Last Updated: August 18, 2026
My full T4 Cavyzap and Giganash verdict now compares Campaign, Horde, Dojo, Boss Challenge, Gold Rush, and Arena results. Read that next before spending evolution food.
Introduction
Lightning players already have an expensive problem. Many of us fed the Deer or Unicorn line for weeks. Now a new Lightning DPS Tatari arrives with Electric Cage, piercing attacks, Bind, boss debuffs, and a 70% Arena factor. That is exactly how a saved resource pile disappears in five minutes.
I am not benching my Zapantler or Voltmare yet. The new Tatari has a strong control-and-damage loop for PvP and Horde Invasion. Its value still depends on cage targeting, Signal uptime, and how electric links cross the board.
Quick answer
My verdict: save some resources, but do not replace a finished Deer or Unicorn on day one.
The new Lightning DPS has three attractive jobs:
- It traps ordinary Zobos with Bind.
- It cuts boss and enemy Tatari attack speed and movement speed by 20%.
- It turns a caged target into an anchor for piercing hits and Signal Surge damage.
T2 raises the effect target count to two, while T3 expands its AoE. Horde levels add extra cages, bouncing devices, and damaging current lines.
That is enough for me to keep a resource reserve. It is not enough for me to dump food, Candy, and Wish Boxes before a controlled comparison.
The numbers that caught my attention
The kit spreads damage across several parts, so one headline multiplier tells only half the story.
| Skill value | Displayed number | | --- | ---: | | Electric Cage Orb multiplier | 60% | | Cage cooldown | 3.5 seconds | | Continuous cage damage factor | 12% per second | | Signal damage | 30% | | Signal Surge damage | 90% | | Boss and enemy Tatari attack-speed reduction | 20% | | Boss and enemy Tatari movement-speed reduction | 20% | | Arena factor | 70% |
The cage ends after three Signal triggers, so I want attacks landing on the marked target during that short window. Its 3.5-second cooldown starts another cycle faster than the Deer line's listed 4-second attack cycle. Raw speed still cannot rescue bad cage placement.
How Electric Cage actually works
I read Electric Cage as a setup skill first and a damage skill second.
The Tatari fires a cage orb at a target. Against a normal Zobo, the cage inflicts Bind and stops movement. Against a boss or enemy Tatari, Bind changes into a 20% reduction to attack speed and movement speed. Bosses do not stand frozen while I take a snack break.
After the cage lands, the Tatari fires through enemies toward the trapped target. Those shots pierce, then trigger extra Signal damage at the cage. A mark on the correct backline enemy creates a useful firing lane. A mark on disposable trash wastes the burst.
For PvE, I want the cage to stop a fast Zobo or hold a packed lane. For PvP, I want it attached to a key attacker so the 20% speed penalties and Signal damage hit something valuable.
What changes at T2 and T3
T2 raises the additional-effect target count from one to two. My first check is simple: does it pressure two important enemies, or does the second effect land on low-value trash?
T3 changes the cage effect from small AoE damage to normal AoE damage. The exact tile increase is not stated. I will judge that upgrade by enemy coverage, not the phrase on the skill panel. If one cage catches a full cluster instead of one target and a neighbor, T3 gains real wave-clear value.
T1 establishes the loop, T2 spreads it, and T3 expands area pressure. I still refuse to call T3 mandatory before an equal-investment comparison.
Why the Horde Invasion kit is the exciting part
The normal skill is controlled and compact. The Horde upgrades turn the battlefield into an electrical wiring problem.
Temporary Lv.3: more cages
Attacks gain a chance to create a smaller Electric Cage. It deals continuous AoE damage and applies Bind to regular enemies or speed pressure to bosses. Each cage becomes another control zone and effect anchor.
Temporary Lv.5: bouncing devices
Two devices bounce around the field while an electric arc damages enemies between them. I care less about each landing tile than the line through both devices.
Temporary Lv.7: connected current lines
Lv.7 places copies inside cages and connects them with electric current. Enemies on those lines take repeated hits. The full connection duration and maximum distance are not stated.
I plan to compare corner and center placement. A corner favors long links across spread cages. A central tile favors several short links across crowded routes. Repeatable reports will decide the winner.
Can it replace Deer or Unicorn?
Not immediately on my account.
The Deer line already offers piercing damage, control, and a 4-second attack cycle with a 50% Arena factor. The Unicorn line showed 45% with splash and follow-up damage. The cage DPS sits at 70%, giving it a serious PvP argument.
Arena factor is not a button labeled "win." Deer and Unicorn already have stars, food, evolution tiers, Dojo badges, and familiar placements. A fresh Tatari needs comparable investment.
I will use the same 14 teammates, opponent type, and several reports. If the cage DPS wins through damage and speed control, it earns the slot. If it only wins the animation contest, my Deer keeps its lunch.
My investment checklist
I am using this order:
- I keep enough Candy and food for one useful breakpoint, not an instant full build.
- I test which enemy receives the first cage in a crowded lane.
- I check whether T2 consistently affects two valuable targets.
- I compare corner and center placement for Lv.5 and Lv.7 electric paths.
- I record damage, control uptime, and survival across repeated PvP and Horde runs.
- I invest further only when it beats an existing Lightning DPS in a job I actually need.
My T4 rush guide uses the same rule: an upgrade has to improve an active team, not just complete a collection page.
Mistakes I am avoiding
Reading 70% as guaranteed top damage
Arena factor scales mode performance, but cage selection and Signal uptime still decide how often the damage lands.
Expecting Bind to freeze bosses
Bosses and enemy Tatari receive the 20% attack-speed and movement-speed reductions instead. That is useful control, not a full lock.
Comparing unequal investment
A low-star new unit should not replace a fed T3 Zapantler after one report. I match investment as closely as the account allows.
Ignoring Lightning roster competition
Lightning already has excellent damage choices. The new Tatari needs a distinct job, such as PvP speed control or Horde path damage, to justify scarce resources.
Final verdict
Electric Cage connects control, piercing damage, and repeated Signal hits. Its 70% Arena factor supports a PvP role, while Lv.5 and Lv.7 offer unusual Horde coverage.
I am also keeping my wallet closed until targeting proves dependable. Deer and Unicorn already solve real fights. The new Tatari has to beat them in a controlled role, not merely arrive after them.
For now, I am saving enough resources to test T2 properly. I am not sacrificing a finished Lightning carry before the cage shows where it lands.
FAQ
Is the new Lightning DPS Tatari worth saving for?
Yes. I am keeping enough resources to test its T2 double-target effect and 70% Arena factor. I am not replacing an invested Deer or Unicorn before repeatable comparisons.
Does Electric Cage Bind bosses?
No. Regular Zobos receive Bind. Bosses and enemy Tatari receive a 20% reduction to attack speed and movement speed.
What is the main damage skill?
Signal Surge carries the strongest displayed number at 90%. The Tatari first cages a target, then uses piercing attacks and Signal triggers to punish that marked target.
How do T2 and T3 change Electric Cage?
T2 raises the additional-effect target count from one to two. T3 expands Electric Cage damage from a small AoE to a normal AoE.
Is the new Lightning DPS better than Zapantler?
The new Tatari has a higher displayed Arena factor, 70% against the Deer line's 50%. Zapantler already provides proven piercing damage and control, so equal-investment battle reports should decide the slot.
Where should I place it in Horde Invasion?
I will compare a corner position for long electric connections against a central position for dense lane coverage. Cage targeting and device movement decide which placement produces more useful hits.