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Turrets[edit]

Turrets are created from the Mass resource. Mass can be collected either from a fixed rate, or by destroying enemies.

Turret Range Damage Price Description
Anti-Air Flak 65/75/85 174/935/3335 Piercing 20/83/263 Fast firing and inflicts heavy splash damage, but only targets air.
Cannon 55/60/65 69/379/1370 Piercing 15/75/250 Basic weapon - hits ground and air, and can be used to setup a cheap but effective defense. It fires a burst of shots, followed by a short delay.
Critical Booster 12 0 150 Allows 8 adjacent turrets to get a 25% chance to inflict critical hits.
Drone 40/45/50 173/658/2128 Concussive 25/90/275 When an enemy enters range, it creates and releases a drone that will track the enemy. The drone will still fire upon the target even when it leaves range of the turret, and may target other units. The drones expire after some time.
EMP 30/32/34 191/450/937 Utility 25/50/90 Removes shields, and slows down cybernetic and mechanical creeps by 35%-50%, but targets ground creeps only.
Escalator 0 0 60/120/300/500 Appears in Wars. Allows access to better turrets and creeps.
Flame thrower 25/30/50 26/152/599 Heat + burn 15/75/250 Short range, but ignites enemies. Ineffective against shielded targets, and targets ground units only.
Inhibitor 60 0 50 Detects cloaked units, and prevents regeneration of health or shields. Selecting the inhibitor prevents you from selecting flares for the loadout.
Laser 45/55/65 148/643/1980 20/83/263 Fires a continuous laser beam at targets in range.
Lightning bolt 100/110/120 76/360/1203 Electrical 20/83/263 Slow firing, but long range. Also slows targets from 50%-60%.
Machine Gun 48/53/58 118/534/1687 Piercing 20/83/263 Rapid fire, and can easily destroy ground targets. Targets ground creeps only.
Missile 70/80/90 60/307/1615 Concussive 20/83/263 Fires missiles against multiple targets, with a small area effect. Has a chance to slow units by 25%.
Mortar 110/120/135 60/243/786 Concussive 110/120/135 Long range artillery which fires an explosive shell. Hits ground targets only.
Napalm Silo 240 275 Heat 200 Fires a long range missile, which can target air or ground creeps. Has a significant minimum range.
Pillbox 42/47/52 133/831/3008 Piercing 15/75/250 Rapid fire against multiple targets.
Power Station 0 0 50 Increases maximum energy by 5, and has a corresponding increase in energy recharge.
Radiation 30/35/40 86/343/1088 Heat 20/83/263 Applies radiation status, which makes a creep more vulnerable to other damage types.
Railgun 100/110/120 103/392/1264 Piercing 25/90/275 Slow firing, but unaffected by shields
Range Booster 12 0 150 Increases range of 8 adjacent turrets by 35%.
Napalm Silo 240 275 Concussive 200 Fires a long range missile, which can target air or ground creeps. Has a significant minimum range.
Shotgun 32/36/40 166/697/1480 Piercing 20/83/263 Fires multiple pellets, but is slow firing. Effective against clusters of enemies in a line.
Shrapnel Silo 240 275 Concussive 200 Fires a long range missile, which can target air or ground creeps. Has a significant minimum range.
Slow Goo 30 34/62/187 Utility 25/50/90 Slows ground targets between 25%-55%.
Speed Booster 12 0 150 Increases firing rate of 8 adjacent turrets by 30%.
Tesla Coil 16/19/22 105/361/1102 Electrical 35/90/275 Hits all ground creeps in range with a continuous electric field. Slows them from 25%-35%.
Turbulence 33/38/43 124/286/621 Utility 25/50/90 Slows down air creeps by 35-55%.

Support[edit]

Support represents external firepower that is called into the battlefield. It uses energy, which is collected at a fixed rate, and has a maximum quantity.

Support Cost Delay (seconds) Description
Artillery 10 2 Fires a volley shells, which inflicts moderate damage. Best used in a tight-column of enemies.
Disable 25 2 Slows down an enemy unit. Effective near turrets or choke-points that inflict significant damage per second.
Drones 10 3 A set of laser-mounted of drones will track nearby targets and engage. This version can also detect cloaked creeps.
EMP 20 2.5 A set of bomblets will deavily disrupt shields and slow mechanical units. Effective in tight-columns.
Execute 25 1 Eliminates all low health enemies (which are marked by a yellow glow).
Fear 30 2 Causes enemies to retreat for a few seconds.
Fire bomb 35 2 Causes a region to burn for a few seconds. While the official description states it is ineffective against shielded units, this weapon is powerful enough to strip most shielding.
Flares 2 0 Detects cloaked units in a region for 40 seconds. Cannot be used with the Inhibitor turret.
Focus fire 3 0 Causes turrets within range of a selected creep to fire on the target. Also provides a slight damage boost against the target as well.
Fury 10 0 Causes turrets to have a chance to inflict critical hits.
Gas 20 2 Creates a poisonous cloud.
Instagib 20 1 Slays one small creep, or removes 33% health from a boss creep.
Laser 5+ 0 Inflicts continuous damage on a single point from an orbital laser. Can be extended for longer periods of time, at the expense of additional energy. Most cost effective in bursts before the additional energy usage.
Mass Scrap 10 0 Provides 50 mass, in exchange for reducing maximum energy by 5 (along with a corresponding decrease in energy production).
Mines 10 6 Inflicts damage when creeps walk over the mines. These mines are temporary and will self-destruct if not used.
Missiles 5+ 0 Inflicts continuous damage on a single point from an orbital missile battery. Can be extended for long periods of time, at the expense of additional energy. Most cost effective in bursts before the additional energy usage.
Nuke 50 4 Inflicts major damage over a moderate area, and applies radiation to enemy creeps.
Overdrive 10 0 Increases firing rate of turrets.
Tornado 20 3 Inflicts damage against flying creeps.