EMP is a Secondary Ability.
On activation, EMP fires a large piercing bullet toward the direction of aim, then immediately begins its cooldown. The bullet lasts for 4 seconds and travels 12 units before it expires, dealing 1 Physical damage and a large amount of Confuse damage to enemies it hits. Enemies without stun immunity are inflicted with Confuse stun at 100% potency --- that is, they are completely immobilized (movement caused by other enemies notwithstanding) and prevented from firing bullets for a set duration (however, they can still spawn minions and shoot non-bullet projectiles even while disabled in this manner).
EMP is one of three secondary abilities which are affected by Damage multiplier (the other two being Acid Cloud and Propeller Blast); however, despite firing bullets, it is not affected by bullet-multiplying effects because it is not a Primary Weapon.
|Name||Confuse Damage||Cooldown||Confuse Duration||Description|
|Tier 0||Training EMP||4||5.0||4||Pirates tend to claim they only carry this wildly illegal EMP in case of pirate attacks.|
|Tier 1||Baby EMP||8||4.9||4.2||This wee little thing? Nothing illegal here.|
|Tier 2||Salvaged EMP||16||4.8||4.4||Once part of a fusion testing site. Now put to more exciting uses.|
|Tier 3||Dropenstoppe EMP||24||4.7||4.6||Please don't run. We are a friendly salvage crew.|
|Tier 4||Gettawae EMP||32||4.6||4.7||Who likes being chased?|
|Tier 5||Piratical EMP||40||4.5||4.9||Yarr! And yer boots too!|
|Tier 6||Captains Jack's EMP||48||4.4||5||Love ya. Let's play hooky.|
|Tier 7||Duke's EMP||56||4.3||5.1||The best way to ensure you have an audience is by making sure they can't run.|
|Tier 8||Pepper's Old EMP||64||4.2||5.2||Never steal from Pepper. She likes to burn things.|
|Tier 9||Sergeant EMP||72||4.1||5.3||Deserters never get too far.|
|Tier 10||Dirty EMP||80||4||5.4||Sure, every time you press fire you irradiate a square kilometer for 500 years. But so obviously worth it.|