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GrapplerIII
"Shoots a long range grappling hook that pulls a single enemy unit close."

GrapplerI
GrapplerII
GrapplerIII
Mark 1 Mark 2 Mark 3

Summary

  • The Grappler is a Prototype Defense that is built in the Weapon Lab.
  • Like all Prototype Defenses, it will only last for a certain amount of time after it is placed on your base.
  • Every few seconds, the Grappler will fire a grappling hook at the nearest troop, dragging it straight into its blindspot whist dealing minor damage.
  • Higher level Grapplers do not have receive higher damage, but have their attack frequency increased, allowing them to grab targets more often.

Offensive Strategy

  • Critters will distract the Grappler, so you can use them to avoid large units from being grabbed.
  • If Critters are not available, the best strategy would be to use smaller units such as Riflemen or Zookas due to their low capacity, as the loss of them in low quantities would have a minuscule impact at best.
  • When running large units, such as Tanks or Scorchers on the battlefield, be sure to put down a smoke on the base of the Grappler. This will keep pulled troops safe until the rest of the attack force reaches the Grappler.
    • When using Medics, be ready for the Medics to follow the grabbed unit to the Grappler and smoke them a trail to follow the pulled units. Note this only works with beach bases.
    • You can also use Pvt. Bullit's Taunt ability to keep the defenses occupied if he gets grabbed.

Defensive Strategy

  • The Grappler should be placed in the middle of a bunch of other defenses. As its use is best when grabbing a large unit such as a Tank, place it in range of multiple Cannons or Boom Cannons to eliminate them quickly.
    • Alternatively, a difficult and high risk strategy against Tanks and Medics is to place mines and relatively few defenses nearby. The damaged Tank triggers medics to attempt to reach the Tank and heal it, allowing other defenses to pick off the medics, potentially crippling a Tank and Medic attack.
    • Attackers could potentially counter this by distracting it with Critters, or even using a Medkit on the Tank, so that the Medics will not be pulled to heal the dragged Tank(s). However, if the Tank(s) that are pulled survive long enough to destroy the Grappler, it could still split the attack in two, forcing the attacker to use a Flare to regroup the troops (which could allow defenses to pick off the Medics and Tanks) or simply leave the Tanks at the mercy of the defenses.
  • You can also place it in the middle of a group of Flamethrowers to wipe out other units such as Riflemen or Grenadiers quickly. While this is indeed useful against Grenadiers, Flamethrowers cannot benefit equally against Riflemen as the Grappler is a single-target defense.
  • The troops that it drags every so often can serve as a distraction to the other defenses, so placement of the Grappler has to be carefully considered. If Pvt. Bullit gets grabbed, for example, he may be in an optimal location to taunt these defenses, causing the placement to backfire immediately.
  • Avoid leaving the Grappler undefended, especially if it is placed near the back of the island. It will only let troops get further into the base and its blind spot will prevent it from attacking the troops it pulls in.
  • The Grappler performs well against the Scorcher-Tank and Scorcher-Zooka combinations - the Scorchers get pulled away, leaving the Tanks or Zookas exposed to other defenses.
    • It also does well against the Tank-Medic or Grenadier-Medic combo as the Tank/Grenadier gets pulled causing a few medics to go heal it only to get distracted or massacred by other defenses.

Version Differences

  • At Mark I, the Grappler consists of a yellow base piece, supported by a metal platform that is bolted to the ground piece. Behind it there is a simple metal pulley attached to the base piece by a formed wire. The claw of the Grappler consists of two metal prongs.
  • At Mark II, the base piece and support have been unchanged. The attached pulley has been redesigned, having been elongated and recolored from dull grey to red. The formed wire has been elongated to suit and the claw has seen the addition of a third prong.
  • At Mark III, the base piece has still yet to change, however the support is now yellow and reinforced with outriggers. The pulley has retained its material from Mark II but has had its end retainers resized. The formed wire is now fitted with a spacer to hold the pulley in place. The three-pronged claw in Mark II is replaced by two wide metal claws with red pads. 

Trivia

  • It has the same attack range as a Rocket Launcher.
    • The Mark II and III versions also share the same attack sound with the Boom Cannon.
  • The Grappler and the Flotsam Cannon are the only Prototype Defenses that have a blindspot.
  • It is extremely ironic that it can't target aerial units, considering that it can elevate itself and drag targets in the air with its grapple.

Statistics

Building Size
Size
Range
Range
Damage Type
Damage Type
Special Ability
Special
3x3 8-25 Tiles Single Grabs an enemy unit and drags it next to the Grappler
Mark Number
Level
Health
Hitpoints
Damage Per Second
Damage
Damage Per Shot
Damage
Attack Speed
Shot
Build Cost Build Time
Time
Weapon Lab
level Required
Fuses
Critical Fuse
Gears
Complex Gear
Rods
Power Rod
Capacitors
Field Capacitor
1 20,000 24 120 5s 3 0 3 0 1h 1
2 25,000 30 120 4s 3 3 3 3 4h 3
3 30,000 40 120 3s 3 3 3 9 12h 4
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