Statistics
Good against: Plant, Water, Alien
Weak against: Rock
Cost: 5,400 Coins
D92 A94
Build proportional14
Pros: A great mid-term unit, especially its ability to counter Alien monsters, which by far are extremely hard to counter.
Cons: The skills it can use do not compensate much for its potent base qualities. It becomes extremely inefficient against Rock monsters or monsters with defensive niches. They can also take a while to obtain, due to being decently costly.
Attacks
(Level 1) Zap - Deals 10 damage
It's very useful for a pre-emptive attack, especially when higher amounts of elemental energy have to be used later.
(Level 2) Thunderbolts - Deals 1 to 3 hits of 10 damage each.
Use this skill as a 'last resort' when the first skill isn't active yet.
(Level 5) Recharge - Heals your monster for 10% of its maximum health. Unlike Plant, it does not leach health from your opponent. The use of this skill is relatively impractical and should only be used in a desperate fight.
This is also viable as a 'last resort' attempt to heal the monster, though not very effective when compared to plant types that can deal damage at the same time healing by 12%.
(Level 9) Ion Sphere - Deals 20 damage and reduces your opponent's dealt damage by 10%
This attack can compensate for the poor damage of the other attacks, but remember that water monsters can still raise/lower attacks via skills.
(Level 15) Double Plasma Cyclone - Increases your dealt damage by 10%, then deals 2 hits of 20 damage each.
The most powerful of electric attacks, but increasing your attack can still be cancelled by plant/water monsters.