Zum Inhalt springen

Anti-Rock Turret

Dieser Inhalt ist noch nicht in deiner Sprache verfügbar.

Adds a defensive turret that shoots falling rocks, not the mountain. One or two are useful when rocks are hurting runners; invest harder only if you are building around Falling Pinatas, Rocket Salvo, or Turret Railgun.

Main useAdds a defensive turret that shoots falling rocks, not the mountain. One or two are useful when rocks are hurting runners; invest harder only if you are building around Falling Pinatas, Rocket Salvo, or Turret Railgun.
When to buyBuy the first one after 2 Scientists if falling rocks are hitting runners, you are using demolition/calamity-heavy damage, or you are preparing the turret support chain. Delay it if your real bottleneck is mountain damage or hauling, because the turret does not damage the mountain.
CostGold: 210
Gold base: 210
Dwarves: 1
VerdictAnti-Rock Turret is good as defensive utility, not as your main damage purchase. It protects Runners and enables turret reward scaling, but it does not attack the mountain.
Buy firstBuy one after 2 Scientists when falling rocks are interrupting hauling, killing/stunning workers, or piling up during Demolition Shack or other high-rock-pressure runs.
Skip for nowSkip it when the mountain is dying too slowly or ore is sitting uncollected. In those cases, fix damage or follow the Runners Guide before spending on rock defense.
Best payoffIt becomes much better with Turret Cooling Mechanism, Turret Accuracy, Turret Burst-Fire, Falling Pinatas, Rocket Salvo, Gyro-Stabilized Emplacements, and eventually Turret Railgun.
PartExact BehaviorPlayer Takeaway
TargetTargets falling rocks only. It does not shoot the mountain, dens, or normal enemies.Use it to protect Runners, not to speed up direct mountain kills.
PriorityChooses reachable rocks using a score that favors rocks closer to the ground and closer to the turret.This is why it is strongest as a last-line defense around the settlement side of the screen.
AimingLeads moving rocks before firing and must turn its barrel into aim tolerance before the burst starts.Gyro-Stabilized Emplacements helps because turn speed and accuracy both reduce wasted time and missed shots.
Base stats420 range, 0.8-1.2s cooldown, 2 laser bolts per burst, 42% base accuracy, 1 damage per bolt, 350 bolt speed.The base turret is real protection, but it needs Turret Cooling Mechanism and Turret Accuracy before it becomes reliable under heavy rock pressure.
Turret killsWhen a turret projectile destroys a rock, the game marks that rock as destroyed by turret.That marker is what makes Falling Pinatas matter: turret-killed rocks can become extra gold/gem value.
StepBuyPlayer Takeaway
1Anti-Rock TurretUnlocks after 2 Scientists. Buy one when rock hits are costing hauling uptime or worker safety.
2Turret Cooling MechanismBest early support. It shrinks the normal 0.8-1.2s cooldown; at max tier the listed cooldown multiplier reaches 0.04.
3Turret AccuracyRaises base 42% accuracy by up to +50 percentage points before prestige/artifact bonuses, which means far less shot spread.
4Turret Burst-FireAdds up to +6 bolts per burst, taking the turret from 2 to 8 bolts. Buy once you can spare the mithril and already have at least one turret doing useful work.
5Falling PinatasOnly worth it once turret kills are common. The reward chance improves with the upgrade and also gets +0.1 percentage point per Scientists.
6Rocket SalvoRequires Rocket Salvo prestige, a turret, and 4 Scientists. It adds unguided explosive rockets; chance also gains +4 percentage points per prestige rank and +0.1 percentage point per Scientist.
7Turret Railgun -> Railgun Retrofit -> Railgun CapacitorLate path. Converts one turret into a piercing railgun beam; use it when dense falling-rock waves matter more than another normal turret.
Build SituationUse The Turret How
Spelunker Opening plus Harpoon BallistaGood fit. Spelunkers and Harpoon Ballista can progress mapping/dens without rushing mountain damage, while the turret reduces runner losses from falling rocks.
Demolition Shack or calamity-heavy runsGood fit. Explosive/high-calamity play throws more hazards at your workers, so defensive rock cleanup has real value.
Normal early damage rushLow priority. A first turret can be fine, but multiple turrets before your damage and hauling are stable will slow the run.
Falling Pinatas farmingGood if rocks are already being destroyed by turrets. More Scientists, more turret uptime, and more burst count turn defense into extra loot.
Turret Railgun endgameStrong support path. Railgun Retrofit changes the turret line from simple defense into piercing rock control, and Railgun Capacitor improves that railgun cooldown.
Upgrade Or ArtifactWhat It Adds
Turret Cooling MechanismCooldown multiplier tiers: 1.00, 0.88, 0.76, 0.64, 0.52, 0.40, 0.28, 0.16, 0.04.
Turret AccuracyFlat accuracy tiers: +0%, +10%, +20%, +30%, +40%, +50%.
Turret Burst-FireBurst tiers add +0 to +6 bolts per shot, which is the biggest simple multiplier once shots are landing.
Falling PinatasTurret-killed rocks get a better chance to pay out gold/gems; the description also adds a Scientist-based bonus.
Rocket SalvoTurrets can launch unguided rockets that explode in a large radius. Best after the prestige unlock and enough mithril income.
Gyro-Stabilized EmplacementsFirst 1/2 turrets can become free, and anti-rock turrets gain +75%/+150% turn speed plus +3%/+6% accuracy.
Turret RailgunUnlocks Railgun Retrofit, turning a turret into a railgun path.
Railgun RetrofitConverts one turret into a piercing beam. Railgun timing is 6-7s, beam damage is 8 against rocks in its path, Accuracy/Burst still apply, and Cooling only gives half value.
Railgun CapacitorAdds railgun cooldown reduction after the railgun path is open.
Sorcerous SpyglassAdds +10 percentage points of flat accuracy to Ballistas and turrets.
Where it appearsBallistics Workshop upgrade list.
RequirementRequires 2 Scientists.
CostGold: 210
Gold base: 210
Dwarves: 1
Gold Cost210
EffectAdds an Anti-Rock Turret to the Ballistics Workshop.
SoundPreviewLength
Laser10.26s
Boom21.59s