> For the complete documentation index, see [llms.txt](https://warframe-disruption.gitbook.io/disruption-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://warframe-disruption.gitbook.io/disruption-guide/documentation/squad/cyte-cyte-vauban-jade/kappa/cyte-loadout-shock/cyte-shock.md).

# Cyte Shock

## Build

<figure><img src="/files/y3q6he8O269hsauSfrDD" alt=""><figcaption></figcaption></figure>

***

## Build Description

<details>

<summary><mark style="color:pink;">Mods Breakdown</mark></summary>

* <mark style="background-color:$info;">**Enemy Radar**</mark>\
  To consistently kill enemies through walls, you should stack as much <mark style="color:violet;">Enemy Radar</mark> as possible.
* <mark style="background-color:$info;">**Vigilante Pursuit**</mark>\
  Complements your Aura mod by providing <mark style="color:violet;">additional Enemy Radar</mark>.
* <mark style="background-color:$info;">**Blind Rage + Transient Fortitude + Umbral Intensify**</mark>\
  Maximize your Ability <mark style="color:violet;">Strength</mark> to get the most out of <mark style="color:violet;">Resupply</mark> and <mark style="color:violet;">Shock</mark>.
* <mark style="background-color:$info;">**Primed Flow**</mark>\ <mark style="color:violet;">Indispensable</mark> for playing with the <mark style="color:violet;">Overcharge Arcane</mark>.\
  Although <mark style="color:violet;">Arcane Sculptor</mark> is usually enough to sustain your Energy, <mark style="color:violet;">Primed Flow</mark> provides a safety net against unexpected <mark style="color:violet;">Energy issues</mark>, such as Energy Drain effects or frequent ability usage.
* <mark style="background-color:$info;">**Narrow Minded**</mark>\
  A <mark style="color:violet;">minimum</mark> amount of Ability <mark style="color:violet;">Duration</mark> is required to ensure <mark style="color:violet;">Shock</mark> lasts long enough.
* <mark style="background-color:$info;">**Energy Nexus**</mark> *<mark style="background-color:$info;">(Flex Slot)</mark>*\ <mark style="color:violet;">Nexus</mark> ensures you're <mark style="color:violet;">constantly at the maximum</mark> of the <mark style="color:violet;">Overcharge Arcane</mark>.\
  But this is a <mark style="color:violet;">flexible slot</mark>. If you're struggling to hit enemies through walls using the <mark style="color:violet;">minimap</mark>, consider replacing it with additional <mark style="color:violet;">Ability Range</mark>. Alternatively, if you're having trouble maintaining your buffs throughout each round, you can opt for more <mark style="color:violet;">Ability Duration</mark> instead.
* <mark style="background-color:$info;">**Toxic Flight**</mark>\
  For <mark style="color:violet;">even more Parkour Velocity</mark>.

</details>

<details>

<summary><mark style="color:violet;">Helminth</mark></summary>

<mark style="color:violet;">Shock</mark> is an extremely powerful Helminth ability when paired with <mark style="color:violet;">Cyte</mark> and the <mark style="color:violet;">Sobek</mark>.

<mark style="color:violet;">Resupply</mark> adds a guaranteed status effect of your choice to your weapon. The interesting interaction is that <mark style="color:violet;">Acid Shells</mark> can spread the <mark style="color:violet;">DoT</mark> applied by Resupply, creating devastating chain reactions as enemies continue to explode.

*So where does Shock fit into all of this?*

<mark style="color:violet;">Shock</mark> grants a bonus amount of <mark style="color:violet;">Electric damage</mark>, functioning similarly to an elemental mod. Since <mark style="color:violet;">Resupply</mark> calculates its DoT based on your <mark style="color:violet;">weapon's damage</mark>, the additional Electric damage from Shock is included in that calculation. As a result, it significantly increases the damage of <mark style="color:violet;">every Resupply DoT</mark>, making the chain reactions from <mark style="color:violet;">Acid Shells</mark> even more powerful.

> **Basic shot**\
> 100 000 + Shock Trooper (400 000) = 500 000\
> → DoT : 400 000 × 50% × 6s = 1 200 000
>
> **Hit with Resupply**\
> Resupply (100 000) + Shock Trooper (400 000) = 500 000\
> → DoT : 500 000 × 50% × 6s = 1 500 000

</details>

<details>

<summary><mark style="color:purple;">Arcanes Choice</mark></summary>

<mark style="color:violet;">Arcane Sculptor</mark> is essential for this build. It effectively gives you <mark style="color:violet;">175% Ability Efficiency</mark> at all times, making your Energy economy extremely comfortable and allowing you to sustain your abilities with ease.

<mark style="color:violet;">Arcane Tempo</mark> is also mandatory. The additional <mark style="color:violet;">Fire Rate</mark> it provides is directly tied to your overall DPS, making it one of the most important damage boosts for the build, voir [Companions](/disruption-guide/documentation/basics/companions.md#how-to-proc-arcane-tempo).

</details>

<details>

<summary><mark style="color:blue;">Shards</mark></summary>

No Archon Shards are needed for damage. Instead, using <mark style="color:violet;">five Parkour Velocity</mark> Archon Shards is mandatory.

As a reminder, <mark style="color:violet;">movement speed</mark> is one of the <mark style="color:violet;">biggest factors</mark> in reducing round times. Faster parkour means quicker rotations between objectives, faster repositioning, and less downtime overall, resulting in significantly faster runs.

</details>
