Missile (Tower)

Fires missiles at a long distance with a low attack speed. Rockets explode and damage all nearby enemies.

## Unique Characteristics

Missile has Explosion Range and LRM(Long Range Missile) Aim Speed as its Unique Characteristics.

Explosion Range: The size of the explosion after the missile collides the enemy

LRM Aim Speed: The rate of speed (in %) in which how fast the Missile can produce a long range missile (if no enemies are near).

The time needed to fire the Long range missile is *100/LRM Aim Speed* seconds.

Levelling up the tower increases both Explosion Range and LRM Aim Speed.

*Explosion Range = 0.7 + 0.04/Tower Experience Level [Max: 2.5 tiles]*

*LRM Aim Speed = 12 + 0.4/Tower Experience Level*

## Other characteristics

Missile Tower will fire missiles that seek towards enemies. If it misses the enemy (due to high speeds), the missiles will re-rotate and face toward the enemy again.

When missiles hit the enemy, it creates an explosion. The explosion damage dealt is similar to how Cannon's Explosion works. See Cannon.

Unless anti-aim system ability is learned, Missile tower has a minimum range of 1.5 tiles, meaning that it cannot fire missiles at enemies that are less than 1.5 tiles away; however, missiles already deployed can still target them even if the missiles have been fired against farther enemies in its range.

"Range" research and trophies do not increase minimum range.

If the enemy dies while missiles are targeting at them, the missiles will attempt to find another enemy on the map and target that instead. If there are no enemies left however, all the missiles will be destroyed unless auto-wave is enabled. If enabled , it will target the first enemy that will spawn from the Enemy Portals.

If there are no enemies within range of the tower, it will launch an LRM (Long Range Missile). This is similar to its normal missiles, but can target anywhere on the map. The rate in which LRM are created is affected by LRM Aim Speed and is not affected by its attack speed.

Missile initially cannot target air enemies. But by having the 'Anti-air system' ability enabled, it can damage Heli and Jet enemies, at 100% and 25% effectiveness respectively.

Missiles that are spawned already can target air enemies and damages it normally even if Anti-Air system ability is not obtained for that tower. This can only happen if there are no other grounds enemies left in the map to target however the tower itself cannot directly target air enemies and won't shoot missiles at it.

## Statistics

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

## Abilities:

 Compact missiles
 Anti-air system
 Outweighed shells
 Powerful

**Vertical Launch**: Getting this ability increases minimum range (in tiles) to 1.875 tiles (Originally 1.5).

**Compact missiles**: This ability reduces Missiles "Damage" stat by 62%. On each attack, Missiles will fire 3 lesser missiles that collectively deal 114% damage if all three missiles attack the same enemy. Each missile explodes with the same Explosion Range.

**Anti-Air System**: This allows missile tower to directly target and fire missiles at air enemies. Although, Missiles spawned can retarget air enemies without this ability if no ground enemies are in the map. Also the minimum range is set to 0 tiles, allowing missiles to attack enemies up close.

**Outweighted shells:** Deals 20% more damage to enemies above 80% HP. This condition is checked upon colliding with the enemy, not when the missile is fired and its the target is 80% HP or higher.

## Strategy

Missile Tower is a late game tower that strives against the most complex enemies such as Icy and Light which are problematic for other towers due to Icy being immune to Freezing and Light becoming resistant to same tower attacks. However its upgrades and buying it are extremely expensive with last upgrade costing 3,600 coins and 150 coins to build it. With high attack, range, crowd damage, and with Outweighted shells ability at L10, missile tower strive the best at later waves around 100+.

However it struggles against simple enemies such as Regular which only takes 25% of its damage and completely immune to Fast.

It's long range allows and attacking anywhere in the map with Long Range Missile makes it a great contributor to towers that have limited range.

Avoid placing missile towers next to the map due to having a minimum range, it will not attack enemies too close to the tower, instead place missile towers at a farther location effectively negating its minimum range. In addition its poor rotation speed and attack speed makes it harder for it to shoot at close range.

Place missile towers at a faraway place due to its low rotation speed. It is much easier to face the opponent at a long distance.

It strives well against large maps as it can cover a long range and has more time to focus on enemies. Short maps especially at earlier levels in the story line does not work well as enemies get to the base faster.

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

**Damage** increases its impressive high damage from its tower. Synergizes with Compact Missiles and Outweighted Shells.

**Attack Speed** increases its poor attack speed allowing Missile to fire more missiles on the map. Works in conjunction with Compact Missiles. In addition,even if Missile Tower fires more missiles than needed, missiles do not get destroyed if its target dies, its missiles can simply attack another enemy.

**Optimal 2 Abilities:**Compact Missiles and Anti-Air System

**Compact Missiles** effectively increases boosts overall damage from Missile Tower or be able to attack even more enemies. This is very useful if enemies are killed easily and therefore the other two missiles can be reused onto next enemy.

**Anti-Air System** makes missile tower attack air enemies which is what it needs to take advantage of its long range.

**Vertical Launch** should only be used in a situation where if the map is large but missile cannot cover other parts of the map though with the right placement, vertical launch should not be needed.

**Outweighted Shells** boosts its end-game potential. As enemies have higher HP, missile can take advantage of the 25% damage boost against enemies who have 75% or more HP.

## Research

(Does not include endless research)

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

**Damage** - Damage dealt to enemies

**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.

**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.

**Projectile Speed** - Tiles per second

**Range** - Range in tiles

**Price** - Tower Price in Coins

Reduces the cost to build Missile Tower. By default it costs 150 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

**Explosion range** (Unique Characteristics) - Range of explosions

**Explosion range** is multiplied by this value. This increases **Explosion range** from 0.7 - 1.46 tiles to 0.875 - 1.825 tiles (Based on Tower EXP level)

**LRM Aim speed** (Unique Characteristics) - Speed of aiming of Long Range Missiles

**LRM Aim speed** is multiplied by this value. This increases **LRM Aim speed** from 12 - 19.6 to 15 - 24.5 (Based on Tower EXP level)

**Starting Level** - Initial Tower Level

When purchased, Missile Tower will immediately start at that EXP Level. At Max level, Missile 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 - Compact Missiles** - Tower Ability Upgrade

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

**Projectiles rotation speed - Vertical Launch** - Tower Ability Upgrade

This uses the base value of **Projectiles rotation speed - Vertical Launch** and adds it per level. (Additive)

**Range - Vertical Launch**- Tower ability Upgrade

This uses the base value of **Range - Vertical Launch** and adds it per level. (Additive)

 **Range - Vertical Launch (max)** | 1.2x

**Damage - Ultimate** - Tower ability Upgrade

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

**Damage - Outweighted shells** - Tower Ability Upgrade

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

**HP threshold - Outweighted shells** - Tower Ability Upgrade

This uses the base value of **HP threshold - Outweighted shells** and adds it per level (Additive)

**First Generation** - Significant Increase of Characteristics

-Rotation Speed + 10% / Damage + 5%

**Second Generation** - Significant increase of Characteristics

-Attack Speed + 10%

**Third Generation** - Significant increase of Characteristics

-Upgrade price - 2%, Damage + 10%

## Advinas Dialogue

5.1

Advinas: So, here we are at the beginning of the last stage, one step away from our goal.

Advinas: This level of the mainframe will draw with all its might, but I still have something that can help you - Missile tower.

Advinas: This is an expensive and powerful tower that launches rockets with a large explosion radius over long distances, even beyond the range of the tower

Advinas: Rockets will look for a new target if the current one has already been destroyed - not a single rocket will be wasted.

Advinas: There are also disadvantages - the turret has a minimum attack radius and the rate of projectile rotation is limited.