"The EMP Cannon developed by Federation Labs. Designed to disrupt enemy electronics systems. Also inflicts considerable hull damage."

Level 1
Level 2
Level 3

Ship Level 1234567891011
Number Available 000000000 11
Icon Abbreviation Size PowerPower Consumption Stat Enhancement AI Category
Volley System Damage Shield Damage Direct Hull Damage EMP Length Projectile Speed Projectile Delay
Level Reload Time Ammo Upgrade Ship Level Required
Capacity Unit Price
28.5s601301.5M1w 2d10
38.25s751502M1w 4d11


The EMP Cannon is a 4x2 Weapon room unlocked at level 10. It's the most reliable way of inflicting EMP to rooms because unlike the EMP Missile, the EMP Cannon's charges cannot be negated with an Engine. Like the Plasma Discharger, the EMP Cannon requires Gas Gas based ammo to fire.


Remodeled EMP Cannon
"A remodeled version of the standard EMP Cannon. Designed to disrupt enemy electronics systems. Also inflicts considerable hull damage."

The Remodeled EMP Cannon is a reskin of its level 3 counterpart. A PINK EMP Cannon Renovation Kit is required along with a level 2 or 3 EMP Cannon. Switching to the skin costs 2M Mineral, 1d Clock while switching back costs 2M Mineral, 1w 4d Clock.


In Combat

The EMP Cannon is very powerful. Its charges inflict nearly 10s of EMP when combined, effectively stunlocking rooms. Consequently, it also consumes a hefty amount of power. This also makes it hard to destroy, so 2+ Armor blocks will be sufficient for protection. As with all EMP weapons, your goal is to disable important rooms like the Teleport, Cloak Generator, etc.

When To Use

There is little reason not to use the EMP Cannon once you've reached level 10. Its potential to stunlock rooms like the Teleport, Shield Generator, and Hangar for nearly the entire game can change the tide of battle immensely. Its massive power consumption may be daunting to work with, but the payoff is immeasurable.


AI for high power rooms like the EMP Cannon can get rather complicated. Due to the massive demand for power in the later levels, having power-efficient AI is very important. One such way to do that is with the below AI command. Every time a room falls under 50% HP, power is taken and redistributed to other rooms. Note, all other rooms must use the same power AI (Increase by 1)

Friendly Room HP < 50% -> Set Power To 1
None -> Increase Power By 1

You may also use something like this. Essentially, whenever the target room is destroyed or too damaged to make a difference, the EMP Cannon powers down. Although it's much more niche compared to the one above, it'll still help when it's needed.

Target Room Destroyed -> Set Zero Power
Target Room HP < 50% -> Set Zero Power (OPTIONAL)
None -> Target ___ Room
None -> Increase Power By 1

Crew Interactions

The EMP Cannon is buffed with the Weapon Weapon stat on Crew. The reload reduction formula applied when the EMP Cannon is buffed can be found here.


Powered Rooms

Weapon Rooms

Weapon Rooms: Mineral Mining LaserBolterKias PhaserK BlasterMinigunPhoton PhaserPlasma DischargerParticle DischargerLaser BlasterRailgunPhoton DisruptorEMP CannonIon Cannon

Consumable/Platform Rooms: Missile LauncherMulti Missile LauncherHangarTeleportSmall Weapons PlatformMedium Weapons Platform

Defensive Rooms

Defends Via Damage: Anti Craft LaserSecurity GateSmall Gas TrapZaki Tentacle GardenDisintegrator Gate

Defends Via Support: Shield GeneratorShield BatteryMed BayToiletFlower GardensAndroid StudioVisiri MechbayZongzi FactoryRadar

Defends Via Dodge: EngineFusion Drive EngineCloak Generator


Small ReactorFusion ReactorCoal Reactor

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