Stun Coil

What it is

Stun Coil is a unique artifact that pulses on a fixed timer around the ship. Every few seconds it stuns every enemy inside a radius for several seconds, locking them out of attacks and movement long enough for follow-up damage to land. Both the pulse cadence and the stun duration scale with tier, and at higher tiers the stun duration is long enough to keep most enemies locked between consecutive pulses.

Identity

FieldValue
Display nameStun Coil
CategoryUnique
Icon
Primary color6644ff
Secondary color4422cc
Bright/highlight coloraa88ff
Damage tagNone (type-agnostic)
Triggertimer (repeats forever once the artifact is equipped)
Status appliedstunned (target cannot act for the status duration)

Per-tier values

Tiers are indexed by rarity. The four authored tiers cover uncommon through legendary; the runtime prepends a fifth “common” tier that reuses the uncommon row’s values and only differentiates via the smaller flat passive bonus.

RarityPulse interval (s)Pulse radius (px)Stun duration (s)
Common43504
Uncommon43504
Rare3.54255
Epic35006
Legendary2.56008

Effect

Trigger: a repeating timer keyed to the tiered pulse interval. The first pulse fires after one interval has elapsed and then repeats indefinitely for the duration of the run.

When the timer fires, the artifact runs the following actions in order:

ActionEffect
Area status applyApplies the stunned status to every enemy inside the tiered radius, centered on the ship, for the tiered stun duration.
Primary VFXPlays a burst-and-ring effect in the artifact’s bright color: 28 particles, scale 5.5, lifetime 0.45 s.
Artifact flashFlashes the artifact’s HUD icon to signal the proc.
BannerShows the artifact’s banner the first time it procs in a run.

The pulse deals no direct damage; the stun simply removes enemy action for its duration. Enemies that enter the radius between pulses are not stunned until the next pulse fires.

Stacking rules

RuleBehavior
Max stacks per target1 (stunned is a binary status, not a stacking one).
ReapplicationA new pulse that catches an already-stunned target refreshes the status duration to the full tiered value.
Multiple targetsThe pulse hits every enemy in the radius simultaneously; each target tracks its own stun timer independently.
Pulse cadence vs. stun durationAt every tier the stun duration is longer than the pulse interval (e.g. legendary: 2.5 s interval, 8 s duration), so an enemy that stays inside the radius is permanently stunned as long as the artifact keeps pulsing.
Tier upgradesReplace the per-tier values record wholesale at run start; tier does not change mid-run.

Summary: Stun Coil pulses every 2.5-4 seconds on a fixed timer, applying the stunned status to every enemy in a tiered radius around the ship. Interval, radius, and stun duration all scale with tier (legendary: 2.5 s interval, 600 px radius, 8 s stun). At every tier the stun duration exceeds the pulse interval, so targets that stay inside the radius are kept permanently stunned; targets only get a window to act if they leave the radius before the next pulse.

EXTRACT-CANDIDATE flags:

  • The “5th common tier reuses uncommon values and differentiates via flat passive bonus” rule is shared across all artifacts and belongs on the artifacts roll-up page, not duplicated per entity.
  • The FLAT_BONUS_PCT_BY_TIER table (10 → 50 across common → legendary) is engine-wide and should live on the artifacts overview / authoring guide.
  • The stunned status itself (binary action-lock, duration refresh on reapply, no stacking) is a generic combat primitive that other sources may apply. Candidate concept page: concepts/status-stunned.md or a broader concepts/status-effects.md.
  • The apply_status_aoe action (ship-centered radius, per-target duration tracking, refresh-on-reapply) is a shared primitive used by multiple artifacts and should live on the artifact authoring guide.
  • The trigger: timer pattern (repeating interval keyed to a $interval per-tier value) recurs across timer-pulse artifacts and belongs on the authoring guide.
  • The burst_and_ring VFX type and the flash_artifact action are shared primitives across many artifacts — canonical reference belongs on the artifact authoring guide.
  • The showBanner: true first-proc banner behavior is shared across artifacts and belongs on the roll-up.
  • Color-palette schema (primary / secondary / bright) is shared across all artifacts; only the values are per-entity.