
Toy · Shooter
Plasma Ball
ZAP! Its spark jumps from monster to monster. Hits flyers too, and monsters that get behind it.
- Glow cost
200- Card recharge
- 7.5s
- Unlocks
- Level 120Level 100
- Arrives trained
- Lv 9Lv 8
- Coins to Lv 25
332,830- Damage per second
- 18.8 → 65.9 at Lv 25
How it works.
- Shoots straight down its own lane at the first nightmare in the way. Front shields block straight shots.
- A hit jumps on to up to 3 more nightmares, each within 2 tiles of the last, keeping 70% of its damage per jump (85% at Lv 25).
- It also shoots back down its lane at nightmares that got behind it (a Gnomlin that dug past), those first.
- It hits flying nightmares.
- Toughness 300: what nightmares have to chew through to get past it.
The Bedtime Book says, at Lv 1
30 damage every 1.6s. Toughness 300. Hits flying monsters.
And at Lv 25
88 damage every 1.33s. Toughness 660. Hits flying monsters.
Every level, 1 to 25.
Upgrading costs coins, once, and lasts for good. Lv 25 costs 332,830 coins in all. The green rows are the levels with a milestone perk.
Damage per second by level
Plasma Ball, in damage a second. The dots are the perk levels.
| Level | Upgrade | Coins so far | Damage | Every | Damage / s | Toughness | Jumps | Kept per jump | Glow cost | Perk |
|---|---|---|---|---|---|---|---|---|---|---|
| Lv 1 | – | 0 | 30 | 1.6s | 18.8 | 300 | 3 | 70% | 200 | |
| Lv 2 | 250 | 250 | 32.1 | 1.6s | 20.1 | 315 | 3 | 70% | 200 | |
| Lv 3 | 320 | 570 | 34.2 | 1.6s | 21.4 | 330 | 3 | 70% | 200 | |
| Lv 4 | 410 | 980 | 36.3 | 1.6s | 22.7 | 345 | 3 | 70% | 200 | |
| Lv 5 | 520 | 1,500 | 38.4 | 1.6s | 24 | 360 | 4 | 70% | 200 | Zaps one more monster |
| Lv 6 | 670 | 2,170 | 40.5 | 1.6s | 25.3 | 375 | 4 | 70% | 200 | |
| Lv 7 | 860 | 3,030 | 42.6 | 1.6s | 26.6 | 390 | 4 | 70% | 200 | |
| Lv 8 | 1,100 | 4,130 | 44.7 | 1.6s | 27.9 | 405 | 4 | 70% | 200 | |
| Lv 9 | 1,400 | 5,530 | 46.8 | 1.6s | 29.2 | 420 | 4 | 70% | 200 | |
| Lv 10 | 1,800 | 7,330 | 48.9 | 1.33s | 36.7 | 435 | 4 | 75% | 200 | Zaps 20% faster Sparks weaken less as they jump |
| Lv 11 | 2,300 | 9,630 | 51 | 1.33s | 38.2 | 450 | 4 | 75% | 200 | |
| Lv 12 | 2,950 | 12,580 | 53.1 | 1.33s | 39.8 | 465 | 4 | 75% | 200 | |
| Lv 13 | 3,800 | 16,380 | 55.2 | 1.33s | 41.4 | 480 | 4 | 75% | 200 | |
| Lv 14 | 4,850 | 21,230 | 57.3 | 1.33s | 43 | 495 | 4 | 75% | 200 | |
| Lv 15 | 6,200 | 27,430 | 66.9 | 1.33s | 50.2 | 510 | 4 | 75% | 200 | +25% damage |
| Lv 16 | 7,900 | 35,330 | 69 | 1.33s | 51.8 | 525 | 4 | 75% | 200 | |
| Lv 17 | 10,000 | 45,330 | 71.1 | 1.33s | 53.3 | 540 | 4 | 75% | 200 | |
| Lv 18 | 13,000 | 58,330 | 73.2 | 1.33s | 54.9 | 555 | 4 | 75% | 200 | |
| Lv 19 | 16,500 | 74,830 | 75.3 | 1.33s | 56.5 | 570 | 4 | 75% | 200 | |
| Lv 20 | 21,500 | 96,330 | 77.4 | 1.33s | 58 | 585 | 5 | 75% | 200 | Zaps one more monster |
| Lv 21 | 27,000 | 123,330 | 79.5 | 1.33s | 59.6 | 600 | 5 | 75% | 200 | |
| Lv 22 | 35,000 | 158,330 | 81.6 | 1.33s | 61.2 | 615 | 5 | 75% | 200 | |
| Lv 23 | 44,500 | 202,830 | 83.7 | 1.33s | 62.8 | 630 | 5 | 75% | 200 | |
| Lv 24 | 57,000 | 259,830 | 85.8 | 1.33s | 64.3 | 645 | 5 | 75% | 200 | |
| Lv 25 | 73,000 | 332,830 | 87.9 | 1.33s | 65.9 | 660 | 5 | 85% | 200 | Sparks weaken even less |
Each level adds +7% damage, +5% toughness of the Lv 1 number; perks add theirs on top. Upgrade prices start at 250 coins and grow ×1.28 a level. How toy levels work
Milestone perks.
| Level | Perk | Coins to get there |
|---|---|---|
| Lv 5 | Zaps one more monster | 1,500 |
| Lv 10 | Zaps 20% faster | 7,330 |
| Lv 10 | Sparks weaken less as they jump | 7,330 |
| Lv 15 | +25% damage | 27,430 |
| Lv 20 | Zaps one more monster | 96,330 |
| Lv 25 | Sparks weaken even less | 332,830 |
Lv 1 against Lv 25.
The same scene twice, recorded in the game: on top with the toy at Lv 1, below at Lv 25.
Measured from the recording. Nightmares in a real night have more health the deeper the level (the curve), so times there differ; the ratio is what an upgrade buys. Every toy's comparison
Toy Mastery.
From campaign level 100, a Plasma Ball at Lv 25 can go on through 25 Mastery ranks. Each rank adds 0.4% to its damage and toughness: +10% at M25.
| Rank | GemsCoins, after the story | Wins at Lv 25 | Bonus | Damage | Damage / s | Toughness |
|---|---|---|---|---|---|---|
| Lv 25 | – | – | – | 87.9 | 65.9 | 660 |
| M1 | Free | 20 | +0.4% | 88.3 | 66.2 | 663 |
| M2 | Free | 40 | +0.8% | 88.6 | 66.5 | 665 |
| M3 | Free | 60 | +1.2% | 89 | 66.7 | 668 |
| M4 | Free | 80 | +1.6% | 89.3 | 67 | 671 |
| M5 | Free | 100 | +2% | 89.7 | 67.2 | 673 |
| M6 | 605,520 | 120 | +2.4% | 90 | 67.5 | 676 |
| M7 | 706,440 | 140 | +2.8% | 90.4 | 67.8 | 678 |
| M8 | 807,360 | 160 | +3.2% | 90.7 | 68 | 681 |
| M9 | 908,280 | 180 | +3.6% | 91.1 | 68.3 | 684 |
| M10 | 1009,200 | 200 | +4% | 91.4 | 68.6 | 686 |
| M11 | 11010,120 | 220 | +4.4% | 91.8 | 68.8 | 689 |
| M12 | 12011,040 | 240 | +4.8% | 92.1 | 69.1 | 692 |
| M13 | 13011,960 | 260 | +5.2% | 92.5 | 69.4 | 694 |
| M14 | 14012,880 | 280 | +5.6% | 92.8 | 69.6 | 697 |
| M15 | 15013,800 | 300 | +6% | 93.2 | 69.9 | 700 |
| M16 | 16014,720 | 320 | +6.4% | 93.5 | 70.1 | 702 |
| M17 | 17015,640 | 340 | +6.8% | 93.9 | 70.4 | 705 |
| M18 | 18016,560 | 360 | +7.2% | 94.2 | 70.7 | 708 |
| M19 | 19017,480 | 380 | +7.6% | 94.6 | 70.9 | 710 |
| M20 | 20018,400 | 400 | +8% | 94.9 | 71.2 | 713 |
| M21 | 21019,320 | 420 | +8.4% | 95.3 | 71.5 | 715 |
| M22 | 22020,240 | 440 | +8.8% | 95.6 | 71.7 | 718 |
| M23 | 23021,160 | 460 | +9.2% | 96 | 72 | 721 |
| M24 | 24022,080 | 480 | +9.6% | 96.3 | 72.3 | 723 |
| M25 | 25023,000 | 500 | +10% | 96.7 | 72.5 | 726 |
Ranks 1 to 5 are free; from M6 a rank costs 10 gems × the rankfrom M6 a rank costs coins: 10 × the rank × what a gem is worth at your progress (92 coins once the story is done, less before). Every rank also needs 20 × the rank counted wins with the toy at Lv 25. Dream Light adds another 0.5% damage and toughness per level to every toy. How Mastery works
Using it.
The game's tip
Plasma Balls are great against crowds: every zap jumps to more monsters.
Hits flyers
Reaches helpers that hang back
Hits what comes up behind it
Other shooter toys
Numbers from the game's own data, version 1.0.0 as of November 13, 2026. Toy and nightmare numbers are the base values: every night scales the nightmares to its level (how). You are reading for the phone game (iPhone, iPad, Android): the switch at the top shows the PC game's numbers.You are reading for the PC game, coming to Steam: the switch at the top goes back to the phone game's numbers.