Ion Pulse

What it is

A unique kill-triggered artifact. Whenever the ship kills an enemy, a shockwave centered on the kill site deals flat area damage to enemies in radius and applies the stunned status to all enemies in the same radius. The proc is gated by a cooldown so chained kills cannot trigger it on every frame.

Identity

FieldValue
Display nameIon Pulse
Internal idenergy_kill_nova
CategoryUnique
IconSpiral glyph
Primary color#6644ff
Secondary color#4422cc
Bright/highlight color#aa88ff
Damage tagNone (type-agnostic)
Flat-bonus statWeapon Damage (flat additive)
BannerFirst proc in a run shows the artifact banner

Per-rarity values

The four authored tiers cover uncommon through legendary. The runtime prepends a fifth common tier that reuses the uncommon row’s values; the common-vs-uncommon differentiation comes from the shared flat-bonus ramp, not the ability values.

RarityShockwave damageStun duration (s)Radius (px)Flat Weapon Damage bonus
Common1203300+10%
Uncommon1203300+20%
Rare2003.5390+30%
Epic3204.5500+40%
Legendary5006600+50%

When it triggers

PropertyValue
Trigger signalenemy_kill
Cooldown between procs2.0 seconds
Center of shockwaveThe kill site (signal coordinates), not the ship
Damage modeFlat — tiered damage value is dealt to every enemy in radius
Status appliedstunned for the tiered duration, to every enemy in radius
ConditionsNone — the only gate is the cooldown

On each proc, the artifact runs four actions in order:

ActionEffect
damage_aoeDeals the tiered flat damage to every enemy whose center lies inside the tiered radius around the kill site.
apply_status_aoeApplies the stunned status with the tiered duration to every enemy in the same radius around the kill site.
vfxPlays a burst_and_ring VFX in the bright color: a 32-particle spark burst at speed 120 plus a sonar ring at scale 6.0 over 0.45 s.
flash_artifactFlashes the HUD icon for 0.5 s and emits the artifact’s standard double-ring plus particle-burst feedback at the ship in its own palette.

How it stacks

RuleBehavior
Cooldown gatingA single 2.0 s cooldown across all kills. Kills during the cooldown do not re-proc the shockwave.
Damage stackingOne-shot per proc — the area damage does not persist, and overlapping procs from rapid kills cannot occur during the cooldown.
Status stackingEach proc applies a fresh stun of the tiered duration to enemies in radius; the engine’s stun application rules determine refresh-vs-stack behavior.
Tier replacementOnly one tier of the artifact is active at a time; upgrading the artifact replaces its tier values with the new row.
Flat passive bonusThe Weapon Damage flat bonus follows the artifact-wide common→legendary ramp (10/20/30/40/50%) and is always on, independent of the proc.

EXTRACT-CANDIDATE

  • The “5th common tier reuses uncommon values and differentiates via flat passive bonus” convention is shared across every artifact and belongs on the artifacts roll-up page rather than being repeated per entity.
  • The common→legendary flat-bonus ramp (10/20/30/40/50%) is engine-wide and belongs on the artifacts overview / authoring guide.
  • The damage_aoe, apply_status_aoe, vfx (burst_and_ring), and flash_artifact action primitives appear across many artifacts — canonical reference belongs on the artifact authoring guide.
  • The kill-site-centered center: 'signal' semantics (shockwave originates at the kill coordinates, not the ship) recur in other kill-triggered artifacts and should be defined once on the artifacts or effect-engine page.
  • The enemy_kill trigger signal itself is shared with other kill-reactive artifacts; canonical definition belongs on a signals/triggers page.
  • The stunned status (duration semantics, refresh-vs-stack rules) is a generic enemy-status concept and belongs on a combat or status-effects page.
  • The artifact color-palette schema (primary / secondary / bright) is shared across all artifacts and belongs on the roll-up.
  • The first-proc banner behavior (showBanner: true) is shared across artifacts and belongs on the roll-up.