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Turrets
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
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.
|