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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

  • Destroying Boom Surprise with Gunboat Weaponry can be difficult as it will shelter itself if there are no valid targets within range. Generally, it's better to lure it out of cover with your troops/Critters and disable it with a Shock Bomb to improvise from there.
    • This is particularly relevant if certain large units like Warriors, Heavies, Tanks and Scorchers are in use, as they cannot hope to beat it off on their own with their range disadvantage. If they can't afford fighting it, they will have to go around.
    • Grenadiers and Bombardiers are safer to use, as Boom Surprise is outranged by them. However, both need something else to take a hit before Boom Surprise would reveal itself, and the Grenadiers' inaccurate throws often prevent them from destroying it in time.
  • Despite its very high fire rate for a point defense, the Boom Surprise can be overwhelmed easily by Riflemen or Zookas, provided if enemy area defenses are dealt with.

Defensive Strategy

  • Given its rapid attacks, Boom Surprise will do well against most armies and can even partially deny Warrior rushes, but has trouble taking down large numbers of small units in absence of area defenses.
  • Try to place the Boom Surprise ahead of other point defenses so they can support it at range while it engages threats up front.

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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