Fallout Wiki
Fallout Wiki

The Shocker or FSGv118-b model Shocker glove is an Unarmed weapon in Fallout 3. It is a unique variant of the power fist which deals added electric damage to robots.


The Shocker is a civilian device, as noted by the Shocker glove holotape.


It is especially effective in combat against robotic enemies, dealing nearly double bonus damage.


The Shocker can successfully strike about 400 times from full condition before breaking.


  • Power fist - The common variant in Fallout 3.
  • Fisto! - A more powerful version of the power fist, it deals the most raw damage of any unarmed weapon.
  • Sim version power fist Operation: Anchorage (add-on) - A sim-only version of the power fist which differs only in health (essentially non-degrading).


Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Power fist 20
Fisto! 25
The Shocker 20
21.8+25 EMP vs robots1.09x120251.6400615025
Note: Unarmed damage is doubled in V.A.T.S.


The Shocker is found (complete with holotaped instructions) inside the flooded metro, west of Arlington Library; however, it is located much closer to the Mason District South entrance than the flooded metro entrance, and entering there avoids the majority of the metro's mirelurk population.

From Mason District South, follow the path till one reaches the metal staircase. Go down two flights, through the door on the east side and follow the tunnel down and to the north. There are two doors near the staircase leading to similar-looking tunnels. The incorrect tunnel will lead the Lone Wanderer to a room filled with mirelurk egg clutches. The correct tunnel will be booby-trapped with frag mines.


  • The room containing the Shocker is trapped with a rigged shotgun and tripwire in the doorway.
  • The Shocker is described in the holotaped instructions as being an unstable prototype weapon, though none of the possible faults manifest themselves in-game.
  • Certain perk choices can make this weapon very damaging when fighting robots. The Robotics Expert perk grants the option to shut them down and the +25% extra damage stacks with the Shocker's +25% damage to robots. The Ninja Perk can also be added to the equation and any time a Sneak Attack is successful, it will grant another +25% damage. The Ninja perk also adds an additional 15% chance for a Critical Hit, which with 10 Luck and all Critical Chance Perks (Finesse and Survival Guru) will make the Shocker perform a Critical Hit 48% of the time when using V.A.T.S.


Xbox 360Xbox 360 If the Shocker is used in the add-ons (such as Point Lookout or Mothership Zeta), it may not give robots the electrified effect.[verification overdue]


Power fist icon.png