Scepter

{| class="article-table" !Weapon
| !Stats |
|---|
| 102x102px |
- Firing rate: 2x 2/sec
- Inaccuracy: 3 degrees
- 70 damage
- 2x lighting ~ 20 damage
- Shocked
- 15/sec interval bullets:
** 5 damage
** Shocked 48x48px - Firing rate: 2x 2.5/sec
20 damage 48x48px - Firing rate: 2x 2/sec
- 20 damage
|}
{| class="article-table mw-collapsible mw-collapsed"
|+Expanded weapon details
!Weapon
!Stats 102x102px - Firing rate: 2x 2/sec: ** 0.75 sec reload (45 ticks) ** 3 shots/round ** 0.06 sec interval delay (4 ticks)
- Inaccuracy: 3 degrees
- Type: BasicBulletType
- 70 damage
- 2x lighting: ** 20 damage ** 3 tiles length
- Shocked
- 15/sec interval bullets: ** 5 damage ** Shocked
- Effective range: 27 ** 60 tiles/sec speed ** 0.45 sec lifetime (27 ticks)
Maximum range: 30 (27 + 3 lightning length) 48x48px - Firing rate: 2x 2.5/sec: ** ? sec reload (? ticks)
- Type: BasicBulletType
- 20 damage
- Effective range: 18.75
** 22.5 tiles/sec speed
** 0.83 seconds lifetime (50 ticks) 48x48px - Firing rate: 2x 2/sec ** ? sec reload (? ticks)
- Type: BasicBulletType
- 20 damage
- Effective range: 18.75 ** 22.5 tiles/sec speed ** 0.83 seconds lifetime (50 ticks) |}
Source: Fandom: Scepter (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview

The main weapon is a shock cannon that fires a short barrage of charged bullets: each volley consists of three rapid shots with a 0.75 second reload and a 0.06 second interval between shots. Individual projectiles have an inaccuracy of 3 degrees and deal high base impact damage; the cannon also produces lightning strikes that deal additional shock damage along a short range, extending the weapon’s effective reach by a few tiles. The 


- Use
Scepter on defense where its long-range shock cannon and shield regen can support static lines rather than for fast offensive strikes.
- Prioritize killing a
Scepter quickly when it appears: its lightning can stack and shred walls and high-health units if left unchecked.
- High-durability walls (Thorium/Large
Thorium) slow it down but will not hold indefinitely; supply turrets with focused fire (Fuse,
Mega,
Poly) behind walls for fast elimination.
- Status effects that bypass or ignore armor—such as
Blast Compound ammo or
Pooled Cryofluid freezing combinations—are effective because they are not reduced by armor. Using wet/shocked interactions (water in liquid turrets) increases affinity damage output but note that affinity damage does not pierce armor in current builds.
- Cheaper swarms (Lancers and Arcs) supported by layered large walls and water-based turrets can overwhelm a solitary
Scepter when on a budget.
- Keep Scepters away from friendly fragile units that benefit from its Shield Regen Field; the ability boosts survivability for nearby units and force fields.
- Because of its large size and slow speed, the
Scepter is a predictable target for area-denial and focused long-range fire; exploit pathing quirks in campaign maps to concentrate damage as it approaches.