A/ARC-3 Tesla Tower

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A turret which fires electrical charges at targets in close range. To avoid friendly fire, remain prone.

— Ship Management Terminal

The A/ARC-3 Tesla Tower is a Sentry that sends electric arcs toward all entities within 20 meters.

Stratagem Statistics

General
Call-in Time Standard 7.75 seconds
Upgraded 4.75 seconds
Uses Unlimited
Cooldown Standard 120 seconds
With Morale Augmentation 114 seconds
With Synthetic Supplementation 108 seconds
With All Upgrades 102.6 seconds
Health Standard 600
Upgraded 900


Detailed Weapon Statistics

A/ARC-3 Tesla Tower
Main Health 600
Main Armor Armor AV1 Icon.png Unarmored II
Cooldown 120 sec
Call-in Time 3 s
Attacks
Tesla Turret Arc Arc
Tesla Turret Arc
Arc
Arc Range 20 m
Arc Velocity 2000 m/s
Arc Aim Angle 180 °
Damage
Element Arc
Standard 600
vs. Durable 600
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Status Stun Small
Status Strength 8
Demolition Force 20
Stagger Force 20
Push Force 10

Tactical Information

  • Within its operational 20-metres of its line of sight, the Tesla Tower will shock any valid target starting with the closest one to use as a conduit for arc-chaining.
    • Targeting list includes but is not limited to:
      • A non-crawling Helldiver
      • Hostile non-SEAF units
      • Specific stratagems
      • Other destructibles (E.G. Terminid Eggs).
        • However, Tesla Tower specifically will not target Citizens or Generators (though both can be caught as a conduit for chain-lighting).
    • Wire mesh fences reduce the targeting range by 2-meters to 18-meters (10-percent reduction)
    • The Tesla Tower prioritises on targets with lower health and armor rating, switching to them if already having engaged with heavier targets (E.G. from a Charger to a Helldiver if one has entered the targeting range).
      • The line of sight (LoS) is mainly measured from the ground / two-dimensional-plane. This is most noticeable by having an active (protruding) Hellpod Stratagem placed between a Helldiver and a Tesla Tower, rendering the Tesla Tower not even attempting to zap the Helldiver. This negation of LoS is easiest to reproduce with the E/GL-21 Grenadier Battlement.
  • The Tesla Tower considers a diving Helldiver being already in a prone position. It is possible to keep on "dolphin-diving" near a friendly Tesla Tower for faster traversal.
    • Additionally, this works with Illuminate Lightning Spires which will target and shock any Helldiver within their range, however these also feature the safety mechanic and won't target prone Helldivers.
    • Tesla Towers will zap any Helldiver whose "prone"-stance is broken / disrupted in the middle of dive by E.G. by falling from too much of height and thus transitioning into the "ragdolled"-state.
  • The A/ARC-3 Tesla Tower takes 1 second to charge up, after which it sends out a devastatingly powerful electrical arc at its target. Lighter enemies like Warriors and Troopers will die to a single hit.
    • The Tesla Tower's necessary proximity to enemies can both help and hinder it. It will attract the attention of light enemies that it will easily kill, but also heavy enemies that will just as easily destroy it with a long-ranged attack or a rapid close-range attack.
      • Distracted ranged enemy units (primarily by being "aggroed" to a Helldiver) such as Overseers however do enter the attack range of Tesla Tower. But otherwise, when given enough line of sight, they won't enter the shocking range and instead will engage the Tesla Tower from outside its range.
    • The Tesla Tower is still able to stagger many heavy enemies such as Fleshmobs. Clever placement will allow Tesla Tower to stun and dispatch heavy enemies before they able to fully focus upon it.
  • The arcs chain from target to target can reach beyond the initial targeting range. These chains can also travel outside the line of sight of the Tesla Tower. And majority times also first hit Helldivers in prone position due to arc-conduiting-mechanics; for this reason, it is not advised to reside next a Tesla Tower in the first place.
    • An arc-chain has a maximum horizontal turn angle of 90-degree from target to target.
      • The arc-chains do severely lack turning capability vertically (if any at all), making it incapable to chain the arcs between targets even with small elevation differences (E.G. from a Voteless to an Elevated Overseer and vice-versa)
    • Tesla tower will attempt to use protruding or otherwise active Hellpod Stratagems such as Resupply pods and the A/MG-43 Machine Gun Sentry as conduits without success; this process however inflicts negligible but still destructive arc damage upon these stratagems.
  • Helldivers will be killed instantly if hit by the Arc attack.
    • Helldivers wearing Electrical Conduit armor take significantly reduced damage from the Tesla Tower's attack. However, during Acid Storms the damage inflicted is doubled.
    • Damage amount also depends on the first body part hit. E.G. A shock on a leg causes approximately 30-damage while torso/chest approx. 50-damage. Each initial shock will damage/break the targeted body part.
    • The targeted body part depends on the elevation differences: On same "bottom" elevation Tesla Tower always hits either of the leg of Helldiver. If Helldiver is at least a metre above the base of Tesla Tower, the chest of Helldiver is targeted.
  • If not destroyed, a single Tesla Tower will remain in place for 150 seconds, firing an infinite number of arcs until it expires.
    • With the base cooldown of 120-seconds, it is possible to have multiple active Tesla Towers even before any associated Ship Module upgrades.
      • Setting up another Tesla Tower within 20-meters of other is highly recommended against due to aforementioned conduit-preference attempts. In practice, this will render a Tesla tower being unable to arc on target units located near the other Tesla Tower due to arc getting stuck in (and negligibly but still destructively damaging) the other Tesla Tower.

Applicable Ship Modules

The following Ship Modules affect the A/ARC-3 Tesla Tower:

Department Ship Module Effect
Bridge Morale Augmentation Reduces cooldown time for all Stratagems by 5%.
Engineering
Bay
Synthetic Supplementation Reduces cooldown time for Sentry, Emplacement, and Resupply stratagems by 10%.
Advanced Construction Increases health of Sentry stratagems by 50%.
Rapid Launch System Removes deployment time for Emplacement stratagems.
Circuit Expansion Lightning arcs, fired from weapons and turrets, jump to one additional enemy.
Robotics
Workshop
Blast Absorption Sentries take 50% less damage from explosions.

Media

Tutorial Video Demonstrating Use of the A/ARC-3 Tesla Tower

Trivia

  • Compared to Tesla Towers of the Super Earth Armed Forces, the Illuminate Lightning Spires deal roughly half the amount of damage.
    • Lightning Spires cannot the damaged in the first place whereas SEAF-variants can be torn down with claws alone. The former is a structure without health-pool and can only be destroyed with an explosive demolition force.


Change History

Patch
Description

1.001.104
2024-10-15

Changes

  • Reduced charge-up shots cooldown from 3 to 1 sec
  • Cooldown reduced from 150 to 120 sec
  • Lifetime reduced from 180 to 150 sec.

1.001.100
2024-09-17

Changes

  • Increased stagger force to match other Arc weapons.
    • Stagger Force increased from 20 to 35.
  • Now has a moderate stun effect that builds up per hit on its targets.

1.000.300
2024-04-29

Changes

  • Increased health by 33%.

1.000.104
2024-03-26

Fixes

  • Game no longer freezes when firing arcs from the Tesla Tower.