Naedocyte Shocker

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Naedocyte Shocker
Naedocyte Shocker
Creature Details
Species Naedocyte
Biome Dense Biozone, Glacial Strata
Category Common Enemy
Combat
Attack(s) Shock
Base Health 5
Resistance(s) None
Weakness(es) None
Weakpoint None
Temperature
Hot Cold
Burn T°C Freeze T°C
30° Status fire.png -50° Status frozen.png
Douse Fire T°C Unfreeze T°C
Status fire.png Status frozen.png
Cooling Rate Warming Rate
10°/s Status fire.png 10°/s Status frozen.png

Naedocyte Shockers are the soldiers of the Naedocyte Collective, usually found roving in great swarms. Their primary objective is to protect their Breeders, as well as build up the ambient static charge that both serve as their primary source of nourishment and primary means of attack. A most peculiar group of Hoxxes natives - but one that should not be underestimated, despite their almost cute appearance. We have lost many miners to them already.
~ Miner's Manual Description

The Naedocyte Shocker is a hostile Creature found on Hoxxes IV, located in every region on the planet. It is a small, flying jellyfish-like creature which can create electrical currents around itself as an attack. Some strange unknown liquid dribbles from its underside. It is among the smallest enemies in the game. It doesn't have any apparent form of propulsion, and seems to get by on levitation.

The Naedocyte Shocker will spawn either by "digging" its way in or will float towards the players from around a corner, often in large groups. Once they are within contact range of a Dwarf, they will produce an electrical shock which slows attackers. There is a brief delay period between shocks.

The Shocker is comparable in behaviour and purpose to the Glyphid Swarmer. Alone they take no effort to deal with, but their key power comes in numbers. Many Shockers can surround the player at once and deliver their shocks, which can very quickly rack up damage especially on higher Hazard Levels. Alongside this they make for an excellent "filler" enemy which can bolster the ranks of a swarm, being an excellent distraction enemy which can steal the player's attention away from potentially bigger threats.

Their nature as flying enemies allows them to be much more evasive. Unlike Swarmers which are vulnerable to splash damage and grenades, Shockers do not have to worry about such counters as their levitation allows them to sidestep most forms of area control as they close in to surround a dwarf.

While the Shocker is an elusive enemy, it is far from flawless. Its most obvious flaw being its paulty health pool of just five points. Virtually any attack the dwarves can perform will instantly kill a Shocker at any range, so focusing them down before they close the distance to the team is a good strategy - not hard to do, since they hover quite slowly and their glowy appearance makes them easy to spot. If all else fails, they are just as susceptible to being whacked with the Pickaxe, same as Swarmers.

Combat[edit | edit source]

Health and Armor[edit | edit source]

Creature's damage resistance changes depending on the Hazard Level, player count doesn't affect the resistance.

Effective Health Scaling

Hazard Level
1 2 3 4 5
Player Count Dwarfcount1.png to Dwarfcount4.png 3.5 5 5.5 6 6

Attacks[edit | edit source]

  • Shock - unknown damage

Tips[edit | edit source]

  • The Engineer's Sentry Guns are the best tool available to deal with Shockers - particularly the MKII which can one-shot a Shocker regardless of difficulty. The Gemini System model cannot one-shot a Shocker on Hazard 3 and up, but having two sentries active at once will make quick work of incoming Shockers.
    • The Hawkeye System modcan be used to force sentries to focus on Shockers. Marking just one will cause the Sentries to fire on the rest of the crowd.
  • The Gunner's Autocannon with its explosive bullets can easily clear out crowds of Shockers. The natural inaccuracy of the weapon spreads damage out, and every shot from the round can instantly kill multiple Shockers if they are packed closely enough together.
    • The "Carpet Bomber" Weapon Overclock for the Autocannon further expands on the area damage capabilities of the Autocannon, which helps greatly in dealing with small foes such as Shockers.
  • The Driller's CRSPR Flamethrower makes quick work of Shocker groups. While not as effective versus Swarmers due to Shockers being able to evade the grounded Sticky Flames, It is still an excellent option to get rid of them with.
    • The "Targets Explode" Modification for the CRSPR adds a %50 chance for Shockers to detonate when they are killed by the flames, which can cause surrounding damage to a crowd.
  • The Scout has limited crowd control capabilities, and as such he struggles to deal with Shockers. The best he can hope for is to use his Pheromone Canister to redirect Shocker attention away from him.
  • The Thorns Perk is a great way to deal with Shockers (and any other small enemy), as the self-damage taken by enemies for attacking you will more than exceed their health pool.

Gallery[edit | edit source]

Trivia[edit | edit source]