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Electrified MP7 in Escape From Duckov – Stats, shock effects, and how to get it

Electrified MP7 in Escape From Duckov – Stats, shock effects, and how to get it

The Electrified MP7 takes one of Escape From Duckov’s most stable SMGs and bolts a battery pack to it, turning every round into electric damage with a built‑in chance to slow whatever it hits. It keeps the familiar handling of the regular MP7 while adding elemental utility that is especially strong against robotic enemies and fast mini‑bosses.


Electrified MP7 core stats and behavior

On paper, the Electrified MP7 mirrors the base MP7’s raw performance almost one‑to‑one. Damage, rate of fire, and magazine size are identical; the big change is the damage type and its debuff.

Stat Electrified MP7 MP7
Category SMG, Repairable SMG, Repairable
Caliber S / SMG S
Tier / Quality Tier 9, ID #733 ID #258
Damage (DMG) 8.5 8.5
Fire Rate (Shoot Speed) 18.65 rps 18.65 rps
Magazine Capacity 30 rounds 30 rounds
Reload Time 2.30 s 2.30 s
Bullet Speed 74 m/s 74 m/s
Effective Range 22 m 22 m
Crit Chance 20% – (not exposed, same crit multiplier)
Critical Damage Factor 1.10 (110%) 1.10
Armor Penetration Level 0
Armor Break 0
Sound Range 26.1
Movement Speed Coefficient 0.95 0.95
Aim Time (ADS Time) 0.40 s 0.40 s
Aim Move Factor (ADS movement) 0.55 0.40
Hip Fire Spread (factor) 16.8 16.8
ADS Spread (factor) 8.8 8.8
Vertical Recoil (scale) 18 18
Horizontal Recoil (scale) 15 15
Weight 1.8 kg 2.1 kg
Max Durability 100 – (standard for the base gun)
Explosion Damage Coefficient 1.0 1.0
Chance to Suffer Debuff 15% – (no elemental debuff)
Market Price ₽ 6,512 ₽ 4,042 (via Weapon Shop)

The headline is that this weapon trades the MP7’s neutral ballistic profile for electric damage and a 15 percent chance per hit to apply an electric debuff. It stays fully automatic, fires one bullet per shot, and makes the same amount of noise when you pull the trigger.

Handling is typical MP7: a very fast 18.65 rounds per second, manageable vertical recoil of 18, and controllable horizontal sway. With a Movement Speed Coefficient of 0.95 and an ADS Time of 0.4 seconds, it remains a run‑and‑gun SMG rather than a platform for long‑range fights.

Image credit: bilibili (via YouTube/@Phoenix)

Electric bullets and the shock slow effect

The Electrified MP7’s hook is its ammo: every bullet counts as electric damage and can apply a slowing debuff. Multiple hits stack that slow, which means sustained fire can noticeably drag down fast enemies.

Element Effect on hit Notes
Electric Applies a stacking slow; 15% chance per hit to inflict a shock debuff. Strong against robotic enemies and fast mini‑bosses.
Fire Applies a stacking burn damage‑over‑time effect. Useful for attrition; some enemies are more vulnerable.
Poison Similar to fire, but with poison damage‑over‑time. Different resistance profile than fire.
Space Applies a “shatter” effect (behavior not clearly exposed). Higher‑tier, niche use; specifics are less understood.

Players feel the electric effect most strongly when they’re on the receiving end: a short, noticeable slow for a few seconds. When you turn that around on enemies, it becomes crowd control. Spider‑style robots at night and speedy mini‑bosses are particularly vulnerable, because slowing them removes their main advantage — closing distance and swarming.

Note: elemental damage in Escape From Duckov is intentionally simple. Storm or “storm‑touched” enemies are broadly weak to elemental damage, and late‑map bosses lean on a mix of resistances and vulnerabilities. There is no deep elemental rock‑paper‑scissors system to manage; electric is a safe pick when dealing with robotics or anything that relies on movement speed.
Image credit: bilibili (via YouTube/@Phoenix)

Why Electrified MP7 is a straight upgrade over MP7

Despite being an elemental variant, the Electrified MP7 does not pay a real tax in core stats. It keeps the same 8.5 base damage and 18.65 rps fire rate as the regular MP7, while gaining:

  • Electric damage type on every bullet.
  • 15% chance on hit to inflict an electric shock debuff.
  • A stacking slow when hits land in succession.
  • Slightly better ADS movement (0.55 vs. 0.40 Aim Move Factor).
  • Lower weight (1.8 kg vs. 2.1 kg).

There is no built‑in armor penetration on either version, which means you still rely heavily on ammo choice and positioning rather than face‑tanking armored targets. But in the SMG’s intended range band — inside 20 meters, against light and unarmored or low‑armor enemies — the Electrified MP7 adds pure upside:

  • Against night spiderbots and other robotic mobs, electric damage plus slow effectively melts packs that would otherwise require more careful kiting.
  • Against mini‑bosses and fast elites, persistent slows make it much easier to dodge abilities and maintain distance while dumping a mag.
  • In PvE, the lack of armor penetration is less punishing than in PvP, while the slow is always useful.

The only real downside is access. The Electrified MP7 sits at Tier 9, has a higher market cost, and is gated behind a specific blueprint drop. Once that hurdle is cleared, it becomes a default upgrade path for anyone already comfortable with the MP7’s handling.

Image credit: bilibili (via YouTube/@UnknownDarkness47)

How to get the Electrified MP7 and its blueprint

Two routes lead to an Electrified MP7 in your hands: a direct drop from a specific boss, or crafting it repeatedly at your Workbench once you have the blueprint.

Method Details
Direct weapon drop Drops from the Speedy Group Commander in the Warehouse Area.
Blueprint drop Blueprint: Electrified MP7 drops as a rare reward from Speedy Group Commander.
Crafting location Workbench (requires owning the blueprint).
Market behavior Tradable on the market, can be sold, and drops on death.

Speedy Group Commander is effectively the only source for the blueprint. The boss spawns in the Warehouse Area, often around or in front of the large warehouses and the nearby white building. The drop is not guaranteed: some runs yield the blueprint on the first kill, others can take many attempts.

Once the blueprint is unlocked on your account, you no longer need to worry about losing it on death. From that point on, the boss becomes a reliable farm for finished Electrified MP7s themselves, and your base becomes a battery‑to‑gun conversion line.

Image credit: bilibili (via YouTube/@Mohd Ashraf)

Electrified MP7 crafting recipe and dismantle returns

Crafting the Electrified MP7 is intentionally simple. It consumes one regular MP7 and a small stack of R6 Battery items, which matches the in‑game fiction of strapping power cells to a service SMG.

Action Requirements / Output
Craft Electrified MP7 Requires owning Blueprint: Electrified MP7 and:
  • MP7 ×1
  • R6 Battery ×4
Dismantle Electrified MP7 Returns:
  • Weapon Parts ×1
  • Intermediate Weapon Parts ×1
  • R6 Battery ×1

The recipe means your limiting factor is usually batteries rather than guns. MP7s can be bought from the Weapon Shop (after clearing the “Challenge: Speedy Group Commander” quest), found in Weapon Boxes, or looted from Mercenary enemies. Batteries compete with other crafting uses, so converting every MP7 into an Electrified MP7 is a late‑game luxury rather than an early wipe move.

Dismantling is a mild rebate, giving back one of the four R6 Batteries plus a mix of weapon parts. The parts feed into higher‑tier weapon crafting; the returned battery slightly softens the cost of over‑crafting or replacing low‑durability guns.


Attachments and build options

The Electrified MP7 keeps the same attachment flexibility that makes the base MP7 so popular. It supports optics, recoil‑control upgrades, and a tactical slot without any exotic requirements.

Slot Accepted type Notes
Scope Items with the Scope tag, excluding AR and sniper‑only optics. Red dots or low‑magnification scopes are the most natural fit.
Muzzle Muzzle with GunType_SMG Use compensators or suppressors tuned for SMGs.
Grip Items with the Grip tag Helps with recoil and spread, especially during full‑auto sprays.
Tactic (Tec) Items tagged TecEquip Flashlights or lasers for close‑quarters visibility and hip‑fire control.
Magazine Magazine with GunType_SMG Standard and extended MP7‑compatible SMG magazines.

The default stats are already good enough for hip‑firing in tight spaces, with a Hip Fire Basic Spread around 0.39 and strong recoil recovery. Adding a grip and muzzle turns it into a laser beam inside 15 meters, which pairs nicely with the need to land consecutive hits to stack the slow.

Tip: because the gun has zero innate armor penetration, prioritize ammo and positioning over raw recoil reduction if you are choosing between a damage‑increasing muzzle and a tiny recoil buff. The slow buys time; damage and smart angles do the finishing work.
Image credit: bilibili (via YouTube/@Mohd Ashraf)

Quest use and raid behavior

Beyond its combat role, the Electrified MP7 is tied into at least one quest objective and behaves like a standard high‑tier weapon in raids.

Aspect Behavior
Quest usage Required for the “Life Support System” quest, which asks for Electrified MP7 ×1 as a turn‑in.
Market behavior Tradable on the market, can be sold to traders or listed for other players.
On‑death behavior Drops on death; not a sticky item.
Durability Consumes durability with use; repairable up to 100 max durability with some loss ratio on each repair.

The fact that it drops on death matters: bringing an Electrified MP7 into a high‑risk raid is a real gamble unless you have the blueprint nailed down and a steady battery income. For the Life Support System quest, crafting or buying a single gun, extracting safely, and turning it in immediately is the cleanest path.

In day‑to‑day play, the durability and repair model matches other repairable guns. Repeated repairs slowly eat into maximum durability, so long‑term mains will eventually need to be replaced or rotated out into dismantling and crafting fodder.


The Electrified MP7 lands in a sweet spot: mechanically familiar, statistically neutral compared to the base gun, but with an electric twist that reshapes certain fights. Against robots, storm enemies, and any boss that lives or dies by movement speed, it turns an already strong SMG into a control tool. The only real friction is earning and keeping the blueprint — once that’s done, the MP7 you knew becomes the MP7 you probably will not want to put down.