Item
Taser
Updated:
Electroshock weapon — instantly incapacitates Skinwalker and other hostiles. Security class starts with a 5-use X-Taser variant. Shop variants at $150 (1-use) and $250 (5-use).
Overview
Taser is the close-range incapacitation weapon. Per Fandom: it instantly incapacitates hostile entities including Skinwalker. The timer begins after consumption (first use), not after pickup, which means picking up a Taser and not using it immediately doesn't burn the use count — you can stage it in your inventory for the right moment.
Multiple acquisition channels exist: the Reception Office display box is free starting Shift 3, the Security class starter loadout includes a branded 5-use X-Taser, and the Supplies Shop sells 1-use ($150) and 5-use ($250) Shock People variants post-Shift 3. All variants are mechanically identical — the difference is the use count and the cost.
A team-share pattern is documented: the Taser can be returned to spawn for teammate access after use. This makes it the natural team weapon in coordinated lobbies — one teammate carries during active threats, returns to spawn between encounters, another picks it up for the next round.
Video Guide
Effect & Mechanics
- Instant incapacitation of hostile entities
- Skinwalker counter: 2 shots for clean kill
- Hider counter: 1 shot per Hider
- Ghost counter: 1 shot from behind for clean kill
- Use count is finite per pickup (varies by variant)
- Timer starts on first use, not on pickup
- Can be returned to spawn for teammate access
When to Use vs Skip
Pros
- ✓ Skinwalker combat encounters (faster than Fire Extinguisher, safer than Gun)
- ✓ Hider corridor sweeps when Fire Extinguisher is on cooldown
- ✓ Ghost encounters when you can approach from behind for the clean kill
Cons
- ✗ Long-range encounters — Taser is close-range only, Gun is better
- ✗ Use count below 1 and recharge isn't possible — Taser is consumable, not rechargeable
- ✗ Crowd-clear scenarios — Fire Extinguisher handles multiple targets faster
At a Glance
At a Glance
- Cost
- Free (Reception) / $150 or $250 (Shop)
- Type
- tool
- Available from
- Shift 3
- Uses
- 5 (Security), 1 (Shop $150), 5 (Shop $250)
How to Use This Item
Pick up the free Taser from the Reception Office display box starting Shift 3, OR start with the 5-use X-Taser if playing Security class, OR purchase from the Supplies Shop ($150 for 1 use, $250 for 5 uses). All variants function identically — only the use count and cost differ.
For combat, approach within close range and discharge. A single shot on a Hider (1 shot kill) or Ghost (1 shot kill, behind) or a 2-shot pattern on Skinwalker is the standard usage.
The timer-on-consumption mechanic is critical: picking up a Taser and holding it doesn't burn uses. Stage the Taser in your inventory and only use it during confirmed hostile encounters. This is especially valuable for the Reception Office free variant — pick it up early in the shift, hold it for the inevitable Skinwalker fight, no time pressure.
Team-share pattern: after using the Taser, return it to spawn. Teammates can pick it up for their own encounters. This enables a single Taser to cover multiple players' needs across a shift, especially in coordinated lobbies.
Class synergy: Security class starts with the X-Taser variant in its loadout. The class also has 'enhanced hostile-encounter response' per its class description, which means combat animations land faster with the Taser. On Security specifically, the X-Taser is the highest-value starting item.
Patch History
Shop variant pricing per the 2026-06-19 update: Shock People (1 use) reduced from $155 to $150. The 5-use variant ($250) and Reception Office free variant have been stable. No documented changes to use count or core combat mechanics.
Item Synergies
Frequently Asked Questions
- Depends on variant: Security class X-Taser starts with 5 uses; Reception Office free Taser has its own count; Supplies Shop variants are 1-use ($150) or 5-use ($250).
- Reception Office display box, available starting Shift 3. Free pickup with no cost.
- No — per Fandom, the timer begins after consumption (first use), not after pickup. You can stage a Taser in inventory and save it for the right moment.
- 2 shots from a Taser for a clean kill. Same as Gun. Faster than Fire Extinguisher.
- Yes — per Fandom, the Taser can be returned to spawn for teammate access after use. This enables shared usage across coordinated lobbies.
- Mechanically identical. The difference is acquisition: Reception is free starting Shift 3; Supplies Shop variants cost $150 (1-use) or $250 (5-use) post-Shift 3. Use the free Reception variant when possible.
- Yes if you run hostile-heavy shifts. The 5 free X-Taser uses per shift save $250 in shop purchases each run, plus Security's enhanced combat-response baseline makes the Taser land faster on this class than any other.
- No — Taser is single-target close-range. For crowd-clear scenarios, Fire Extinguisher is the better choice (sprays an area). For multi-Skinwalker engagements, save Taser shots and use Gun for the harder targets.
How many uses does Taser have?
Where can I get a free Taser?
Does the Taser timer start when I pick it up?
How many shots does it take to kill a Skinwalker?
Can teammates share a Taser?
What's the difference between Reception Taser and Shop Taser?
Is Security class worth picking for the X-Taser?
Can Taser handle multiple enemies at once?
Close-range electroshock, multi-use
Taser is one of three documented Skinwalker counters (alongside Gun and Fire Extinguisher) and the primary Hiders counter. Per the Techwiser events guide, it becomes available at Shift 3 (the same shift the emergency rotation starts) and recharges when returned to its mounted location.
The recharge mechanic is important — most players treat Taser as a one-shot consumable. It isn't. Mounted return = refill.
The X-Taser distinction
The Security class starts each shift with a class-locked variant called the X-Taser, hard-capped at 5 uses per shift. The X-Taser doesn't recharge. The generic Taser (picked up from the floor or returned for refill) does.
Same underlying weapon; different supply mechanics depending on whether it's a Security loadout or a standard pickup. Players who run Security get the 5 free uses and can still use generic Tasers on top.
When Taser beats Fire Extinguisher
For Skinwalker fights, three counters all work. Taser specifically beats the alternatives when:
- You need a precise hit (Taser's close-range strike is more accurate than Fire Extinguisher's spray).
- You're solo (less risk of friendly-fire compared to the Gun).
- Hiders are in the area (Taser is the documented primary counter; Fire Extinguisher works but Taser is cleaner).
For ranged engagements or when allies are nearby, the Fire Extinguisher or Gun are usually the better picks.
Sources: Destructoid walkthrough, Techwiser events guide.