power, Ginormasaurus launches a nuclear missile. The missile has a range of 1200m, and once it lands it does 200-245 damage to everything in a 300m radius. Ability has a 100 second recharge time.

EMP Blast

Nicky E. Farious: Training complete. Ginormasaurus acquires EMP Blast.

Research Cost: 22 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter, 40 Purpletonium

For a cost of 60 power, Ginormasaurus generates an EMP blast around itself. This blast disables all machines in a 1000m radius around the kaiju for 30 seconds. Ability has a 60 second recharge time.

Giga Blast

Nicky E. Farious: We’ve done it, Uncle Norman! The GigaBlast is the ultimate Eye Beam weapon for Ginormasaurus. It has really long range and it hits HARD. Can’t wait to see it in action!

Research Cost: 22 days, 1300k cash, 1500 power, 1300 knowledge, 600 biomatter, 30 Purpletonium

For a cost of 45 power, Ginormasaurus fires an eye beam that has a range of 650m and does 40-58 damage. Ability has a 12 second recharge time.

Nova Mortar

Albert Greaseworth: We’ve finished work on the Nova Mortar, sir. Ginormasaurus should be able to fire a ballistic round that splits into multiple warheads on detonation.

Research Cost: 22 days, 1200k cash, 1600 power, 1200 knowledge, 600 biomatter, 35 Purpletonium

For a cost of 40 power, Ginormasaurus fires a ballistic cannon with a range of 1800m. When this cannon fires, its payload separates into ten separate warheads, each of which lands in the general target area and does 60-65 damage upon impact. Ability has a 28 second recharge time.

Prismatic Blast

Nicky E. Farious: We’ve done it, Uncle Norman! The new Prismatic Blast will give Ginormasaurus a cone of plasma, ice, and acid that fire all at once! It’s the Neapolitan ice cream of destruction!

Research Cost: 22 days, 1300k cash, 1400 power, 1200 knowledge, 600 biomatter, 3 Purpletonium

For a cost of 30 power, Ginormasaurus breathes fire, ice, and acid in succession. Ability has a 25 second recharge time.

Nuclear Winter

Mister Albert Greaseworth: The area effect missile you requested is complete, Doctor. Launch the Nuclear Winter attack and Ginormasaurus will fire a skyburst that rains ice shards onto the whole region. Brrr.

Research Cost: 22 days, 1300k cash, 1300 power, 1300 knowledge, 400 biomatter, 30 Purpletonium

For a cost of 150 power, Ginormasaurus fires a mortar shell that detonates in the atmosphere and causes ice shards to fall on the entire map. These shards do 10-12 damage apiece, and they fall for 20 seconds. Ability has a 90 second recharge time.

Brimstone

Mister Albert Greaseworth: Work is finished on the Brimstone missile attack, sir. Ginormasaurus can carry a high-altitude airburst which will rain fire over a whole city. It’s very Old Testament! I think you’ll like it.
Research Cost: 22 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter, 5 Purpletonium

This is a fire version of Nuclear Winter. For a cost of 150 power, Ginormasaurus fires a mortar shell that detonates in the atmosphere and causes fireballs to fall on the entire map. These fireballs do 13-18 damage each, and they fall for 20 seconds. Ability has a 90 second recharge time.

Volcano

Nicky E. Farious: Training complete. Ginormasaurus acquires Volcano.

Research Cost: 24 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter

For a cost of 100 power, Ginormasaurus launches an underground burrower that has a range of 800m. Once this burrower reaches its target destination, it causes a volcano to appear on the map and spew fireballs for 10 seconds. These fireballs will hit anything within 500m of the volcano site, and they do 30-50 damage. Ability has a 60 second recharge time.


Shrubby Tier One
Sprout

Ability available at start of game.

For a cost of 10 biomatter, Shrubby spits a seed that upon hitting the ground transforms into a Small Seedling unit. The Small Seedling is immobile, but will automatically shoot seeds at any hostile units in range. This attack has a range of 50m and does 5-12 damage. A Small Seedling has 25 health and will remain on the map until destroyed by hostile fire. Shrubby’s Sprout ability has a 10 second recharge time, and the kaiju can generate as many of these seedlings as resources and time allow.

Roots

Agnes Sprout: We’ve trained Shrubby to throw out some fairly aggressive surface Roots on command, Doctor. She’ll make quite a mess of things around Her!

Research Cost: 5 days, 1200 cash, 12 power, 20 knowledge, 30 biomatter

For a cost of 8 biomatter, roots briefly pop up in a 150m radius around Shrubby. These roots inflict 10-18 damage and will immobilize anything they hit for 3 seconds. Ability has a 10 second recharge time.

Roots is required to research the following: Poison Plume, Vine Strike, Bite
Shrubby Tier Two
Poison Plume

Agnes Sprout: Thanks to the purpletonium, Shrubby’s spores are completely toxic, and cause a violent allergic reaction to any enemy made of meat. You can use the Poison Plume as an attack right away. It’s like hay fever on steroids.

Research Cost: 9 days, 10k cash, 10 power, 20 knowledge, 30 biomatter

For a cost of 12 biomatter, Shrubby generates a large poison cloud that affects anything 400m in the direction the kaiju is facing. The poison inflicts 5-10 damage per second for 5 seconds against anyone not in a vehicle. Ability has a 10 second recharge time.

Vine Strike

Agnes Sprout: We took your advice and adapted Shrubby to use Her aerial vines as a defense against aerial targets. Her new Vine Strike behavior will target the nearest airborne enemy automatically.

Research Cost: 9 days, 500 cash, 20 power, 25 knowledge, 80 biomatter

For a cost of 5 biomatter, a vine will lash out at the closest enemy aircraft within 500m of Shrubby and inflict 20-30 damage. If there is no enemy aircraft within range, the ability will not activate. Ability has a 5 second recharge time.

Bite

Agnes Sprout: The treatment worked, Doctor Belladonna. Shrubby is much more effective at foliar feeding now! Her Bite is worse than her bark by a mile.

Research Cost: 7 days, 10k cash, 10 power, 20 knowledge, 50 biomatter

For a cost of 5 biomatter, Shrubby makes a large bite that inflicts 40-60 damage on enemy units and also grants +2 restored health per hit. The bite also does double damage to buildings. Ability has a 5 second recharge time.

Poison Plume is required to research the following: Spore Cloud, Seedling
Vine Strike is required to research the following: Piercer, Creeper
Bite is required to research the following: Chomp, Feed

Shrubby Tier Three
Spore Cloud

Agnes Sprout: We’ve trained the monster to target a cloud of spores at a distant target! Once the Spore Cloud hits it will drift in the wind, but it arrives with a nice lethal density.

Research Cost: 18 days, 40k cash, 40 power, 70 knowledge, 90 biomatter

For a cost of 25 biomatter, Shrubby can launch a toxic cloud anywhere within a 500m range. This cloud will do 5-10 damage and remains on the map permanently, moving around randomly. Ability has a 25 second recharge time.

Seedling

Agnes Sprout: Shrubby has a new reproductive strategy! She can throw a seedling from a long distance, and produce a mini-monster that attacks anything in melee range! It’s completely adorable. We call it a Seedling.

Research Cost: 18 days, 30k cash, 40 power, 75 knowledge, 95 biomatter

This is a stronger version of Sprout. For a cost of 20 biomatter, Shrubby spits a seed that hits the ground and becomes a Seedling unit rather than a Small Seedling unit. Like Small Seedlings, Seedlings have 25 health and are immobile. However, a Seedling’s attack inflicts 10-15 damage rather than 5-12. Ability has a 10 second recharge time.

Piercer

Agnes Sprout: We sent a tech with a chainsaw into Shrubby’s pen to trim the tip of a long-range attack vine. It definitely worked, and the vine is much stabbier and more likely to pierce armor. We call it the Piercer! Please remember to notify that tech’s next of kin.

Research Cost: 18 days, 40k cash, 20 power, 85 knowledge, 65 biomatter

For a cost of 12 biomatter, Shrubby generates a vine to attack a designated ground or air target within 700m. This vine has a razor-sharp tip, granting it a +10 armor-piercing statistic in addition to its base damage of 30-40. Ability has a 10 second recharge time.

Creeper

Berkenstock: The new Creeper roots are great! They tunnel through the ground and then burst up toward the enemy and stab them all sneaky-like. Bam! Jeep on a stick!
Research Cost: 18 days, 50k cash, 20 power, 80 knowledge, 60 biomatter

For a cost of 10 biomatter, Shrubby sends a vine underground that pops up at the designated location. This vine has a range of 500m and does 40-60 damage in addition to an armor-piercing statistic of +5. Ability has a 12 second recharge time.

Chomp

Agnes Sprout: We’ve improved the tensile strength of Shrubby’s foliar feeding heads and fitted them with razor sharp teeth! The new Chomp attack should leave some interesting dental patterns in the skyline of any city.

Research Cost: 18 days, 65k cash, 40 power, 50 knowledge, 70 biomatter

For a cost of 13 biomatter, Shrubby makes a large bite that inflicts 60-80 damage and also has an armor-piercing statistic of 10. Ability has a 5 second recharge time.

Feed

Berkenstock: We took your advice, Doc, and “forgot” to water Shrubby for a while. Turns out She *was* capable of sending out aerial roots to forage for liquid! She’ll be drawing health from enemy units from now on. And, uh. . .we need to hire more techs.

Research Cost: 12 days, 50k cash, 20 power, 70 knowledge, 60 biomatter

Feed is a passive ability that causes Shrubby to gain one restored health point every time an enemy is successfully hit.

Spore Cloud is required to research the following: Corrosive Spores, Toxic Cloud
Seedling is required to research the following: Seedling Cloud, Feeders
Piercer is required to research the following: Air Spike, Impale
Creeper is required to research the following: Entangle, Tunneler
Chomp is required to research the following: Shredder, Spiked Vines
Feed is required to research the following: Vine Sweeper, Strangle Vine

Shrubby Tier Four
Corrosive Spores

Berkenstock: When I heard that the techs were going to incorporate acid into Shrubby’s spores, I was kinda excited. Turns out it wasn’t the fun kind of acid. Corrosive Spores will slow down enemy units and eat through their armor, though. So that’s not bad.

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

For a cost of 50 biomatter, Shrubby releases a toxic burst of acidic spores anywhere within a 500m range. Once activated, this cloud of spores lasts 5s. During this time, affected enemies take 10-15 damage, lose 1 armor per second, and are slowed at a rate of 2 speed per second. Ability has a 50 second recharge time.

Toxic Cloud

Berkenstock: Oh man. The new Toxic Cloud attack is so foul that it actually burns through the protection on enemy units, boss. It’s worse than that time that Agnes put too much kale in the burritos.

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

This is a stronger version of Spore Cloud. For a cost of 60 biomatter, Shrubby can generate a toxic cloud anywhere within 500m. As with Spore Cloud, it does 5-10 damage and remains on the map permanently, moving around at random. The difference is Toxic Cloud has the ability to impact armored units as well as organic ones. Ability has a 60 second recharge time.

Seedling Cloud

Berkenstock: Big Green has got a new trick! It’s a cloud of spores that drops three to five seedlings in the space around Her. There goes the neighborhood!

Research Cost: 24 days, 210k cash, 220 power, 250 knowledge, 300 biomatter

For a cost of 25 biomatter, Shrubby fires three to five seeds around itself in random directions. Upon hitting the ground, they turn into Seedling units. Ability has a 60 second recharge time.

Feeders

Agnes Sprout: We’ve successfully implanted a new implant for into ShrubZiggurath. The Feeders are not as violent as the true Shrubby strain, but when Shrubby casts them, they will heal friendly plant creatures nearby. Very helpful!

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

For a cost of 25 biomatter, Shrubby spits a seed that upon hitting the ground becomes a Feeder Seedling unit. Feeder Seedlings have no attack ability, but have an area heal effect. Like all other Seedling type units, they have 25 health and remain on the map until destroyed. Ability has a 15 second recharge time.

Air Spike

Berkenstock:I just saw the new Air Spike attack, boss. Shrubby stabs one air target and the piercing vine just keeps on going to the next, and the next! It’s like She’s stringing popcorn for a Christmas tree.

Research Cost: 24 days, 220k cash, 170 power, 310 knowledge, 350 biomatter

For a cost of 30 biomatter, a vine will auto-attack the closest enemy air unit within 600m of Shrubby. Upon striking it, if there is a second enemy air unit in range, the vine will attack that as well. It will then strike a third enemy air unit, if one is within range. All three targets will be subjected to 20-30 damage from the strike. Ability has a 20 second recharge time.

Impale

Berkenstock: We liked the anti-aircraft attack of the aerial vines so much that we trained Shrubby to attack several airborne targets at once! The techs outvoted me and called it “Impale”, but I still think She looks just like a lolly-pop tree.

Research Cost: 24 days, 210k cash, 190 power, 300 knowledge, 320 biomatter

For a cost of 20 biomatter, Shrubby sends out three separate vines, each of which strikes one different enemy aircraft within 800m if that many targets are available. Each target takes 20-30 damage. Ability has a 10 second recharge time.

Entangle

Berkenstock: Shrubby likes to grab things, boss. The new Entangle attack lets Her use Her surface roots to spring up under a distant target and hold it there until She arrives.

Research Cost: 24 days, 200k cash, 180 power, 290 knowledge, 290 biomatter

For a cost of 22 biomatter, Shrubby can target a location within 800m. Upon doing so, roots will spring up in a 300m radius around the target point for 5 seconds. During this time, anything in the 300m area will be immobilized and take 5-10 damage per second. Ability has a 10 second recharge time.

Tunneler

Berkenstock: The underground roots can be coordinated now to shatter the foundations of buildings! Shrubby’s Tunneler attack will wreck things in a straight line ahead of the Kaiju. Who’s plowing now, fascists!

Research Cost: 24 days, 200k cash, 180 power, 280 knowledge, 260 biomatter

For a cost of 17 biomatter, a line of roots is pushed forward in front of Shrubby. This line extends for 700m and does 40-80 damage to any building in the way. Ability has an 8 second recharge time.

Shredder

Agnes Sprout: We caught Berkenstock giving Shrubby another one of his “special feedings”, Doctor Belladonna! He’s given her a case of the “munchies” and a new rapid-fire feeding attack. We decided to call it “Shredder” rather than “Tweeker”, for PR reasons. . .

Research Cost: 24 days, 280k cash, 220 power, 250 knowledge, 260 biomatter

For a cost of 13 biomatter, Shrubby makes three large bites in a row, each inflicting 40-60 damage. Ability has a 5 second recharge time.

Spiked Vines

Berkenstock: Our Mean Green Momma just got Meaner! Her new iron-spiked vines will make all Her attacks armor-piercing.

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

Spiked Vines is a passive ability that grants an armor-piercing statistic of 10 to all of Shrubby’s attacks.

Vine Sweeper

Agnes Sprout: We’ve taught the plant monster to throw out a vine which sweeps the ground in front of Her trunk! It works nicely to trigger any traps that are put in Her path, and also does a lot of damage.

Research Cost: 24 days, 290k cash, 210 power, 300 knowledge, 300 biomatter

For a cost of 15 biomatter, Shrubby sweeps a vine in front of itself, doing 80-100 damage to anything within 100m. Ability has a 12 second recharge time.

Strangle Vine

Berkenstock: The techs made Shrubby some toys shaped like enemy units. Worked like a charm—if you tell Her to grab one, She’ll hug it and squeeze it and call it George.

Research Cost: 24 days, 290k cash, 200 power, 280 knowledge, 250 biomatter

For a cost of 15 biomatter, Shrubby sends a vine that wraps itself around a designated target, rendering it immobile for 10 seconds as well as inflicting damage over time. Ability has a 5 second recharge time.

Corrosive Spores is required to research the following: Infectious Plume
Toxic Cloud is required to research the following: Toxic Fog
Seedling Cloud is required to research the following: Detonators
Feeders is required to research the following: Corrupters
Air Spike is required to research the following: Hydra
Impale is required to research the following: Blood Vine
Entangle is required to research the following: Thorns
Tunneler is required to research the following: Underminer
Shredder is required to research the following: Fang Strike
Spiked Vines is required to research the following: Feast
Vine Sweeper is required to research the following: Vine Wave
Strangle Vine is required to research the following: Devour
Shrubby Tier Five
Infectious Plume

Agnes Sprout: We’ve developed the ultimate spore attack, Doctor! The Infectious Plume is not only toxic, but contagious—the spores poison any enemy unit they touch, and that poison can be passed on to other enemies! It spreads faster than a picture of kittens on the Internet.

Research Cost: 20 days, 1300k cash, 1000 power, 1500 knowledge, 1100 biomatter

For a cost of 80 biomatter, Shrubby breathes a cloud of toxic gas that can impact any organic target. Infected enemies suffer 2-5 damage per second for 5 seconds, and can also pass the effect onto other organic units. Ability has a 90 second recharge time.

Toxic Fog

Berkenstock: We cranked up the purpletonium poison on Shrubby to the max, boss. She’s got a constant envelope of Toxic Fog surrounding Her body, which slows down pretty much anything made of meat and kinda. . .melts it. Range is 100 meters. The ultimate restraining order!

Research Cost: 20 days, 1200k cash, 1000 power, 1500 knowledge, 900 biomatter

Toxic Fog is a passive ability that causes Shrubby to be permanently surrounded with a toxic mist. Any organic unit that comes within 100m of the kaiju will have their speed cut in half and suffer 10-15 damage per second for 5 seconds.

Detonators

Berkenstock: The techs and I got tired of those KDP jerks killing all the seedlings. I grafted a nitro fertilizer chamber into the new batch. The little dudes may still get destroyed, but when they do, they’ll take some enemies with them.

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

Detonators is a passive ability that causes all Seedling type units to violently explode when killed. The explosion has a radius of 50m and does 50 damage.

Corrupters

Berkenstock: We got some bad-ass new seedlings for you, boss! These Corrupters have a large radius of effect and should do more damage to buildings and stuff.

Research Cost: 20 days, 220k cash, 250 power, 250 knowledge, 400 biomatter

Corrupters is a passive ability that causes all Seedling units to inflict double damage to buildings and also doubles their attack radius.

Hydra

Berkenstock: Boom! Three airspikes at the same time. The new Hydra attack is like watching a chef make three helicopter shish-kabobs at once. Love it!

Research Cost: 36 days, 1000k cash, 1100 power, 1400 knowledge, 950 biomatter

For a cost of 60 biomatter, Shrubby sends out three Air Spike attacks simultaneously, with the potential to hit nine total enemy air targets. Ability has a 30 second recharge time.

Blood Vine

Berkenstock: The Blood Vine is your basic aerial root, boss. It just happens to be parasitic. It’ll shoot out ahead of Shrubby and drain the life from whatever it touches. Think Dracula, if he worked in PR.

Research Cost: 36 days, 1200k cash, 1200 power, 1200 knowledge, 600 biomatter

For a cost of 40 biomatter, Shrubby shoots out an underground vine that has numerous stems pop up and impale whatever’s in the way, inflicting 50-70 damage. In addition. Shrubby will gain health from the damage inflicted. Ability has a 30 second recharge time.

Thorns

Agnes Sprout: Shrubby will be maximizing Her natural defenses from now on! This wall of thorns will entangle enemy units and tear them up with razor-sharp, venomous spikes. Just the thing to keep away unwanted guests.

Research Cost: 36 days, 1000k cash, 1100 power, 1100 knowledge, 900 biomatter

For a cost of 30 biomatter, a wall of thorns pops up around Shrubby, inflicting 5 damage per second for 8 seconds as well as immobilizing any enemy units caught in the area of effect. Ability has a 30 second recharge time.

Underminer

Agnes Sprout: Shrubby has developed a new propagative root which travels underground. The root bursts up out of the soil and does a great deal of damage to its target and a large area around the eruption zone. We call it the Underminer!

Research Cost: 36 days, 1000k cash, 900 power, 1200 knowledge, 900 biomatter

For a cost of 30 biomatter, Shrubby can target any location on the city map. A vine will then travel underground, inflicting 25 damage to any building in the way, and then burst up at the targeted location. When it does, it will inflict 40=50 damage. Ability has a 30 second recharge time.

Fang Strike

Agnes Sprout: We’ve fitted Shrubby with a long-range armor-piercing retrieval vine which punctures an enemy target and drags it closer to the central trunk. Should give Her a chance to capture and crush enemy units that get too close!

Research Cost: 36 days, 1100k cash, 1100 power, 1200 knowledge, 800 biomatter

For a cost of 30 biomatter, Shrubby sends a vine to attack a designated target within 1000m. This vine does 70-90 damage as well as piercing armor. Moreover, if the target survives, the vine will drag it closer to Shrubby. Ability has a 30 second recharge time.

Feast

Berkenstock: Shrubby has reached the pinnacle of foliar feeding, boss. She can swallow enemy units whole now, and half their health goes straight into Her biomass. We call it the Feast attack, because it reminded me of my relatives at holiday dinners.

Research Cost: 36 days, 1000k cash, 1000 power, 1500 knowledge, 600 biomatter

For a cost of 35 biomatter, Shrubby makes a bite that inflicts 100-125 damage. Ability has a 30 second recharge time.

Vine Wave

Berkenstock: The techs have taught Shrubby to send out the explosive burst of attack vines that you ordered. We got damage, we got knock-back, and a nice wide field of effect. This is state-of-the-art mad botany.

Research Cost: 36 days, 1100k cash, 1100 power, 1200 knowledge, 900 biomatter

For a cost of 50 biomatter, Shrubby sends out three large vines that spin around the kaiju, inflicting 40-60 damage each to everything in a 300m radius. Ability has a 45 second recharge time.

Devour

Berkenstock: Shrubby was watching the nature video stream you ordered, boss, and learned a new attack. She wraps her leaves and foliage around Her target like a strangler fig and sucks the life right out of ‘em! Just like my ex-girlfriend, Kundalini. Brr, scary.

Research Cost: 36 days, 1000k cash, 1000 power, 21400 knowledge, 800 biomatter

For a cost of 45 biomatter, Shrubby traps a unit in close range, then inflicts 25 damage per second for 3 seconds. Doing this gains Shrubby health. Ability has a 45 second recharge time.
Armagordon Tier One
Stomp

Ability available at start of game.

For a cost of 14 power and/or biomatter, Armagordon stomps his foot to inflict 10-15 damage in am 80m radius. Ability has an 8 second recharge time.

Nuclear Surge

Vigo Eckstein: We have finished the research, Master! The Creature can now be equipped with a Nuclear Surge, which will boost its speed and reduce the cool-down period by ten percent!

Research Cost: 5 days, 1200 cash, 12 power, 20 knowledge, 30 biomatter

For a cost of 10 power and/or biomatter, Armagordon moves 10% faster and all abilities have their cool-down time reduced by 10%. Ability has a 60 second recharge time.

Nuclear Surge is required to research the following: Nuclear Pulse, Rad Beam, Atomic Punch
Armagordon Tier Two
Nuclear Pulse

Vigo Eckstein: The new Nuclear Pulse is complete, Master Wyrdstrom! Trigger it and the Creature will release a wave of atomic energy, dealing damage to everything within a radius of 100 meters.

Research Cost: 13 days, 20k cash, 30 power, 30 knowledge, 10 biomatter

For a cost of 15 power and/or biomatter, Armagordon releases a blast of radiation from his body, inflicting 30-35 damage to anything within a 130m radius around him. Ability has a 40 second recharge time.

Rad Beam

Vigo Eckstein: The new RadBeam is at your disposal, Master. It will not be useful against structures, but it is devastating against flesh!

Research Cost: 13 days, 20k cash, 30 power, 30 knowledge, 10 biomatter

For a cost of 10 power and/or biomatter, an energy beam is fired from Armagordon’s eye structure. This beam fires 7 times in rapid succession, inflicting 8-12 damage on a designated target with an AP stat of 2. Attack has a range of 400m and a 15 second recharge time.

Atomic Punch

Vigo Eckstein: The new training regimen has produced an Atomic Punch, Master! With it, the Creature can knock back its enemies, If they are driven into buildings by the Punch, they cause more destruction! It is like bowling, ja?

Research Cost: 13 days, 20k cash, 30 power, 20 knowledge, 20 biomatter

For a cost of 8 power and/or biomatter, Armagordon throws an energized punch that does 20 damage. It can throw enemies back, and if an enemy collides with a building double damage is inflicted. Ability has a 10 second recharge time.

Nuclear Pulse is required to research the following: Blast Zone, Death Arc
Rad Beam is required to research the following: Pulsed Rads, Focused Rads
Atomic Punch is required to research the following: Leap, Force Punch

Armagordon Tier Three
Blast Zone

Vigo Eckstein: Mua-ha-ha-ha! We have increased the magnitude of the Nuclear Pulse, Master! The new Blast Zone will be 200 meters of pure pain and suffering!

Research Cost: 20 days, 90k cash, 90 power, 80 knowledge, 30 biomatter

For a cost of 25 power and/or biomatter, Armagordon releases a blast of radiation from his body, as with Nuclear Pulse. The difference is that with Blast Zone, the energy blast has a 200m radius and inflicts 50-60 damage. Ability has a 25 second recharge time.

Death Arc

Vigo Eckstein: We’ve developed a new splitter to spread the rads of the Creature’s deadly gaze! The Death Arc attack will unleash a wide beam which deals damage over time, although planes and tanks have partial immunity.

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

For a cost of 20 power and/or biomatter, Armagordon fires a cone shaped energy emission from his eye structure with a range of 200m. Any enemy unit exposed to it takes 5 damage immediately and then suffers 3 damage per second for 10 seconds, although vehicles take half damage. Ability has a 40 second recharge time.

Pulsed Rads

Vigo Eckstein: We’ve developed a variant beam weapon for the Creature, Master. The Pulsed Rad beam will fire in three bursts in sequence, pew-pew-pew! Like a cowboy, ja?

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

For a cost of 30 power and/or biomatter, Armagordon fires three consecutive Rad Beam attacks in sequence. Ability has a 20 second recharge time.

Focused Rads

Vigo Eckstein: We took your advice and fitted the Creature with a new crystal lens, Master! Focused Rads will unleash a more powerful flesh-obliterating beam at great range—but it remains harmless to buildings.

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

Focused Rads is a stronger version of the Rad Beam attack. For a cost of 18 power and/or biomatter, it likewise fires 7 times in rapid succession and inflicts 8-12 damage on its targets. However, it has a range of 600m and an armor-piercing stat of 10. Ability has a 20 second recharge time.

Leap

Vigo Eckstein: Your mighty Atomic Ubermensch will Leap tall buildings in a single bound! And deal magnificent damage when it lands, as well. All without a silly cape or red underpants, Master.

Research Cost: 20 days, 60k cash, 70 power, 50 knowledge, 50 biomatter

For a cost of 10 power and/or biomatter, Armagordon can jump to a designated area up to 300m away, doing 40 damage upon landing. Ability has a 20 second recharge time.

Force Punch

Vigo Eckstein: We followed your instructions, Master, and have increased the power of the Creature’s punch. The new Force Punch is a wave of kinetic destruction that follows a line from the point of impact—double damage to the primary target! The first domino is hit the hardest, ja?

Research Cost: 20 days, 60k cash, 70 power, 50 knowledge, 50 biomatter

For a cost of 15 power and/or biomatter, Armagordon throws a punch that inflicts 25-30 damage to everything in a 100m-long line of fire, with the first target taking double damage. Ability has a 15 second recharge time.

Blast Zone is required to research the following: Shockwave, Harmonic Overload
Death Arc is required to research the following: Reactor Leak, Ignition Zone
Pulsed Rads is required to research the following: Bolter, Beam Sweep
Focused Rads is required to research the following: Destabilizer, Piercing Beam
Leap is required to research the following: Toss, Super Leap
Force Punch is required to research the following: Pummel, Fire Punch

Armagordon Tier Four
Shockwave

Julius Urkelberg: I was thinking about how to boost the output of the explosive attacks, and I think I’ve had a breakthrough. Three words: purpletonium fusion reaction. The new Shockwave is pretty impressive, if I do say so myself!

Research Cost: 32 days, 240k cash, 300 power, 240 knowledge, 140 biomatter

For a cost of 38 power and/or biomatter, Armagordon releases a blast of atomic energy from his body, as with Nuclear Pulse or Blast Zone. This time, though, it has a 600m radius and inflicts 50-60 damage. Ability has an 80 second recharge time.

Harmonic Overload

Vigo Eckstein: You will love the new Harmonic Overload, Master! Armagordon unleashes destruction like a chain of thermonuclear firecrackers, five detonations in a row!

Research Cost: 32 days, 240k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 45 power and/or biomatter, Armagordon triggers five large explosions around himself in sequence, one every two seconds. Each explosion has a 200m radius and inflicts 50-60 damage. Ability has a 70 second recharge time.

Reactor Leak

Julius Urkelberg: Bad news? We had a little. . .accident down at the Training Facility. Good news? We only lost the swingshift workers, and we figured out how to weaponize the boo-boo: you can now trigger a Reactor Leak on command!

Research Cost: 32 days, 220k cash, 240 power, 220 knowledge, 120 biomatter

For a cost of 25 power and/or biomatter, Armagordon will leave a trail of radiation behind him that does 2 damage per second for 10 seconds to any enemy that touches it. The leak wears off after 10 seconds, and each “hex” of radiation will disappear ten seconds after being deposited. Ability has a 30 second recharge time.

Ignition Zone

Vigo Eckstein: The new thermal enhancement is working nicely, Master! You can now fire a wide beam Ignition Zone, which will set all targets within visible range on fire. As always, tanks and planes will have partial immunity.

Research Cost: 32 days, 290k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 45 power and/or biomatter, Armagordon fires a cone-shaped radioactive fireblast out of his eye structure. Any enemy hit by the blast is set on fire and takes 5 damage per second for 10 seconds. Vehicles only take half damage, though. Ability has a 70 second recharge time.

Bolter

Vigo Eckstein: We’ve made some improvements to the Creature’s weaponry. The Bolter is a slow-moving projectile which will track its target, detonate and shut down its systems for five seconds.

Research Cost: 32 days, 240k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 25 power and/or biomatter, Armagordon fires an energy projectile with a range of 1000m that tracks its target. Once it hits, it does 30 damage and also shuts its target down for five seconds. Ability has a 40 second recharge time.

Beam Sweep

Vigo Eckstein: The new wide array lenses we’ve installed are wunderbar, Master! With the new Beam Sweep, Armagordon can fire six times in an arc of forty-five degrees.

Research Cost: 32 days, 260k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 40 power and/or biomatter, Armagordon fires six consecutive Rad Beam attacks in a 45-degree arc. Ability has a 60 second recharge time.

Destabilizer

Julius Urkelberg: I decided to have a look at Armagordon’s internal particle accelerator, Professor. It turns out that with a little tinkering, he can produce mesons! I’ve created a new Destabilizer attack which should make your enemies nicely explosive. Good for a laugh, right?

Research Cost: 32 days, 240k cash, 260 power, 250 knowledge, 120 biomatter

For a cost of 40 power and/or biomatter, Armagordon fires a meson beam from his eye structure that has a 100m range. It does no direct damage, but the target becomes infused with unstable particles that explode after 1-3 seconds; this explosion does 20 damage. Ability has an 80 second recharge time.

Piercing Beam

Vigo Eckstein: We’ve increased the intensity of the Creature’s deadly gaze, Master! The new Piercing Beam will skewer anything in Armagordon’s path, like a shish-ka-bob!

Research Cost: 32 days, 250k cash, 290 power, 260 knowledge, 120 biomatter

For a cost of 33 power and/or biomatter, Armagordon shoots a beam from his eye structure that can penetrate a target and go on to strike other targets within a 400m range. The first victim takes 50 damage, and each following target takes 5 less damage. Ability has a 45 second recharge time.

Toss

Julius Urkelberg: Since I had nothing better to do, I decided to try to teach Armagordon to play baseball, Professor. So far he can pick up chunks of rubble and Toss them at enemy targets. He’s got a pretty good arm, too!

Research Cost: 32 days, 260k cash, 250 power, 240 knowledge, 180 biomatter

For a cost of 15 power and/or biomatter, Armagordon throws a chunk of debris at an enemy target with a range of 300m. On impact, the projectile inflicts 40-60 damage and can knock the victim back. Ability has a 25 second recharge time.

Super Leap

Vigo Eckstein: The new training regimen is a success, Master! The Creature’s squatting exercises have developed the gluteus to the maximus. The new Super Leap will cover whole city blocks in a single bound!

Research Cost: 32 days, 240k cash, 250 power, 250 knowledge, 170 biomatter

For a cost of 15 power and/or biomatter, Armagordon can jump to any location within 500m. Upon landing, he inflicts 40 damage to everything in a 100m radius. Ability has a 35 second charge time.

Pummel

Julius Urkelberg: I was looking at the Creature’s reflexes and tracking, Professor, and I realized that some of his nerve bundles were a little . . . rotten. I replaced them, and installed a command to unleash a Pummel attack of rapid-fire punches when you’re in the mood.

Research Cost: 32 days, 260k cash, 240 power, 260 knowledge, 170 biomatter

For a cost of 13 power and/or biomatter, Armagordon throws a punch that inflicts 20 damage. After he does, there’s a 90% chance of following up with a second punch. If there’s a second punch, there’s an 85% chance of following up with a third, an 80% chance of a fourth, and so on until he finally stops. Ability has a 20 second recharge time.

Fire Punch

Julius Urkelberg: I’ve been working on a new mutation for the Creature, Professor. Essentially, I’ve amped the thermal output of the flesh on his hands and arms. His new Fire Punch should unleash a heat wave, and set all targets in his path on fire.

Research Cost: 32 days, 260k cash, 280 power, 220 knowledge, 120 biomatter

For a cost of 25 power and/or biomatter. Armagordon swings his fist to release a wave of radioactive energy. This wave travels in a 200m line, inflicting 25-30 damage on everything in its way (except the first target, which takes double damage) as well as setting all targets on fire. Ability has a 30 second recharge time.

Shockwave is required to research the following: Shutdown
Harmonic Overload is required to research the following: Havoc Overload
Reactor Leak is required to research the following: Radioactive Cloud
Ignition Zone is required to research the following: Meltdown
Bolter is required to research the following: Atomo-Bolt
Beam Sweep is required to research the following: Radnado
Destabilizer is required to research the following: Meson Beam
Piercing Beam is required to research the following: Ignition Beam
Toss is required to research the following: Atomic Fastball
Super Leap is required to research the following: Skyfall
Pummel is required to research the following: Atomic Cyclone
Fire Punch is required to research the following: Triple Atomic Punch!

Armagordon Tier Five
Shutdown

Julius Urkelberg: I was fiddling a bit with the creature’s explosive tendencies, and realized that he was capable of releasing an electro-magnetic pulse! Using the new Shutdown attack should let Armagordon suppress enemy units for about ten seconds, but unfortunately he won’t be able to use his own range attacks while it’s operational.

Research Cost: 35 days, 1200k cash, 1250 power, 1600 knowledge, 900 biomatter

For a cost of 40 power and/or biomatter, Armagordon emits an electromagnetic field from his body for 10 seconds. While this field is active, Armagordon cannot use ranged attacks, but any enemy unit that enters its 500m area of effect shuts down. Ability has a 120 second recharge time.

Havoc Overload

Vigo Eckstein: Finally we have unleashed the ultimate chain reaction! The new Havoc Overload will detonate five times, at greater power and range than ever before!

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

Havoc Overload is a stronger version of Harmonic Overload. For a cost of 45 power and/or biomatter, Armagordon triggers five consecutive explosions around himself in sequence, once every two seconds. Now, however, these explosions have a 240m radius and inflict 60-72 damage. Ability has a 90 second recharge time.

Radioactive Cloud

Julius Urkelberg: Once we learned to weaponize a reactor leak, it was only a matter of time before we perfected the attack. This Radioactive Cloud will surround Armagordon with gaseous fall-out, and will damage any enemy within its sphere.

Research Cost: 40 days, 1100k cash, 1300 power, 1300 knowledge, 800 biomatter

For a cost of 60 power and/or biomatter, Armagordon releases a radioactive cloud that surrounds him. This cloud has a 600m area and will inflict 4 damage per second for 10 seconds to any enemy that enters it. Ability lasts 30 seconds and has a 100 second recharge time.

Meltdown

Julius Urkelberg: I realize that the Creature isn’t supposed to be defeated, Professor, but on the off-chance it should ever happen, I decided to set a failsafe device in the reactor core. If Armagordon’s health ever goes to zero, his Meltdown will leave our enemies a lovely parting gift.

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

Meltdown is a passive ability that triggers if Armagordon is defeated in combat. Once his health drops to zero, he violently explodes and anything within 400m takes 200-245 damage.

Atomo-Bolt

Vigo Eckstein: We’ve made an improvement to the Creature’s projectile attack, Master. The new AtomoBolt has a much longer range, and will shut down the enemy’s systems for at least five seconds.

Research Cost: 40 days, 1300k cash, 1500 power, 1500 knowledge, 600 biomatter

For a cost of 35 power and/or biomatter, Armagordon fires an energy projectile with a range of 1000m that tracks its target. Once it hits, it explodes and does 30 damage within a 100m radius in addition to shutting the target down for five seconds. Ability has a 55 second recharge time.

Radnado

Vigo Eckstein: 12 beams of ionizing radiation in a full 360-degree arc! It is perfect, Master! As beautiful as Laser-Floyd! A wonderful RADNADO!

Research Cost: 40 days, 1400k cash, 1600 power, 1400 knowledge, 600 biomatter

For a cost of 75 power and/or biomatter, Armagordon fires twelve consecutive Rad Beams in a 360-degree arc. Ability has a 120 second recharge time.

Meson Beam

Julius Urkelberg: The new upgrades to the particle accelerator are complete, Professor! Armagordon is producing enough mesons now to fire a solid Meson Beam. He can destabilize the atoms of an enemy unit and make them blow up REAL good.

Research Cost: 40 days, 1450k cash, 1300 power, 1500 knowledge, 800 biomatter

For a cost of 45 power and/or biomatter, Armagordon fires an energy beam from his eye structure with a range of 150m. It does no damage initially, but infuses the target with explosive particles that detonate after 1-3 seconds, automatically destroying the target. (Note, however, that Meson Beam only works on conventional enemy units. When I tested it on boss units like Ultrasan or the Helicarrier, I got a message saying “invalid target” and nothing happened. Which is too bad, because it would have been awfully useful to one-shot those tough opponents.)

Ignition Beam

Vigo Eckstein: At last we have perfected the Creature’s piercing gaze! The new Ignition Beam will slice through anything in Armagordon’s path, and set it on fire as well!

Research Cost: 40 days, 1200k cash, 1300k power, 1300 knowledge, 600 biomatter

For a cost of 40 power and/or biomatter, Armagordon shoots a beam from his eye structure that can penetrate a target and go on to strike other targets, as with Piercing Beam. With Ignition Beam, however, there’s a range of 600m, all targets hit get set on fire, and the first victim receives 100 damage with each target taking 5 less damage. Ability has a 50 second recharge time.

Atomic Fastball

Julius Urkelberg: I just finished my last coaching session with Armagordon, Professor. He could pitch for any major league team now—his new Atomic Fireball is a real humdinger.

Research Cost: 40 days, 1300k cash, 1400 power, 1300 knowledge, 1000 biomatter

For a cost of 65 power and/or biomatter, Armagordon throws a chunk of debris at an enemy target with a range of 300m, as in Toss. With Atomic Fireball, however, the debris is infused with radioactive energy before he throws it. On impact, the projectile does 60-80 base damage, inflicts an additional 15 damage per second for 5 seconds, and can knock the opponent back. Ability has a 90 second recharge time.

Skyfall

Vigo Eckstein: At last, the ultimate refinement of the Leap attack! When the Creature commits its Skyfall, it can leap over mountains, and deal triple damage to buildings when it lands!

Research Cost: 40 days, 1250k cash, 1300 power, 1200 knowledge, 1200 biomatter

For a cost of 50 power and/or biomatter, Armagordon can jump anywhere within a 1000m radius. Upon landing, he inflicts 50-60 damage to everything within a 250m area, with buildings taking triple damage. Ability has a 70 second recharge time.

Atomic Cyclone

Julius Urkelberg: Wow! I just finished the upgrade to the old Pummel attack, Professor. Armagordon lets fly with a rapid-fire barrage of punches in a full 360-degree arc—he’s an Atomic Cyclone!

Research Cost: 40 days, 1100k cash, 1250 power, 1200 knowledge, 1000 biomatter

For a cost of 30 power and/or biomatter, Armagordon throws a punch that does 25-30 damage. After he does, there’s a 100% chance of a second punch, a 95% chance of a third, a 90% chance of a fourth, and so on until he stops. While he’s punching, he’ll move in a 360-degree radius so enemies in all directions get attacked. Ability has a 25 second recharge time.

Triple Atomic Punch!

Julius Urkelberg: I was working a bit on Armagordon’s Fire Punch, Professor, and decided to turn up the heat. The new Triple Atomic Punch unleashes three waves of thermal radiation, and should set most of his targets ablaze. Float like a butterfly, sting like World War Three!

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

For a cost of 50 power and/or biomatter, Armagordon generates three parallel radioactive waves by swinging his fists. These waves travel in three parallel 600m lines, inflicting 25-30 damage on everything in their way as well as setting them on fire. Ability has a 45 second recharge time.
Grey Goop Tier One
The GOOP

Ability available at start of game.

For a cost of 5 health, Grey Goop makes an area attack with its nanites. Anything within a 200m radius takes 3 damage per second for 5 seconds, and an AP rating of 2 is added for good measure. Ability has a 5 second recharge time.

Spit

Malachi Maleficarum: Research is complete on the Spit attack, Malady. When you trigger it, the Construct will eject a ball of nanites. The range is 400 meters, and the impact will have a 100-meter radius. Best of all, the Construct can go and collect its own sputum later as a health bonus! Isn’t that thoroughly disgusting?

Research Cost: 5 days, 1200k cash, 12 power, 20 knowledge, 30 biomatter

For a cost of 8 health, Grey Goop spits a large nanite projectile at a designated target within 400m. When it lands, it inflicts 3 damage per second for 5 seconds over a 100m area. However, what’s most notable is that after the damage is finished, there will be two “GOOPballs” in the affected area. If Grey Goop moves over a GOOPball, it will gain 8 health. Note that if Grey Goop is at maximum health already, moving over a GOOPball has no effect, but the GOOPball will remain in place and can be claimed later. Ability has an 8 second recharge time.

Spit is required to research the following: Sting, Shock Glare, Snap
Grey Goop Tier Two
Sting

Mister Gill: Check this out! I’ve trained the GOOP to use its stinger, just like a real scorpion! When you use the Sting command, the tail will inject any ground target in front of it with nanite venom! And if the nanites manage to completely dissolve the enemy to component parts, GOOP can pick the nanite blob back up as a health bonus. HOW COOL IS THAT!?

Research Cost: 13 days, 20k cash, 30 power, 30 knowledge, 10 biomatter

For a cost of 30 health, Grey Goop’s tail stings an enemy ground unit within 150m of the kaiju. The target then takes 10 damage per second for 10 seconds. If it’s killed by this process, a GOOPball is created for the kaiju to pick up. Ability has an 18 second recharge time.

Shock Glare

Malachi Maleficarum: The new beam weapon we’ve been working on is now operational. When you use the Shock Glare, the Construct will five pulses of destructive energy beam from its viewing orb. Sometimes, looks CAN kill.

Research Cost: 13 days, 20k cash, 30 power, 30 knowledge, 10 biomatter

For a cost of 20 health, Grey Goop fires an energy beam from its eye structure. This beam has a base damage of 3, but shoots five consecutive times and also has an AP stat of 2. Ability has a range of 400m and a 15 second recharge time.

Snap

Mister Gill: I taught the Goop to use its pincers as a proper weapon! Trigger the Snap Command, and it will target anything in front of it with sweeping nanite-sharp blades. Just like Nature’s Perfect Killing Machine, the Scorpion!

Research Cost: 13 days, 20k cash, 30 power, 20 knowledge, 20 biomatter

For a cost of 3 health, Grey Goop swings its claws in front of it, inflicting 12-20 damage to everything in a 75m cone-shaped area. Ability has a 10 second recharge time.

Sting is required to research the following: Explosive GOOP, Viral GOOP
Shock Glare is required to research the following: Wide Glare, Barrage
Snap is required to research the following: Splat, Double Snap

Grey Goop Tier Three
Explosive GOOP

Mister Gill: Ha! Oh, this one is mean. We programmed the nanite venom to convert a certain volume of its matter into unstable isotopes, just for laughs. Trigger the Explosive GOOP and they’ll explode and deal damage equal to their original health!

Research Cost: 20 days, 90k cash, 90 power, 80 knowledge, 30 biomatter

For a cost of 30 health, Grey Goop’s tail stings an enemy ground unit within 150m that then takes 10 damage per second for 10 seconds, just like Sting. The difference is that if the enemy unit is killed by this process, it’ll explode and do damage equal to its original health. Ability has a 20 second recharge time.

Viral GOOP

Mister Gill: Me and the boys came up with an improvement on the GOOP’s nanite Sting, Mal. You can use our new Viral GOOP command to inject targets as usual—but if the enemy is destroyed by the venom, the nanites can move on to infect other targets nearby!

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

For a cost of 70 health, Grey Goop’s tail stings an enemy ground unit within 150m that then takes 10 damage per second for 10 seconds. However, if the enemy unit is killed, another enemy unit will get infected. This second unit will take 10 damage per second for only 5 seconds. If this second unit is destroyed, the nanites will then infect a third and final enemy unit, which takes 10 damage per second for only 2 seconds. Ability has a 25 second recharge time.

Wide Glare

Malachi Maleficarum: The new lens architecture we’ve designed for the GOOP is working brilliantly! Use the new Wide Glare to engage up to five targets in a 90-degree arc in front of the Construct’s eye.

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

For a cost of 55 health, Grey Goop fires multiple beams of energy from its eye at the same time in a 90-degree arc, allowing it to hit multiple targets at once. The beams have a range of 500m and pulse five times; damage is calculated based on a formula of 20/pulse. In other words, the first beams fired do 20 damage (20/1), the beams from the second pulse do 10 damage (20/2), and so on. Ability has a 17 second recharge time.

Barrage

Malachi Maleficarum: I’ve made an improvement on the Spit attack, Malady. Use the new Barrage command to fire not one but THREE nanite projectiles in rapid succession, which do damage over time and leave recoverable nanite clusters on the battlefield.

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

For a cost of 60 health, Grey Goop can fire three Spit projectiles simultaneously. These projectiles have a range of 500m, but each of the three can be directed to a different target location within range. As with Spit, these projectiles leave two GOOPballs apiece, for a total of six GOOPballs and 48 restored health per use of the ability. Ability has a 25 second recharge time.

Splat

Malachi Maleficarum: This is a messy one, my dear. The Construct will release three waves of nanites in succession, increasing in area each time. Use the Splat command and you will become the Jackson Pollock of Kaiju Violence.

Research Cost: 20 days, 60k cash, 70 power, 50 knowledge, 50 biomatter

For a cost of 15 health, Grey Goop sends out three consecutive area attacks. The first one has a range of 100m, the second one is 150m, and the third has a range of 200m. Any unit caught in any of the three attacks takes 3 damage per second for 10 seconds. Ability has a 10 second recharge time.

Double Snap

Mister Gill: I decided to make an improvement on the Snap attack by uploading some old martial arts movies into the GOOP Matrix. Now the Construct can use its pincers to Double Snap, like Bruce Lee. Wa-chow!

Research Cost: 20 days, 60k cash, 70 power, 50 knowledge, 50 biomatter

For a cost of 8 health. Grey Goop performs two consecutive Snap attacks. Ability has a 13 second recharge time.

Explosive GOOP is required to research the following: GOOP Fog, Explosive Barrage
Viral GOOP is required to research the following: SPEW, Viral Barrage
Wide Glare is required to research the following: Zap, Lougies
Barrage is required to research the following: Artillery, GOOP Bomb
Splat is required to research the following: Corrosives, BLOB
Double Snap is required to research the following: Body Slam, Vorpal Snap

Grey Goop Tier Four
GOOP Fog

Mister Gill: I’ve been working with your father’s old Corrosives command! I figured there was no reason we couldn’t make the nanite snail trail into an airborne cloud—it was really just a programming issue. Now you can use the GOOP Fog command to emit a gaseous cloud behind the Construct that damages everything it touches, and then conveniently collapses into a recoverable GOOPball.

Research Cost: 32 days, 240k cash, 300 power, 240 knowledge, 140 biomatter

For a cost of 80 health, a large cloud of nanites covering 300m is generated. This cloud lasts 20 seconds, during which anything in its area of effect takes 5 damage per second. Once the 20 seconds ends, the cloud disappears and a total of ten GOOPballs will be available for pickup. Ability has a 50 second recharge time.

Explosive Barrage

Mister Gill: A new variation on the old favorite—Explosive GOOP! Now you can inject three targets at once, and watch them turn into ticking time bombs of nanite fun and profit!

Research Cost: 32 days, 240k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 90 health, Grey Goop strikes three enemy ground units with its tail, and each of them become infected with nanites that inflict 10 damage per second for 10 seconds. If any of the three targets run out of health, they explode and do area damage equivalent to their original health. Ability has a 90 second recharge time.

SPEW

Malachi Maleficarum: We’ve been working on the problem of targeting structures rather than mobile units! Use the Spew command to spray every building within 300 meters with nanite vomit. Like when your aunt Malefica ate those bad shrimp at your cousin’s wedding—except that every Building destroyed will become a recoverable GOOPball.

Research Cost: 32 days, 220k cash, 240 power, 220 knowledge, 120 biomatter

For a cost of 75 health, Grey Goop emits a cone-shaped spray of nanites 300m in length. Any buildings hit by the spray will take 15 damage per second for 10 seconds. Destroyed buildings will leave behind a GOOPball that can be collected for health. Ability has a 60 second recharge time.

Viral Barrage

Mister Gill: I’ve been working with the boys in the pit on a new improvement of GOOP’s tail attack. The Viral Barrage triples the effectiveness of the old Viral GOOP attack—you can sting three ground units with viral venom!

Research Cost: 32 days, 290k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 85 health, Grey Goop stings three separate ground units with its tail. Each of these targets is infected with nanites that do 10 damage per second for 10 seconds. If any of these units is destroyed, another unit will become infected and take 10 damage per second for 5 seconds. Afterwards, a third and final enemy unit will become infected, taking 10 damage per second for 2 seconds. Ability has a 65 second recharge time.

Zap

Mister Gill: You know how you always love to scuff your fuzzy socks back and forth over the carpet until you come over and shock me with the electrostatic discharge? Well, now the GOOP can do that to your enemies. It’s called the Zap command. Thought it would make you smile.

Research Cost: 32 days, 240k cash, 290 power, 290 knowledge, 140 biomatter

For a cost of 60 health, Grey Goop becomes electrically charged for 30 seconds. During this period, any enemy unit within 200m is zapped with electricity, taking 10-20 damage. Ability has a 90 second recharge time.

Lougies

Malachi Maleficarum: A new variant on an old favorite! The Lougies attack is an anti-aircraft battery—use it to target every aerial enemy within 500 meters with high-speed nanite flak.

Research Cost: 32 days, 260k cash, 290 power, 290 knowledge, 120 biomatter

For a cost of 50 health, Grey Goop fires high-speed projectiles at all hostile aircraft within 500m. These projectiles inflict 10-15 damage when they hit. Ability has an 18 second recharge time.

Artillery

Malachi Maleficarum: A veritable fusillade of sputum! With the Artillery command, the Construct will emit five rapid-fire projectiles with a range of 700 meters, which do damage to your enemies and then become collectible nanite health bonuses for the kaiju!

Research Cost: 32 days, 240k cash, 260 power, 250 knowledge, 120 biomatter

For a cost of 80 health, Grey Goop fires five Spit projectiles at five different targeted locations within 700m. Ability has a 40 second recharge time.

GOOP Bomb

Malachi Maleficarum: Another improvement on the old Spit command! The GOOP bomb is a fragmentation projectile. Launch a blob of nanites with a range of 650 meters, and on impact it will split into three smaller blobs that fire at nearby targets.

Research Cost: 32 days, 250k cash, 290 power, 260 knowledge, 120 biomatter

For a cost of 100 health, Grey Goop fires a large nanite projectile at a designated location within 650m. On impact, it does 15-20 damage per second for 5 seconds, after which seven GOOPballs will be left for Grey Goop to pick up. In addition, on impact three Spit projectiles will also be launched at random targets nearby. Ability has an 85 second recharge time.

Corrosives

Malachi Maleficarum: I’ve given the Construct a new weapon, Malady, a trail of devouring nanite slime that it leaves in its wake, like a snail. I call it the Corrosives attack, but if you like we can rename it after the politician of your choice.

Research Cost: 32 days, 260k cash, 250 power, 240 knowledge, 180 biomatter

Corrosives is a passive ability that causes Grey Goop to leave a trail of nanite goo as it travels. Each “patch” of this goo will inflict 5 damage per second for 5 seconds in a 25m area before disappearing.

BLOB

Malachi Maleficarum: Despite Mister Gill’s scorpion fetish, there is no real reason we HAVE to confine the Construct to a solid arachnid shape! Use the Blob command to have the GOOP assume a more fluid form, and deal damage to everything it touches.

Research Cost: 32 days, 240k cash, 250 power, 250 knowledge, 170 biomatter

For a cost of 80 health, Grey Goop changes form from its normal scorpion into an amorphous blob for 30 seconds. While in blob form, it loses any abilities requiring its original form (such as Sting or its variants), but it will take 75% less damage from hostile attacks and also deal damage to anything it touches. Ability has an 80 second recharge time.

Body Slam

Malachi Maleficarum: A happy accident in the laboratory, my dear. The Construct happened to . . . slip, during routine maintenance. No damage to the GOOP whatsoever, but we lost the nearby cafeteria and a few service trucks . . . so we’ve decided to use it as an attack from now on. We call it “Body Slam” but only because “I Meant to Do That” wouldn’t fit on the instrument panel.

Research Cost: 32 days, 260k cash, 240 power, 260 knowledge, 170 biomatter

For a cost of 45 health, Grey Goop slams itself to the ground, damaging everything within 300m. Enemy units in the area of effect take 25-50 damage, while structures take 75-125 damage. Ability has a 25 second recharge time.

Vorpal Snap

Mister Gill: I just couldn’t leave the pincers alone. Tightened up a few lines of code, dropped in some new microprocessors, and now the new Vorpal Snap will slice and dice everything in front of the GOOP with a triple attack!

Research Cost: 32 days, 260k cash, 280 power, 220 knowledge, 120 biomatter

For a cost of 12 health, Grey Goop uses its claws to attack in a 75m cone-shaped area, as with Snap. The difference is that this attack will be made three times in succession, and each strike will inflict 20-30 damage with an armor-piercing stat of 10. Ability has a 15 second recharge time.

Grey Goop Prereqs for Tier Five
The Tier Four section ran out of space, so I'm putting what each ability unlocks here.

GOOP Fog is required to research the following: GOOPicane
Explosive Barrage is required to research the following: God GOOP
SPEW is required to research the following: Splork
Viral Barrage is required to research the following: Infestation
Zap is required to research the following: Feedback
Lougies is required to research the following: Apocalougies
Artillery is required to research the following: GOOPnado
GOOP Bomb is required to research the following: UnstopoGOOP
Corrosives is required to research the following: ElectroGOOP
BLOB is required to research the following: Absorbo-Glob
Body Slam is required to research the following: Seismic Slam
Vorpal Snap is required to research the following: Oh-Mega Snap!

Grey Goop Tier Five
GOOPicane

Malachi Maleficarum: A killing fog of hungry nanites, smothering the countryside like a Biblical plague! Your new GOOPicane attack will be particularly nasty versus aircraft—it leaves behind nothing but a useful GOOPball to collect, and the fresh scent of pine.

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

For a cost of 110 health, a 600m cloud of nanites is created that moves around the map at random. It lasts 20 seconds and inflicts 5 damage per second to anything in its area of effect, with aircraft taking double damage. Afterwards, three GOOPballs are left behind. Ability has a 70 second recharge time.

God GOOP

Malachi Maleficarum: Unleash a single nanite projectile that will chew through an enemy building, reduce it to dust, and fire off three new projectiles into neighboring structures! The resulting wave of destruction can spread like wildfire and demolish a whole city, if the buildings are packed too close together. This weapon is truly GOOPerdammerung—God GOOP for short!

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

For a cost of 200 health, Grey Goop fires a nanite projective at a target building within 500m. The building will take 20 damage per second, and once it goes down three new projectiles are launched from the site at three more buildings, and so on. In my testing, 1 + 3 + 9 + 27 = 40 buildings got destroyed for each use of the ability. Ability has a 120 second recharge time.

Splork

Malachi Maleficarum: We’ve now maximized the range and power of the Construct’s destructive nanite vomit. This new attack has a range of 600 meters and a 45-degree arc of attack! Unfortunately we’d run out of names for disgusting bodily functions, so we decided to call this one “Splork”.

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

For a cost 85 health, Grey Goop launches a nanite spray 600m in length. Any building in the target area takes 15 damage per second over 10 seconds. If a building is destroyed by this process, a GOOPball is left behind. Ability has a 70 second recharge time.

Infestation

Mister Gill: The code monkeys and I have put the finishing touches on GOOP’s venom, Mal. Infestation works like the old Viral Barrage, attacks three targets at once and turns them into potential nanite zombies . . . but now, the viral power of the venom won’t degrade over time. It’s going to be Night of the Living GOOP out there.

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

For a cost of 120 health, Grey Goop stings three enemy ground units that will take 10 damage per second for 10 seconds. Upon death the infection spreads, and units infected secondhand will take the full 10 damage per second for 10 seconds, Ability has a 90 second recharge time.

Feedback

Mister Gill: The final evolution of the old Zap command, Mal. Use the Feedback failsafe to turn on an unstoppable electrostatic attack to all neighboring enemies. The assault will continue until the GOOP is completely drained of power.

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

For a cost of 90 health, Grey Goop becomes electrically charged. In this state, the amount of Power in its storage will steadily decline, and the charged state will end once its Power level reaches zero. Until then, any enemy that comes within 1000m of the kaiju will be zapped and take 30 damage. Ability has a 90 second recharge time.

Apocalougies

Malachi Maleficarum: The final upgrade to the aerial Lougies, my offspring! Fifteen rounds of nanite flak, with a range of 500 meters. Let these Apocalougies be a lesson to you, miscreants! That’ll teach you to mess with my daughter’s career!

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

For a cost of 100 health, Grey Goop repeatedly fires at all hostile aircraft within 500m. A maximum of 15 rounds can be fired for each use of the ability, and each round does 20-30 damage. Ability has a 40 second recharge time.

GOOPnado

Malachi Maleficarum: The ultimate Spit command! The Construct launches ten projectiles in random directions! A tornado of nanite sputum! We call the GOOPnado.

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

For a cost of 80 health, Grey Goop fires 10 Spit projectiles in random directions. Ability has a 45 second recharge time.

UnstopoGOOP

Malachi Maleficarum: Mister Gill and I worked together on this one! I’ve upgraded the range of a Spit projectile to 600 meters, with a nice impact radius of 75 meters. But then Mister Gill used his recursive programming to recycle the kinetic energy and make it bounce on impact! With each bounce, the projectile loses 20 percent of its ability to repeat, but with a little luck the UnstopoGOOP can skip like a stone!

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

For a cost of 150 health, Grey Goop fires a projectile that on impact does 50 damage per second for 3 seconds. In addition, it will bounce forward at least once, with a maximum possible five bounces. Ability has an 80 second recharge time.

ElectroGOOP

Mister Gill: The boys in the programming pit are still playing with your Dad’s old weapon designs. We figured out how to electrify the snail trail! Use the ElectroGOOP command and the Construct will leave behind a nanite slick that stuns ground vehicles and zaps the OVERLOVING HECK out of ground units. Useful AND funny!

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

ElectroGOOP is a passive ability that upgrades Corrosives. The trail Grey Goop leaves behind is now electrified, dealing extra damage to infantry and stunning ground vehicles.

Absorbo-Glob

Malachi Maleficarum: Mister Gill and his programming minions were quite helpful with this one! They have re-programmed the old Blob command, and given the Construct the power to regenerate ten percent of any damage received while in Blob form. He really is quite supportive, Malady. Perhaps you should promote him from Intern someday? Put the proverbial ring on that thing?

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

Absorbo-Glob is a passive ability that upgrades the “Blob” ability. While Grey Goop is in Blob mode, it will now regenerate 10% of all damage inflicted on it.

Seismic Slam

Mister Gill: It’s all about follow-through! Seismic Slam is the old Body Slam attack, with a one hundred percent chance to repeat. Each successive slam loses the probability to repeat by twenty percent, but you should get at least two or three good thumps out of this one. It’s like having your own kaiju-sized pro wrestler to play with!

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

For a cost of 70 health, Grey Goop performs Body Slam, but then the kaiju will then repeat the move up to five more times. Ability has a 50 second recharge time.

Oh-Mega Snap!

Mister Gill: The ultimate pincer attack! We’ve been working on the GOOP’s ability to follow through, and the results are so awesome it’s appalling. This new Oh Mega Snap command is like Vorpal Snap but with a one hundred percent chance to repeat! Each subsequent attack is ten percent less likely to repeat, but with a little luck one push of a button turns the Construct into a kaiju-sized hibachi chef!

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

For a cost of 25 health, Grey Goop makes a claw attack that does 20-30 damage and has the potential of eleven strikes. Ability has a 25 second recharge time.