Fandom

Boom Beach Wiki

Comments22

Reference - Defenses.

This is simply a reference page for defensive buildings. This includes Prototype Defenses, and Blackguard-exclusive Defenses.

But firstly a table denoting the defenses that are unlocked.

Defenses Unlocked at each HQ Level
Level XP Lvl Needed New Defense Unlocked Prototypes Unlocked
Level Icon info xp SniperTower Lvl 1 WeaponLab1
1 0
SniperTower Lvl 1
New
-
2 1
-

-
3 1
Mortar Lvl 1
New
-
4 3
MachineGun Lvl 1 2014-Dec-12
New
-
5 9
-

-
6 11
Cannon Lvl 01
New
-
7 14
-

-
8 16
-

-
9 18
Flamethrowerv1b
New
-
10 21
-

-
11 24
-

-
12 27
BoomCannon 1
New
-
13 30
RocketLauncher1
New
-
14 32
-

-
15 34 - ShockBlasterILazorBeamIDamageAmplifierIDoomCannonIShieldGeneratorIGrapplerI
16 37 - ShockBlasterIILazorBeamIIHotPotI
17 41
ShockLauncher lvl 1
New
DamageAmplifierIIDoomCannonIIShieldGeneratorIIGrapplerIIHotPotII
18 44 - ShockBlasterIIILazorBeamIIIGrapplerIIIHotPotIII
19 47 - DamageAmplifierIIIDoomCannonIIIShieldGeneratorIII
20 50
-

-
21 53
-

-
22 56
-

-

Note: Warriors as an army composition refers to Smokey Warriors. For more info see my reference on Army Compositions.

Normal Defenses

Sniper Tower SniperTower1

SniperTower22
A Level 22 Sniper Tower.
HQ Level Required
1
Number Available at HQ22
7
Damage Type
Single Shot
Statistics
DPS
DPH
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Grenadier
Medic
Warrior
Rifleman
Tank
Heavy
Scorcher
My Reasoning
1. Zookas go first as they are extremely fragile and can be easily one-shot in most situations.
2. Grenadiers, when exposed to the vicinity of a Sniper Tower, can be taken down quickly as well.
3. Medics have a decent amount of health and are usually covered, however it is usually taken down in a few hits.
4. Warriors' healing component allows them to reduce the damage done and this allows the Warriors to survive longer.
5. Riflemen are easily shot down however they easily swarm in numbers.
6. Tanks sure do have more health but a full maxed LC of Heavies will most likely last longer than a full maxed LC of Tanks.
7. Hence, Heavies are next.
8. Scorchers will take a very long time to destroy using only a Sniper Tower or two and so is ranked last.
Effectiveness against Army Compositions
(in descending order of effectiveness)
All Zookas
Riflemen-Zooka
Warriors
Heavy-Zooka
Grank-med
Tanks and Medics
Scorchers and Tanks
My Reasoning
1. All Zookas will be taken down very quickly however large numbers can overwhelm the Sniper(s).
2. Riflemen-Zooka will be inflicted with many losses provided there are many Sniper Towers present. Again, large amounts of Riflemen can overwhelm this tower.
3. Warriors are usually taken down rather quickly however not a lot will be taken down before their target building (usually the HQ) is destroyed.
4. Heavy-Zooka can last a good amount of time against this defense; but note that its real effectiveness comes when the Sniper Tower gets a chance to shoot at the Zookas, usually because of the usage of Flares.
5. Grank-med does not usually have a problem with the Sniper unless the Tanks are of low level (in which case they are destroyed pretty fast) or if the Sniper gets to shoot at the Medics.
6. Tanks and Medics, like Grank-med, do not have too much of a problem either (Grenadiers are replaced with Tanks so this increases the total HP in the army), however their problems are similar to that as explained earlier in #5.
7. Scorchers and Tanks will not have a real problem with this defense as both of these troops can absorb a lot of Sniper shots.

Mortar Mortar1New

Mortar22
A Level 22 Mortar.
HQ Level Required
3
Number Available at HQ22
4
Damage Type
Splash
Statistics
DPS
DPH
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Grenadier
Warrior
Heavy
Tank
Medic
Scorcher
My Reasoning
1. Zookas go first as they are extremely fragile and can be easily one-shot in most situations.
2. Riflemen can be taken down in a few hits from the Mortar.
3. Grenadiers have a decent amount of health however alone they are destroyed in a few hits.
4. Warriors' healing component allows them to reduce the damage done and this allows the Warriors to survive longer.
5. Heavies can last very long indeed against this defense - it could be well over a minute.
6. Tanks have more health than Heavies and thus will last longer.
7. Medics, when present in numbers of even 4 or 5, can simply outheal themselves indefinitely.
8. Scorchers will be able to last the entire battle if a single Mortar is the only resistance and it is doubtful that any significant damage will be done at all.
Effectiveness against Army Compositions
(in descending order of effectiveness)
All Zookas
Riflemen-Zooka
Heavy-Zooka
Warriors
Grank-med
Tanks and Medics
Scorchers and Tanks
My Reasoning
1. All Zookas will be taken down very quickly as multiple Zookas can be destroyed in one hit.
2. Riflemen-Zooka can be well-devastated by the Mortar without support from Medics.
3. Heavy-Zooka has a good chance to beat the Mortar as it does insignificant damage to the Heavies, however it can overshoot and destroy the Zookas.
4. Warriors can easily outheal the Mortar due to its innate ability to heal every hit.
5. Grank-med does not usually have a problem with the Mortar due to the Medics usually being able to outheal the Mortar.
6. Tanks and Medics, like Grank-med, do not have too much of a problem with the Mortar either.
7. Scorchers and Tanks will not have a real problem with this defense as both of these troops can absorb a lot of Mortar shells.

Machine Gun MachineGun1

MachineGun22
A Level 22 Machine Gun.
HQ Level Required
4
Number Available at HQ22
5
Damage Type
Spread Splash
Statistics
Normal DPS
Potential DPS
DPH
Accuracy
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Warrior
Rifleman
Zooka
Heavy
Scorcher
Tank
Medic
Grenadier
My Reasoning
1. Warriors attack at point blank range and this maximizes the potential of the Machine Gun.
2. Riflemen attack at rather close range and this allows the Machine Gun to hit more often, on a troop that is not very resistant to it.
3. Zookas will not be hit very often however it is not unusual that they are destroyed in only a few hits.
4. Heavies last pretty long but the Machine Gun deals more DPS to them than to other, long-ranged targets.
5. Scorchers have extremely high health however they can wander to within point-blank range of the Machine Gun and this maximizes the Machine Gun's potential at that time.
6. Tanks last long and have high range, it can survive very long under Machine Gun fire.
7. Medics can survive the occasional hit on them however they are practically invulnerable to the Machine Gun in most cases.
8. Grenadiers can outrange the Machine Gun completely and even if they stray to the outermost area of the range, they won't be hit very badly by the Machine Gun; it has enough health to survive a few shots.
Effectiveness against Army Compostions
(in descending order of effectiveness)
Warriors
Riflemen-Zooka
All-Zookas
Heavy-Zooka
Scorchers and Tanks
Tanks and Medics
Grank-med
My Reasoning
1. Warriors are very vulnerable to Machine Guns and one placed right to a targeted building can spell disaster for a decent portion of the attacker's Warriors.
2. Riflemen-Zooka can be severely weakened by this defense; Riflemen are destroyed rather quickly and this leaves fragile Zookas.
3. All Zookas have a long range and hence get hit less; however more Zookas mean that the attack will be hit more often.
4. Heavy-Zooka stand a good chance at the Machine Gun and can last a decent amount of time.
5. Scorchers and Tanks both can last a fairly high amount of time against this defense, it might be the entire battle.
6. Tanks and Medics will not have a problem with this defense; any damage on the Tanks is quickly healed to normal.
7. Grank-med are easily outhealed by the Medics; even if the Tanks are destroyed (by other defenses) the Grenadiers can outrange the Machine Gun completely.

Cannon Cannon1

Cannon22
A Level 22 Cannon.
HQ Level Required
6
Number Available at HQ22
6
Damage Type
Single Shot
Statistics
DPS
DPH
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Tank
Heavy
Scorcher
Warrior
Medic
Grenadier
Zooka
Rifleman
My Reasoning
1. Tanks can be taken down by a Cannon in a few hits, and the fact that there are half as many of them that you can fit onto Landing Crafts compared to Heavies, a full boat of Tanks will be eliminated rather quickly.
2. Heavies have high health and are thus very vulnerable to be taken down by a Cannon quickly, however a full boat of Heavies will last longer than a full boat of Tanks.
3. Scorchers have extremely high health and this allows the Cannon to maximize its potential by dealing good amounts of damage every hit.
4. A few Warriors can last a decent amount of time against the Cannon; even though they are usually one-shot there will still be a lot of high-damaging Warriors left.
5. Medics are usually one-shot however they are found behind other troops.
6. Grenadiers are also one-shot however they outrange the Cannon sometimes.
7. Zookas in large numbers easily overwhelm the Cannon as it only destroys one at a time.
8. Riflemen deal less damage than the Zookas however the Cannon is never really a threat to massive numbers of Riflemen anyways.
Effectiveness against Army Compositions
(in descending order of effectiveness)
Scorchers and Tanks
Tanks and Medics
Grank-med
Heavy-Zooka
Warriors
All Zookas
Riflemen-Zooka
My Reasoning
1. Scorchers and Tanks are ranked first as the Cannon can certainly utilize its full potential of its Cannon shell against these troops.
2. Tanks and Medics go next as the Cannon can deal a good deal of damage to the combo's DPS troops and it means that DPS in the attacking army will be eliminated quickly.
3. Grank-med are equally vulnerable as the frontline Tanks can be destroyed quickly if the Cannon is not dealt with; however the Grenadiers will provide backup that outranges the Cannon itself.
4. Heavy-Zooka is rather vulnerable to Cannons as the Heavies that are taken down leave Zookas in danger; however they can cover the Zookas for a long time and this allows the Zookas to deal a lot of damage.
5. Warriors generally do not have a problem with Cannons; even though they are usually one-shot by them losing one Warrior isn't usually a big deal to Warrior attackers.
6. All Zookas stand a fairly good chance against this defense as only one Zooka is taken down at a time by the Cannon.
7. Riflemen-Zookas can last even longer as the Riflemen easily overwhelm the Cannons.

Flamethrower Flamethrowerv1b

Flamethrower19
A Level 19 Flamethrower.
HQ Level Required
9
Number Available at HQ22
4
Damage Type
Splash
Statistics
Overall DPS
After-burn DPS
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Rifleman
Warrior
Medic
Heavy
Zooka
Tank
Scorcher
Grenadier
My Reasoning
1. Riflemen go first as they generally have very low health and can easily be decimated by a Flamethrower.
2. Warriors are very vulnerable to Flamethrowers and many can be destroyed in one go despite their self-heal ability.
3. Medics have a decent amount of health however the Flamethrower can destroy the Medics very quickly.
4. Heavies' have a short range but certainly a lot of health. The Flamethrower's damage is usually negligible to a Heavy and it is not a priority for Heavy-based armies.
5. Zookas can outrange Flamethrowers however if one wanders into the firing range then a large amount will be quickly destroyed as the splash damage allows many Zookas to be burnt at once.
6. Tanks occasionally wander into the Flamethrower's range sometimes; however when burning, the attacker will have a lot of time to react and Flare them out before it is destroyed.
7. Scorchers have extremely high health and take a very long time to be taken down by this defense.
8. Grenadiers have a very high chance of outranging this defense completely even though when burnt it will go down rather quickly.
Effectiveness against Army Compositions
(in descending order of effectiveness)
Riflemen-Zooka
Warriors
Heavy-Zooka
All-Zookas
Tanks and Medics
Grank-med
Scorchers and Tanks
My Reasoning
1. Riflemen-Zooka can be taken down quickly; even though the Zookas will mostly be out of range, the Riflemen will be destroyed quickly and this leaves the Zookas wide open to attack.
2. Warriors, when directly at the HQ (which is usually surrounded by Flamethrowers), will be destroyed fairly quickly as multiple Flamethrowers work them down.
3. Heavy-Zooka does not have a real problem with this defense however it can work down the Heavies which leaves the Zookas exposed.
4. All-Zookas do not have too much of a problem with this defense however if the Flamethrower manages to attack a Zooka it will burn off a few at once.
5. Tanks and Medics generally do not have a problem with this defense as there will be a good amount of time for the attacker to react; however if Medics are brought into the line of fire they will be destroyed quickly.
6. Grank-med should not have too much of a problem with the Flamethrower unless the Flamethrower manages to hit the Grenadiers (usually when it's on the beach).
7. Scorchers and Tanks will not have a problem at all; the Tanks will most likely outrange the Flamethrower while the Scorcher lasts a very long time in it's fire.

Boom Cannon BoomCannon 1

BoomCannon16
A Level 16 Boom Cannon.
HQ Level Required
12
Number Available at HQ22
5
Damage Type
Single Shot
Statistics
DPS
DPH
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Tank
Scorcher
Heavy
Grenadier
Medic
Warrior
Zooka
Rifleman
My Reasoning
1. Tanks can easily be taken down by the Boom Cannon in one or two shots, which makes them very vulnerable.
2. Scorchers can be dealt serious damage by the Boom Cannon; the Boom Cannon maximizes its potential.
3. Heavies are usually taken down in a few shots from the Boom Cannon, however there will usually be a lot of them.
4. Grenadiers are usually one-shot like with the Cannon however this time they will be unable to outrange a front-line Boom Cannon.
5. Medics don't usually get into the line of fire however when they do they are almost always one-shot and this helps to wear down Medic-based armies like Tanks and Medics.
6. Warriors are usually one-shot however a large number can overwhelm the Boom Cannon.
7. Zookas can not only overwhelm the Boom Cannon, they can deal colossal amounts of damage to it as well.
8. Riflemen while alone are easily taken down, however in large enough numbers they practically last twice as long as Zookas do.
Effectiveness against Army Compositions
(in descending order of effectiveness)
Scorchers and Tanks
Tanks and Medics
Heavy-Zooka
Grank-med
Warriors
All Zookas
Riflemen-Zooka
My Reasoning
1. Scorchers and Tanks take the full damage from the Boom Cannon and this means that the army will be worn down fast.
2. Tanks and Medics cannot avoid the Boom Cannon easily without the assistance of Category:Gunboat Weaponry to support this GBE-expensive army.
3. Heavy-Zooka can be ended quickly; as the Boom Cannon wears down the Heavies the Zookas will be left open.
4. Grank-med is also vulnerable to the Boom Cannon however less Tanks in front and more Grenadiers behind mean that DPS won't be entirely eliminated when the Tanks are all destroyed.
5. Warriors should not have too much problems with this defense as only one out of a potential 64 will be eliminated with every shot.
6. All Zookas stand a good chance against this defense when it is alone with no support.
7. Riflemen-Zookas are extremely effective against this defense; as one Rifleman goes down every 4 seconds, the Zookas help to work the Boom Cannon down.

Rocket Launcher RocketLauncher1

RocketLauncher14
A Level 14 Rocket Launcher.
HQ Level Required
13
Number Available at HQ22
3
Damage Type
Salvo Splash
Statistics
DPS
DPH
Fire Rate
Reload Time
Range
Number of Shots per Salvo: 6
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Grenadier
Warrior
Medic
Tank
Heavy
Scorcher
My Reasoning
1. Zookas can easily be wiped in a few hits; not to mention, a few of them can go down together as well.
2. Riflemen can survive one salvo of rockets however a second salvo will most likely cut through them clean.
3. Grenadiers have more health and can survive two or three salvos of rockets, however they are still worn down quickly.
4. Warriors are not too troubled by one Rocket Launcher however multiple will have a devastating effect on the Warriors.
5. Medics have low health however they can heal one another up easily; it'll take a lot of Rockets to kill them off quickly.
6. Tanks can stand very long against the Rocket Launcher; it is certainly not a problem.
7. Heavies can make it into the blind spot easily, which allows them to not get hit consistently by the Rocket; even when not in the blind spot, it still takes a good amount of damage.
8. Scorchers certainly have no problem with this defense, as it can last an extremely long time against it; as an added bonus it can also enter the blind spot making it invulnerable for the time it stays in the blind spot.
Effectiveness against Army Compositions
(in descending order of effectiveness)
All Zookas
Riflemen and Zookas
Heavy-Zooka
Warriors
Scorchers and Tanks
Grank-med
Tanks and Medics
My Reasoning
1. All Zookas can be wiped out extremely quickly by this defense; especially on Operations.
2. Riflemen and Zookas get taken down swiftly with the assistance of this defense in the back lines.
3. Heavy-Zooka usually doesn't find the Rocket Launcher too much of a problem however if the Heavies wander into the Rocket's blind spot the Zookas will be crushed.
4. Warriors do not have a problem with one Rocket; however three can prove rather fatal.
5. Scorchers and Tanks can last very long against this defense, as they are both high-health units.
6. Grank-med can easily outheal any damage this defense deals, however the Grenadiers are rather vulnerable to multiple neglected RLs.
7. Tanks and Medics can easily survive this defense; again all damage is easily outhealed by the Medics.

Shock Launcher ShockLauncher1

Shock.launcher level.10
A Level 8-10 Shock Launcher.
HQ Level Required
17
Number Available at HQ22
2
Damage Type
Stun Splash
Statistics
DPS
DPH
Shock Duration
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Warrior
Tank
Grenadier
Medic
Scorcher
Heavy
My Reasoning
1. Zookas can easily be wiped in a few hits, and also can be stunned which negates their massive damage.
2. Riflemen can be shocked in large groups, preventing much damage and they will also be wounded.
3. Warriors cannot utilize their high DPS or their innate healing per hit while they are being shocked, allowing other defenses to finish them quickly.
4. Tanks can last long in terms of health, but the Shock Launcher makes them really slow to attack.
5. Grenadiers can be stunned for a while which makes them rather slow to attack.
6. Medics cannot help support armies while incapacitated by the shock, this allows good damage to be done, however they are not usually hit on their own.
7. Scorchers have a good chance of surviving however their DPS can be severely negated by the Shock Launcher; an entire LC's worth of army is immobilized every time.
8. Heavies do not have a problem surviving the Shock Launcher; they also do not lose too much DPS if only a few Heavies get shocked.
Effectiveness against Army Compositions
(in descending order of effectiveness)
All Zookas
Warriors
Tanks and Medics
Grank-med
Riflemen-Zookas
Scorchers and Tanks
Heavy-Zooka
My Reasoning
1. All Zookas can have a good portion of their army both immobilized and severely wounded or even destroyed in a single shot.
2. Warriors can be massively immobilized while they are attacking a building if the SL is not taken care of.
3. Tanks and Medics can be shocked in entirety by a single Shock Launcher, severely cutting the damage done by the army and losing even more time.
4. Grank-med usually experiences the same problem however the Grenadiers are unlikely to be hit by it when the Tanks and Medics take the shock.
5. Riflemen and Zookas can take advantage of the fact that the Riflemen are usually the ones being shocked and not the Zookas; this allows the Zookas to continue the carnage, however neither of these troops will last very long without each other.
6. Scorchers and Tanks do not have too much of a problem: the Scorchers can absorb the fire while the Tanks do good damage.
7. Heavy-Zooka is a good army to deal with SLs; the Heavies tank the shocks while the Zookas fire, however the Zookas are still vulnerable to the Shock Launcher if they move forward while the Heavies are still incapacitated.

Prototype Defenses

Shock Blaster ShockBlasterI

ShockBlasterIII
A Mark III Shock Blaster.
Weapon Lab Level Required
Mark I
1
Mark II
2
Mark III
4
Damage Type
Stun Spread Single Shot
Health Ratio
3 : 4 : 5
Damage Ratio
8 : 13 : 18
Statistics
DPS
DPH
Shock Duration
Fire Rate
Reload Time
Range
Number of Shots per Clip: 40
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Tank
Scorcher
Grenadier
Warrior
Medic
Heavy
My Reasoning
1. Zookas can easily be wiped in a few hits, and also can be stunned which negates their massive damage.
2. Riflemen can not only be decimated in a few hits, but also a group of them will be stunned as well.
3. Tanks cannot utilize their damage while under a Shock Blaster's fire, which means that a good amount of firepower reduction in addition to quick decimation.
4. Scorchers can last long in terms of health, but the Shock Blaster will immobilize them for a good amount of time, reducing the army's firepower in the meantime.
5. Grenadiers can be stunned quickly however they are usually found behind cover.
6. Warriors are usually taken out quick individually but in a Warrior rush it does okay having perhaps a moderate amount of casualties.
7. Medics are almost always found behind troops and this makes them hard to hit, let alone be destroyed by it.
8. Heavies can take a good deal of hits and they are also found in rather large numbers which makes them ideal for attacking the Shock Blaster.
Effectiveness against Army Compositions
(in descending order of effectiveness)
All Zookas
Tanks and Medics
Grank-med
Riflemen-Zookas
Scorchers and Tanks
Warriors
Heavy-Zooka
My Reasoning
1. All Zookas can have a good portion of their army both immobilized and destroyed quickly.
2. Tanks and Medics might be devastated by this defense as it can take a good chunk of firepower away from the army as well as do as much damage as a Boom Cannon.
3. Grank-med usually experiences the same problem however the Grenadiers are unlikely to be hit by it when the Tanks and Medics take the shock from the Shock Blaster.
4. Riflemen and Zookas are usually defeated quickly by the Shock Blaster however the Zookas are able to move along and do damage.
5. Scorchers and Tanks might lose a good deal of firepower however the Scorcher can last for a very good amount of time.
6. Warrior rushers might not have too much of a problem as the Shock Blaster will be a priority to immobilize with the Shock Bomb while the HQ is taken down within seconds.
7. Heavy-Zooka is a good army to deal with Shock Blasters; there are a good chunk of Heavies to take the fire while Zookas wreak havoc on the base.

Lazor Beam LazorBeamI

LazorBeamIII
A Mark III Lazor Beam.
Weapon Lab Level Required
Mark I
1
Mark II
2
Mark III
4
Damage Type
Sweeping Splash
Health Ratio
3 : 4 : 5
Damage Ratio
1 : 2 : 3
Statistics
DPS
DPH
Fire Rate
Reload Time
Range
Number of Shots per Beam: 25
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Grenadier
Warrior
Medic
Heavy
Tank
Scorcher
My Reasoning
1. Zookas can easily be defeated by the Lazor Beam in a few hits, not to mention a good group of it can be obliterated.
2. Riflemen are vulnerable to the Lazor's shots as well but they can last longer under its fire.
3. Grenadiers can be destroyed after a few beams are fired due to their rather low health but they are more durable than Riflemen.
4. Warriors can use their self-healing ability to outheal the damage done by the Lazor's beam and thus are not threatened heavily by the presence of the Lazor Beam.
5. Medics in groups of at least three or four are sufficient to outheal any damage done by the Lazor Beam, however their fraility allows single Medics to be destroyed quickly.
6. Heavies can last a very long time against the Lazor Beam due to their high health.
7. Tanks can last longer than Heavies and are ranked lower here.
8. Scorchers' extremely high health allow them to survive an entire battle; the damage of the Lazor can be considered negligible.
Effectiveness against Army Compositions
(in descending order of effectiveness)
All Zookas
Riflemen-Zookas
Heavy-Zooka
Warriors
Grank-med
Tanks and Medics
Scorchers and Tanks
My Reasoning
1. All Zookas can have a good portion of their army destroyed quickly in one beam.
2. Riflemen and Zookas might be devastated by this defense because both troops will be heavily damaged or even destroyed by this defense.
3. Heavy-Zooka does not suffer problems in terms of the Heavies however due to the sweeping nature of the Lazor Beam the beam will most likely damage or destroy the Zookas.
4. Warriors are usually able to survive a few beams due to their self-healing ability but a good chunk will be taken out at a time if the killing blow is dealt by the Lazor Beam.
5. Grank-med should have little problem; while damage on the Grenadiers may seem like a cause for concern, the problem is usually solved by the Medics.
6. Tanks and Medics will not have too much of a problem; the Lazor does negligible damage on the Tanks while the Medics can outheal themselves.
7. Scorchers and Tanks have little problem with the Lazor; it does almost no damage on either of them at a time.

Damage Amplifier DamageAmplifierI

DamageAmplifierIII
A Mark III Damage Amplifier.
Weapon Lab Level Required
Mark I
1
Mark II
3
Mark III
5
Effect Type
Defensive Damage Boost
Health Ratio
8 : 11 : 14
Output Ratio
2 : 3 : 4
Statistics
Damage Boost
Effectiveness of Boosting Individual Defenses
(in descending order of effectiveness)
Rocket Launcher
Flamethrower
Lazor Beam
Machine Gun
Mortar
Shock Launcher
Sniper Tower
Cannon
Boom Cannon
Shock Blaster
Doom Cannon
My Reasoning
1. Rocket Launchers will benefit from doing lots of damage with its rockets, which makes it hard to handle even with a few Medics on standby.
2. Flamethrowers will make short work of Warriors and Riflemen with a good amplification of damage.
3. Lazor Beams can benefit from the damage amplification and can take advantage of it to destroy Riflemen and Zookas easily.
4. Machine Guns' accuracy will not benefit from the Amplifier however they will be made much more deadly against Warriors.
5. Mortars can pull off one-shots of Riflemen and even Grenadiers when coupled up with DBD statues, as well as severely damage Warriors.
6. Shock Launchers' damage will benefit less than that of Mortars however it can help to one-shot Zookas as well as cripple Riflemen.
7. Sniper Towers could use the damage to one-shot Riflemen and be more lethal to high-health troops.
8. Cannons can easily crush Tanks and Heavies with amplification.
9. Boom Cannons can easily one-shot even higher-level Heavies and Tanks with the help of damage amplification.
10. Shock Blasters are already good enough without amplification, and can easily be overkill with it.
11. Doom Cannons already do enough damage per shot to one-shot Tanks in most cases, and it will probably only serve to do better against Scorchers with damage amplification.

Doom Cannon DoomCannonI

DoomCannonIII
A Mark III Doom Cannon.
Weapon Lab Level Required
Mark I
1
Mark II
3
Mark III
5
Damage Type
Splash Shot
Health Ratio
3 : 4 : 5
Damage Ratio
3 : 5 : 9
Statistics
DPS
DPH
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Tank
Scorcher
Heavy
Grenadier
Medic
Warrior
Zooka
Rifleman
My Reasoning
1. Tanks can easily be taken down by the Doom Cannon in a single shot, which makes them very vulnerable.
2. Scorchers can be dealt serious damage by the Doom Cannon; the Doom Cannon maximizes its potential.
3. Heavies are usually taken down in a single shots from the Doom Cannon, however there will usually be a lot of them.
4. Grenadiers will be one-shot and they cannot outrange the Doom Cannon.
5. Medics don't usually get into the line of fire however when they do they are one-shot and this helps to wear down Medic-based armies like Tanks and Medics.
6. Warriors will be one-shot however a large number can overwhelm the Doom Cannon.
7. Zookas can not only overwhelm the Doom Cannon, they can deal colossal amounts of damage to it as well.
8. Riflemen while alone are easily taken down, however in large enough numbers they practically last twice as long as Zookas do.
Effectiveness against Army Compositions
(in descending order of effectiveness)
Scorchers and Tanks
Tanks and Medics
Heavy-Zooka
Grank-med
Warriors
All Zookas
Riflemen-Zooka
My Reasoning
1. Scorchers and Tanks take the full damage from the Doom Cannon and this means that the army will be worn down fast.
2. Tanks and Medics cannot avoid the Doom Cannon easily without the assistance of Category:Gunboat Weaponry to support this GBE-expensive army, not to mention taking it out would require a lot of Energy.
3. Heavy-Zooka can be ended quickly; as the Doom Cannon wears down the Heavies the Zookas will be left open.
4. Grank-med is also vulnerable to the Doom Cannon however less Tanks in front and more Grenadiers behind mean that DPS won't be entirely eliminated when the Tanks are all destroyed.
5. Warriors should not have too much problems with this defense as only one out of a potential 64 will be eliminated with every shot.
6. All Zookas stand a good chance against this defense when it is alone with no support.
7. Riflemen-Zookas are extremely effective against this defense; as one Rifleman goes down every few seconds, the Zookas help to work the Doom Cannon down.

Shield Generator ShieldGeneratorI

ShieldGeneratorIII
A Mark III Shield Generator.
Weapon Lab Level Required
Mark I
1
Mark II
3
Mark III
5
Effect Type
HQ Health Boost
Health Ratio
8 : 11 : 14
Output Ratio
1 : 2 : 3
Statistics
Health Boost
Effectiveness against Army Compostions
(in descending order of effectiveness)
Smokey Heavy-Zooka
Warriors
Grank-med
Tanks and Medics
All Zookas
Riflemen-Zooka
Heavy-Zooka
Scorchers and Tanks
My Reasoning
1. Smokey Heavy-Zooka is affected well because of the Shield Generator; as Shield Generators are not usually found near the HQ, other defenses can take it down while the Shield Generator provides a large amount of health on the HQ.
2. Warriors are also affected by the presence of Shield Generators, however in some cases it is possible to take down the Shield Generator before attempting to attack the HQ, either by guiding the Warriors themselves to it or simply destroying it with Artillery and Barrage if its health is low enough.
3. Grank-med takes a decent amount of time to wind through a base; any unsuspecting Shield Generators, while obvious, may provide the necessary time for the HQ to survive an assault, though it is usually highly unlikely that the Shield Generator can survive to the point where the troops attack the HQ.
4. Tanks and Medics take slightly less time than Grank-med, however again they are easily maneuverable and can easily take down a Shield Generator in the way.
5. All Zookas might be slightly stalled by the Shield Generator; if defenses are still in range of the Zookas the Generator may provide the crucial seconds needed to wipe them out.
6. Riflemen-Zooka has a higher survivability and stalling with the Shield Generator may not be as effective as it is with all Zookas.
7. Unsmoked Heavy-Zooka is largely unaffected by the Shield Generator as they deal damage quick enough to render the Shield Generator ineffective as a buff to the HQ's health, and also due to their higher survivability over all Zookas and Riflemen-Zooka.
8. Scorchers and Tanks have extremely high survivability over many other compositions, alongside being a rather quick attack. It is not uncommon to have Scorchers wander off to assault Shield Generators during the attack as well, rendering them ineffective.

Hot Pot HotPotI

HotPotIII
A Mark III Hot Pot.
Weapon Lab Level Required
Mark I
2
Mark II
3
Mark III
4
Effect Type
Splash
Health Ratio
2 : 3 : 4
Damage Ratio
10 : 17 : 24
Statistics
Overall DPS
After-burn DPS
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Warrior
Grenadier
Medic
Heavy
Tank
Scorcher
My Reasoning
Effectiveness against Army Compostions
(in descending order of effectiveness)
All Zookas
Riflemen-Zooka
Warriors
Grank-med
Heavy-Zooka
Tanks and Medics
Scorchers and Tanks
My Reasoning

Blackguard-exclusive Defenses

MMG 9000 Mmg 1

Mmg 1
A close-up look at the MMG 9000.
Number of Sightings Across the Archipelago
5
Damage Type
Spread Splash
Statistics
Normal DPS
Potential DPS
DPH
Accuracy
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Warrior
Rifleman
Zooka
Grenadier
Heavy
Medic
Tank
Scorcher
My Reasoning
1. Warriors attack at point blank range and this maximizes the potential of the MMG 9000.
2. Riflemen attack at rather close range and this allows the MMG 9000 to hit more often, on a troop that is not very resistant to it.
3. Zookas will not be hit very often however it is not unusual that they are destroyed in only a few hits.
4. Grenadiers will not be able to outrange the MMG 9000 and this can prove problematic as they can be destroyed in a few hits.
5. Heavies last pretty long but the Machine Gun deals more DPS to them than to other, long-ranged targets.
6. Medics can survive as well as outheal the MMG 9000 however high level MMG 9000s are hard to outheal.
7. Tanks can last very long against the MMG 9000 due to their high health and their long range which makes the MMG 9000 inaccurate against them.
8. Scorchers can survive for a good amount of time even if they are hit at point blank range for a few seconds.
Effectiveness against Army Compostions
(in descending order of effectiveness)
Warriors
Riflemen-Zooka
All-Zookas
Heavy-Zooka
Grank-med
Tanks and Medics
Scorchers and Tanks
My Reasoning
1. Warriors are very vulnerable to MMG 9000s and it can spell disaster for a decent portion of the attacker's Warriors.
2. Riflemen-Zooka can be severely weakened by this defense; Riflemen are destroyed rather quickly and this leaves fragile Zookas.
3. All Zookas have a long range and hence get hit less; however more Zookas mean that the attack will be hit more often.
4. Heavy-Zooka stands a good chance at the MMG 9000 and can last a decent amount of time, however due to the MMG 9000's random radius it will be able to hit Zookas often.
5. Grank-med can survive well under the MMG 9000 due to the presence of Medics, however the Grenadiers may be hit by the MMG 9000, causing possible concern.
6. Tanks and Medics will not have a problem with this defense; any damage on the Tanks is quickly healed to normal, however it can be hard to outheal when fighting the MMG 9000 at close quarters.
7. Scorchers and Tanks can last a very long time under the MMG 9000's fire; both are high health troops.

Super Mortar 3000 Supermortar 1

Supermortar 1
A close-up look at the Super Mortar 3000.
Number of Sightings Across the Archipelago
6
Damage Type
Splash
Statistics
DPS
DPH
Fire Rate
Range
Effectiveness against Individual Troops
(in descending order of effectiveness)
Zooka
Rifleman
Grenadier
Warrior
Medic
Heavy
Tank
Scorcher
My Reasoning
1. Zookas can easily be one-shot by the Super Mortar 3000, preventing much damage to be done.
2. Riflemen can also be easily wiped out by the Super Mortar but being spread out it'll take more hits to eliminate an entire group.
3. Grenadiers will be one-shot by the Super Mortar unless under extreme circumstances (e.g. very high TH boost on maxed Grenadiers).
4. Warriors can be shredded by the Super Mortar in a shot or two but the fact that they are spread out in a circle means that a small fraction is destroyed every shot.
5. Medics, though able to delay the inevitable if they are not one-shot, will not be able to easily outheal the damage.
6. Heavies can survive a few shots from the Super Mortar 3000 but lower-levels will get shredded easily.
7. Tanks can last a few shots similar to Heavies however low-level Tanks can at least survive a shot from lower-leveled Super Mortars.
8. Scorchers can survive for a very long time; tanking many shots' worth of damage.
Effectiveness against Army Compostions
(in descending order of effectiveness)
All-Zookas
Riflemen-Zooka
Warriors
Heavy-Zooka
Grank-med
Tanks and Medics
Scorchers and Tanks
My Reasoning
1. All Zookas are very vulnerable to the Super Mortar; a good chunk of Zookas will be taken out at a time.
2. Riflemen-Zooka can be severely destroyed by this defense; however Zookas will likely be protected by this defense.
3. Warriors may be able to survive however if they are oneshot by this defense then a good deal of DPS on the HQ may go down the drain.
4. Heavy-Zooka stands a good chance at surviving the Super Mortar because of Heavies, however both are likely to be eliminated in a few hits.
5. Grank-med can survive well under the Super Mortar however if the troops move and cause the Mortar to miss, the Super Mortar shell may hit the Grenadiers, possibly reducing the army to a weakened Tmed army.
6. Tanks and Medics will not have too much of a problem with this defense; although Tanks are survivable but hard to outheal, what concerns attackers may be the fact that the Medics might get oneshot by the Super Mortar.
7. Scorchers and Tanks can last a very long time under the Super Mortar due to high health of both troops.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.