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BoomSurpriseIII
"Powerful 2-shot cannon with good range. Stays protected in an underground bunker until enemies are in range."

BoomSurpriseI
BoomSurpriseII
BoomSurpriseIII
Mark 1 Mark 2 Mark 3

Summary

  • The Boom Surprise is a Prototype Defense that can be built inside the Weapon Lab.
  • Like other prototype defenses, it will only last for a limited duration after being deployed.
  • The Boom Surprise is essentially a Cannon with greater DPS, firing a burst of two moderately damaging rounds heralded by brief reloads.
  • The Boom Surprise stays inside a protected bunker protecting it from targeting and all forms of damage. It only emerges if there is a valid target nearby.
  • The Boom Surprise can target two troops at a time, dealing damage to both.

Offensive Strategy

  • It is not a good idea to use Barrage or Artillery to destroy the Boom Surprise initially since this Prototype Defense can hide underground, making a Barrage ineffectual.
  • The Boom Surprise can cause significant damage to Heavies, Tanks and Scorchers. You can avoid this using a Shock Bomb when the Boom Surprise emerges, or use smaller units, as it will have trouble trying to wipe them out.
  • Like the Hot Pot, the Boom Surprise can be distracted by Critters. Use this Gunboat Weaponry and then Artillery to destroy the Boom Surprise.
  • Due to its somewhat short range, it is possible to circumvent this defense.

Defensive Strategy

  • While the Hot Pot has a shorter range and can deal area damage, the Boom Surprise is best used against strong individuals that have high health.
  • When against Warriors, it and the Hot Pot are equally effective. While the Hot Pot burns down Warriors quickly, the Boom Surprise can destroy them quickly because of its strong damage and rate of fire.
  • It's also a very good choice against Tanks, as well as Heavies. They will be eliminated rather quickly, and due to its good range, flanking it exposes troops to it longer.
  • Because of its rather speedy reload and rate of fire, it can be a substitute for the Doom Cannon if one cannot accept a slow fire rate or if it is unavailable.

Upgrade Differences

  • At Mark I, the bunker doors appears as navy blue with a plaid ring of light blue details and a number '1' in the center. The main structure consists of a white turret with blue panels at the front that slide off to the sides to reveal two light blue barrels with viewports above them. Above the structure is a blue hatch with metal handles.
  • At Mark II, the hatch appears with a number '2' in the center and retains its light blue ring. The back of the turret now gains a blue casing with a cross engraved on top. The barrels are elongated and receive muzzle brakes.
  • At Mark III, the hatch gains a second dashed ring on the outer perimeter of the hatch, and a number '3' in the center. The cannon now gains winged decorations on the rear of both sides of its casing.

Statistics

Building Size
Size
Range
Range
Attack Speed
Shot
Damage Type
Damage Type
3x3 9 Tiles 0.25s between shots in burst; 1.5s reload time after 2 shots Single
Mark Number
Level
Health
Hitpoints
Damage Per Second
Damage
Damage Per Hit
Damage
Build Cost Build Time
Time
Weapon Lab
level Required
Fuses
Critical Fuse
Gears
Complex Gear
Rods
Power Rod
Capacitors
Field Capacitor
1 15,000 1,142 1,000 3 0 3 0 1h 1
2 20,000 1,714 1,500 2 2 6 2 4h 3
3 25,000 2,285 2,000 8 4 0 6 12h 5
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