Multishot (Tower)

Shoots an arc of projectiles centred at a specific enemy.

## Unique Characteristics

Multishot has Projectile Count and Shoot Angle as its Unique Characteristics.

**Projectile Count**: Number of projectiles Multishot will shoot per attack. If there is a decimal in Projectile Count, that decimal is the % chance Multishot will shot an additional bullet. For example: If projectile Count is 5.6, Multishot will shot 5 projectiles and has a 60% chance to fire 6 projectiles.

**Shooting Angle**: The size of the arc (in degrees) where multishot will attack

Levelling up the tower increases both Projectile Count and Shooting Angle

*Projectile Count: 5 + 0.14/Tower Experience Level*

*Shoot Angle: 65 + 1 /Tower Experience Level*

Even though the angle does increase with each level of experience, the number of projectiles increases faster, so the concentration of projectiles within the arc also increases.

## Other Characteristics

Multishot begins to attack as soon as the target is within the tower's attack arc. It does not need to rotate towards its target directly.

Multishot projectiles ,although requires a target to shoot at, it does not follow the enemy it targets, instead, projectiles will travel in a straight line which disappears once those projectiles reaches beyond the Multishot's Attack Range.

An enemy can be hit by multiple projectiles fully stacking its damage.

Although Multishot cannot initially harm air enemies, using the 'Second Axis' ability will make the tower be able to target Heli and Jet enemies at 25% and 50% effectiveness respectively.

## Statistics

Multishot Tower Stats (not including research, PWR tower from Exp Levels, and Tile Bonuses)

## Abilities:

 Second axis
 Compact weapons
 Counter attack
 Powerful

**Penetrating Bullets** : Allows each projectile to attack two enemies each. The second enemy taking 70% of the Damage.

**Second Axis:** Multishot will now attack Heli/Jet enemies

**Compact Weapons**: Shrinks the attack cone by 25%

## Strategy

Multishot shares similarities with Splash notably with projectile counts but excels better than Splash at clearing Fast/Light and being able to damage Regular enemies normally. It is a great tower against enemies that move very fast especially with use of Counter Attack.

However, Multishot weakness is attacking slower enemies especially Strong enemies which completely resist multishot. In a crowd, multishot bullets can attack Strong but does not deal any damage to it protecting enemies behind it.

Multishot has great attack range and good attack speed that can clear cluster of enemies easier in a close range.

To make use of counter attack, Multishot should not be placed near towers that can slow enemies speed such as Freezing/Blast as it desynergizes with Counter Attack. However in later waves, Freezing/Blast is needed to be able to deal with high health enemies. However this can be alleviated by placing Multishot in front of all other towers, ideally placed near the enemy portal.

Should Antiair, Splash, or Missile towers are not an option, consider taking Second axis as a way to deal with Air enemies.

To make Multishot stronger, one should max out the research of Shooting Angle which decreases the cone size by up to 25% as well as projectile count by up to 25% to be able to maximize damage as multiple projectiles can hit the same enemy dealing stacking damage.

**Best tile placement:** Damage and Attack Speed

Attack speed fires bullets faster that can decimate clustered enemies with ease.

Damage is also good, synergizes with Penetrate bullets to hit enemies harder.

Avoid using range tile since the projectile arc expands as bullets travel farther causing inaccuracy on hitting long range enemies

**Optimal 2 Abilities:**Compact Weapons/Penetrating Bullets

**Penetrating bullets** is a must on Multishot, just like splash it increases crowd damage which removes clusters of enemies even easier.

**Compact Weapons** shrinks attack size allowing more projectiles to be hit on enemies alongside Penetrating bullets

**Second axis** is another situational pick especially in daily quest where Splash/Missile are not available. It allows Multishot to attack air enemies. Although it would be better off to use Splash or Tesla instead since Multishot does 25% damage to Heli whereas Splash will do 50% damage to Heli or Missile with Second Axis ability .

**Counter Attack** increases damage against faster enemies (whereas Splash deals more damage if enemy is slower) . The boost is even bigger since fast enemies take 150% already and alongside 125% damage. Enemies later on in waves will move faster overtime which makes Counter Attack a useful ability. However this bonus turns off if Freezing Tower exists since it slows enemies be aware of that.

## Research

(Does not include endless research)

These research are exclusive to Multishot Tower Only. To see all researches, see Researches

**Damage** - Damage dealt to enemies

**Max Experience Level** - Experience Limit in levels

Increases the max experience level of the tower (EXP level). At level, the max tower experience level is 4.

**Max Upgrade Level** - Upgrade Level Limit

Increases the max upgrade level of the tower (Upgrade level). At level 0, the max tower upgrade level is 3.

**Projectile Speed** - Tiles per second

**Range** - Range in tiles

**Price** - Tower Price in Coins

Reduces the cost to build Multishot Tower. By default it costs 90 coins.

**Attack Speed** - Shots per second

**Rotation Speed** - Degrees per second

**Experience Multiplier** - Each XP point is multiplied by this.

**Upgrade Price** - Price of tower upgrades in coins

**Shooting angle** (Unique Characteristics) - Angle of arc of projectiles

**Shooting angle** is multiplied by this value. This increases **Shooting angle** from 65 degrees- 84 degrees to 48.75 degrees - 63 degrees (Based on Tower EXP level)

**Projectile Count** (Unique Characteristics) - Number of projectiles

**Projectile Count** is multiplied by this value. This increases **Projectile Count** from 5 - 7.66 projectiles to 6.25 - 9.58 projectiles (Based on Tower EXP level)

**Starting Level** - Initial Tower Level

When purchased, Multishot Tower will immediately start at that EXP Level. At Max level, Multishot Towers will start at EXP Level 4 with 1 Ability Unlocked.

**Passive XP at max upgrade level** - Amount of tower gets per second on max upgrade level.

If not at max level, the formula of XP/second goes by (XP rate / 10 \* tower upgrade level)

**Damage to next enemy - Penetrating Bullet** - Tower Ability Upgrade

This uses the base value of **Damage to next enemy - Penetrating Bullet** and adds it per level. (Additive)

**Shooting angle - Compact weapons** - Tower Ability Upgrade

This uses the base value of **Shooting angle - Compact weapons** and adds it per level. (Additive)

**Damage - Counter Attack** - Tower ability Upgrade

This uses the base value of **Damage - Counter Attack** and adds it per level. (Additive)

**Enemies speed - Counter Attack** - Tower ability Upgrade

This uses the base value of **Enemies speed - Counter Attack** and adds it per level (Additive)

**Damage - Ultimate** - Tower Ability Upgrade

This uses the base value of **Damage - Ultimate** and adds it per level (Additive)

**First Generation** - Significant Increase of Characteristics

-Rotation Speed + 10% / Projectile Speed + 10% / Range + 5%

**Second Generation** - Significant increase of Characteristics

-Attack Speed + 10%

**Third Generation** - Significant increase of Characteristics

-Upgrade price - 2%, Damage + 10%

## Advinas

3.4

Advinas: Here comes the Multishot tower!

Advinas: Its projectiles fly in an arc and cause damage to the first enemy they hit.

Advinas: Extremely effective against fast enemies and crowds and can help your anti-aircraft towers a little.