01. What Electro Core Is

Electro Core is a top-rarity currency that unlocks once your Chief's Office hits Level 30. Spending it raises the Electro Level of seven key buildings — the payoff being capacity buffs, a stronger officer squad, and new combat skills at the top tier. Think of it as the gate to your account's late game: the first real progression system that opens after the level-30 wall.
One-line version: Electro Cores turn 7 buildings into "Electro Buildings" (Electro Level 0→3). The academies matter most — they make your officers a battle-ready Electro Squad. The rest give capacity buffs, and the Chief's Office is a visible flex on the map.
02. How Electro Levels Work

The building keeps leveling past 30 as normal — the game just relabels the progress. Every 5 building levels = 1 Electro Level. Those 5 steps are called Tiers. The Electro Level only ticks up after all 5 Tiers of that bracket are finished — though each individual Tier also hands you a buff along the way, so you're not waiting on the full bracket for any payoff.
| Building level | 30 → 34 | 35 → 39 | 40 → 44 | 45 |
|---|---|---|---|---|
| Electro Level | 0 (Tiers 0–4) | 1 | 2 | 3 (max) |

The current cap is Electro Level 3 (building level 45). Higher Electro Levels appear in some text but aren't reachable yet.
03. The 7 Electro Buildings

Seven buildings can go Electro. Each gives different buffs. The three academies are the combat payoff; the rest are capacity; the Chief's Office is cosmetic. Cost is the total Electro Cores to take that building all the way to Electro Level 3:
| Building | Cores to Lv 3 | What it gives |
|---|---|---|
Guard Academy | 1,185 | Training capacity + speed, stronger Guards, EM Shields skill (Lv 3) |
Biker Academy | 1,185 | Training capacity + speed, stronger Bikers, EM Motorcycles skill (Lv 3) |
Marksman Academy | 1,185 | Training capacity + speed, stronger Marksmen, EM Ammo skill (Lv 3) |
Dispatch Center | 655 | Reinforcement Capacity (+25K per level) |
Command Center | 520 | Rally Capacity (+25K) + Deployed Officer Capacity (+3.5K) per level |
Hospital | 520 | Injured Officer Capacity (+5.5K per level) |
Chief's Office | 2,640 | Appearance only — changes your PD's look on the State map (a flex, no listed stat) |
Maxing all seven = 7,890 Electro Cores (plus large amounts of the four standard resources at every step). This is a months-long currency. For the full per-level breakdown, see the full per-level cost table.
04. Electro Officers & Skills

When a Training Academy gains Electro Levels, the officers it trains get stronger automatically — no separate upgrade, no extra training cost. An officer's Electro Level simply matches its academy's. Each level adds a bit of base attack and HP, but the real prize is the skill at Electro Level 3.
✓ The Level-3 Combat Skills
Each academy unlocks a passive combat skill for its officer type, but only at Electro Level 3. These fire in normal march combat:
- ▸Guard — EM Shields: 25% chance to negate 36% of incoming damage.
- ▸Biker — EM Motorcycles: 10% chance to deal double damage.
- ▸Marksman — EM Ammo: 20% chance to deal 50% bonus damage.
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Note: the intro text talks up "upgrading Officers' Equipment," but the concrete payoff is the building buffs and the stronger officers above — there's no separate gear upgrade that spends Cores.
05. Cost & Spend Priority
Cores are scarce and the cost per Tier climbs each bracket (e.g. an academy Tier costs 59 Cores at Electro Level 0, 71 at Level 1, 107 at Level 2). So spend with a plan:
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⚠️ Cancelling Burns Half Your Cores
If you cancel an Electro upgrade in progress, you get only 50% of the Electro Cores back (standard resources refund fully; speedups don't refund at all). Don't start an Electro upgrade you're not committed to finishing — half your Cores vanish on a cancel.
06. Where to Get Electro Cores
The game lists three main sources: buy packs, the Intel Center, and daily tasks. In practice Cores trickle in from many places:
- ▸Electro Core Chests — open for 5 / 10 / 20 / 50 / 100 / 200 Cores (see odds below).
- ▸Daily tasks & activeness — the reliable free trickle.
- ▸Intel Center — intel cases and the Storm & Subdue event (below).
- ▸Battlepass (Electro Core Weekly Pass), Alliance Showdown ranks, and various event grids.
- ▸Purchased packs — Electro Core Pack, Weekly Pass, Value Pack, Night Market packs (contents vary).

Electro Core Chests are the main variable source — each open pays out 5 to 200 Cores on the odds below. Most give the minimum, so treat them as a slow trickle, not a jackpot.
Electro Core Chest odds
| Cores | Chance |
|---|---|
| 5 | 55.0% |
| 10 | 27.0% |
| 20 | 10.5% |
| 50 | 5.5% |
| 100 | 1.5% |
| 200 | 0.5% |
Average ~12.8 Cores per chest, but the median open is just 5 — most chests give the minimum, and a rare 100/200 carries the average. Don't count on big pulls.
🌩️ Storm & Subdue Event (Depleted Cores)
This event runs off a second currency, Depleted Cores, earned by defeating Magnetic Thugs via the Intel Center (10 each) and claiming intel rewards. Spend them in the event shop.
Reality check: the only Electro-Core row is 5 Cores for 5 Depleted Cores, capped at 6 buys — 30 Cores per event, max. Storm & Subdue is a minor Core faucet; most of its value is the resource and gear rows. And spend your Depleted Cores before the event ends — leftovers convert to a bundle of Ammo, not Cores.
07. Common Mistakes
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- ▸ Cancelling an upgrade mid-way. Half your Electro Cores are gone. Only start what you'll finish.
- ▸ Letting Depleted Cores expire. In Storm & Subdue, unspent Depleted Cores convert to Ammo at event end — redeem first.
- ▸ Forgetting the resource cost. Every Electro tier also eats large amounts of the four standard resources — bank them before a push.
TL;DR — The Quick Hits
- 1. Electro Core is a top-rarity currency that unlocks at Chief's Office Level 30 and powers 7 "Electro Buildings."
- 2. Every 5 building levels = 1 Electro Level (5 Tiers). Cap is Electro Level 3 (building level 45).
- 3. The 3 academies are the combat payoff; Dispatch/Command/Hospital give capacity; the Chief's Office is appearance-only.
- 4. Academies make officers stronger automatically, and unlock a passive skill at Level 3 only: Guard EM Shields (negate dmg), Biker EM Motorcycles (double dmg), Marksman EM Ammo (bonus dmg).
- 5. Members Only
- 6. Cancelling burns 50% of your Cores. Only start what you'll finish.
- 7. Maxing all 7 = 7,890 Cores (plus heavy resources). It's a months-long grind.
- 8. Sources: daily tasks, Intel Center, chests (~12.8 avg, median 5), battlepass, events, packs.
- 9. Storm & Subdue gives at most 30 Cores/event; redeem Depleted Cores before it ends or they turn into Ammo.
- 10. Priority: primary academy → Lv 3 → cheap capacity buildings → Chief's Office last.
Guard Academy
Biker Academy
Marksman Academy
Dispatch Center
Command Center
Hospital
Chief's Office