The Electrocution Module is a Weapon Tool Part that electrifies the previous round fired. Lower Tool only.
Unlike the Explosive Module, the Electrocution Module will only work on the previous shot fired, and another shot must be fired before subsequent uses.
Location[]
The Electrocution Module can be found in the Supply Depot side mission in Chapter 9. In the first hub room after the entrance from outside, use the elevator between the Suit Kiosk and Bench on the right side of the room. It is located on a shelf to the left of the Tram behind the Suit Kiosk on this floor.
Once acquired, additional Electrocution Modules can be crafted at any Bench.
Effects[]
The Electrocution Module activates for the last round fired from a standard weapon that fires a physical round, such as those created from a Telemetry Spike.
This Weapon Tool Part is eligible for Heavy Frames and Compact Frames. When activated, the previous round fired will emit an electrical field that stuns and damages any enemies within its given radius, causing enemies to drop their items if killed in this manner.
- The electrical field persists for a few more seconds after the visual effect dissipates, allowing additional enemies to be affected, provided they are close enough.
- The radius can be enhanced using Explosion Amplifier Attachment. The duration of the field is slightly lowered, reducing the time frame in which incoming enemies can still enter the field's effect area, making the visual effect slightly more accurate.
- Damage can be increased with Damage Circuits, even with no visible stats on the Bench screen displayed for the Electrocution Module when adding these Circuits. Similarly, Reload Circuits and Clip Circuits will increase these stats accordingly.
- Isaac/Carver are unaffected by the electrocution, even without the use of the Safety Guard Attachment, unlike the Javelin Gun alt-fire from Dead Space 2.
- The Electrical Field ignores terrain, only considering radius from the center of the location of the previous round fired.
- Fodders (Wasters) will not transform if killed by the Electrocution Module.
- Pregnants will not release their Swarm Infectors if killed with the Electrocution Module.
- Pukers will not emit vomit if killed with the Electrocution Module.
- Exploders and Crawlers will not detonate their pustule if killed with the Electrocution Module, allowing their corpses to be thrown/detonated as needed.
The Electrocution Module is one of the most powerful Weapon Tool Parts for dealing with Necromorph hordes and Circle Unitologists hiding behind cover, as the persistence of the electrical field and damage over time while denying transformations with no risk of self-electrocution and high ammo efficiency, potentially taking out entire groups with one trigger pull.
- Enhanced Necromorphs and Twitchers will often require more than one electrical field on Impossible difficulty.
- Alien Necromorphs, Cysts, Guardians, Hunters, and all bosses are not noticeably affected by the electrical field on any difficulty.
Compatibility with Incendiary Grenades[]
By default, this module does not work with Incendiary Grenades.
Rate of Fire upgrades must be added to the Incendiary Grenades to make this module usable. The MK-II version requires less Rate of Fire upgrades due to the innate stats upgrade. The MK-II version requires a minimum of +7 SPD, and the standard version requires +9 SPD.