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{{#infoboxbuilder: | 1:Type = Title

| 1:Value = EMP

| 2:Type = MainImage | 2:Value = File:Placeholder

| 3:Type = Line | 3:Label = Fire rate | 3:Value = Charging up lasts 0.7 secs

| 4:Type = Line | 4:Label = Reload time | 4:Value = High

| 5:Type = Line | 5:Label = Dual wielding | 5:Value = No

| 6:Type = Line | 6:Label = Damage | 6:Value = None (Only rocket boots will not work for about 30 seconds)

| 7:Type = Line | 7:Label = Effected by perks | 7:Value = No

| 8:Type = Line | 8:Label = Max Zoom | 8:Value = 4x

| 9:Type = Line | 9:Label = Pro Pack needed | 9:Value = Yes

| 10:Type = Header | 10:Value = Ammo

| 11:Type = Line | 11:Label = Rounds per clip | 11:Value = 1

| 12:Type = Line | 12:Label = Default backup rounds | 12:Value = 8

| 13:Type = Line | 13:Label = Max rounds | 13:Value = 8 }}

Summary

  • Shoots a large EMP ball that travels a distance and electrifies anyone who it caught in it.
  • It can be used to terminate proxy mines.
  • When they are electrified, their rocket boots will not work for about 30 seconds. However, it does not do damage.

Audio

Strategies

Usage

  • The ball can go through covers. Use it at your advantage. Use it when your opponent is high in the air for maximum effect or to make them unable to escape.
  • Effective when combined with SMAW. Hit them with the EMP then shoot a rocket at them.
  • It is possible to make the ball go faster by moving rapidly in the direction of fire. However, it is possible to hit yourself with this weapon.

Defending against

Kill its user before the EMP is unleashed, or dodge their shots while constantly shooting at them.

Gallery

EMP/Gallery

Trivia

  • If hacks are used to make all weapons have 5 initial rounds and 25 backup for all weapons will cause this weapon to release 5 EMPs in quick succession before reloading to have the normal 1 EMP per clip.
  • This is the only weapon that does no damage even if it hits the enemy.

See Also

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