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HeavyD
"Hey, great! The HQ is finally big enough for us Heavies. We're tough enough to walk straight into the line of fire. Let's go get them!"

Summary

  • The Heavy is the second troop unlocked in the game. He is unlocked at Headquarters level 2.
  • The Heavy has moderate speed, high health, but low damage and short range.

Visual Appearance

  • The Heavy appears as a big, muscular, bearded, dark-skinned man with a red bandana, a bandolier strapped across his body, and a modified Machine Gun. He wears a blue tank top, green shorts with a pattern that seems to resemble green bananas, and sandals.

Offensive Strategy

  • The Heavy is a great troop to deploy in front of other troops, as despite his low damage he can distract enemy defenses long enough for your fragile troops to wipe them out.
  • Mines do not have much effect on Heavies, but Boom Mines and Shock Mines can be a big problem. Boom Mines can easily destroy Heavies, whereas Shock Mines will paralyze your whole army or cause your attackers to walk ahead of him.
  • Heavies suffer greatly against Cannons and Boom Cannons. Therefore, it is best to destroy these defenses as soon as possible.
  • A great strategy is to have Heavies up front and Zookas behind them (Full Guide by Gamer kid 47). The Heavies take the hits while the Zookas deal the damage.
    • It is very important to direct troops with Flares when using a Heavy + Zooka army. Sometimes, the Zookas might get too close to the Heavies, causing them to be within the ranges of Flamethrowers or Machine Guns
    • When using this strategy, be careful not to Flare right on a Rocket Launcher (or a Mortar), because the Heavies will walk into the Rocket Launcher's blind spot, leaving the Zookas vulnerable to the Rocket Launcher's attacks.
  • Be sure to deploy your other troops (although not Zookas due to their slow movement speed) a few seconds after your Heavies to prevent them from running past the Heavies.
  • In Warships at low Engine Room levels, there is the chance Heavies and Flare are unlockable, which allows for a Heavy rush attack on the enemy Warship. This strategy is commonly used with great success, since not only do Heavies boast great health, the sheer quantity offers enough DPS to destroy structures efficiently. This strategy usually stops being optimal at the fourth Engine Room onwards due to increased building health, build count and expanded Warship area.
    • The Flare should be upgraded to at least rank 3, which lasts 11 seconds. If possible, rank 4 is much more rewarding, offering an extra 9 seconds, which can help in certain situations. Rank 5 will barely make any difference, so you should save up your Upgrade Tokens, unless you find it necessary.
    • If damaging Gunboat abilities (Artillery or Barrage) are unlocked, maxing them out is greatly effective, since they can be used to burst down an Engine Room, increasing rush speed. The best usage is to take down the Engine Room that would reduce clear speed the most, which is often the furthest one, allowing the Heavies to focus down the other ones while covering the smallest possible distance. Pvt. Bullit is another great option, since aside from dealing significant enough damage on his own, he can tank shots from nearby defensive buildings, and along with Energy Drink he can keep the Heavies safe while also enhancing clear speed.

Defensive Strategy

  • Try arranging your defenses so that Sniper Towers and Cannons will fire at Heavies. Usually 2 Sniper Towers firing at a single Heavy will be able to take him out with little trouble.
  • Try placing your Mines so that Heavies won't trigger them but other troops will. On the other hand, try to place your Boom Mines so that Heavies will trigger them. In higher levels, this can be difficult, as Boom Mines are also needed to defend against Tanks, which attack very differently than Heavies.
  • In Warships, try placing your Engine Rooms far from each other and the furthest away possible from the landing spots, to maximize the distance the opponent's Heavies will have to cover before reaching and destroying the Engine Rooms during Engine Room rush attacks.

Upgrade Differences

  • There are no visual changes between levels, but each upgrade increases the Heavy's hitpoints (by 8%), DPS (by 8.5%), and training cost.

Trivia

  • The Heavy seems to be carrying a modified (and smaller) version of the Machine Gun.
  • Prior to the Scorcher's introduction, Heavy was the only troop that could move and attack at the same time. However, it typically only begins firing a second or so before it stops moving, and it will remain stationary until its target is destroyed or it is ordered to move via Flare. As such, it does not play a major role in the use of the Heavy.
  • You can have a maximum of 56 Heavies in a complete set of fully upgraded Landing Crafts.
  • The Heavy has the highest HP out of all the non-mechanized troops.
  • The Heavy's ammunition resembles real-life pistol cartridges, not machine gun ammo.
  • The Heavy's bullets spread out instead of being in a straight line but are 100% accurate once he is standing still.
  • When firing at maximum range (while walking forward), some of the rounds can hit buildings behind the initial target, if the buildings are adjoined.

Statistics

Unit Size
Troop Capacity
Training Time
Time
Movement Speed
Movement Speed
Attack Range
Range
Attack Speed
Shot
Headquarters Level Required
Headquarters
4 6m

Moderate / 230

Short / 3.3-7 Tiles 0.1s 2
Level
Level
Hitpoints
Hitpoints
DPS
Damage
Damage per Shot
Damage
Training Cost
Gold
Research Cost
Gold
Armory
Combat Academy
Research Time
Time
Instant
Diamonds
XP Gain
Xp
1 1,000 26 2.6 300 N/A N/A N/A N/A N/A
2 1,080 28 2.8 500 10,400 1 3h 70 17
3 1,166 31 3.1 700 21,800 2 4h 96 20
4 1,260 33 3.3 900 47,000 3 7h 154 26
5 1,360 36 3.6 1,100 94,000 4 9h 208 33
6 1,469 39 3.9 1,400 159,000 5 14h 289 38
7 1,587 42 4.2 1,700 268,000 6 19h 380 45
8 1,714 46 4.6 2,000 420,000 7 1d 1h 486 52
9 1,851 50 5.0 2,400 610,000 8 1d 3h 565 56
10 1,999 54 5.4 2,800 720,000 9 1d 4h 606 56
11 2,159 59 5.9 3,200 800,000 10 1d 8h 660 59
12 2,332 64 6.4 3,600 1,100,000 11 1d 13h 783 66
13 2,518 69 6.9 4,000 1,500,000 12 1d 17h 915 71
14 2,720 75 7.5 4,400 1,700,000 13 1d 20h 984 71
15 2,937 81 8.1 4,800 2,040,000 14 2d 6h 1,136 80
16 3,172 88 8.8 5,200 2,810,000 15 2d 10h 1332 83
17 3,426 96 9.6 5,600 3,200,000 16 2d 12h 1,425 83
18 3,700 104 10.4 6,000 3,600,000 17 2d 19h 1,551 88
19 3,996 113 11.3 6,500 4,300,000 18 2d 22h 1,705 90
20 4,316 123 12.3 7,000 5,000,000 19 3d 1h 1,853 92
21 4,661 133 13.3 7,500 5,700,000 20 3d 3h 1,989 94
22 5,034 144 14.4 8,000 6,300,000 21 3d 5h 2,109 96
23 5,438 155 15.5 8,500 7,000,000 23 3d 7h 2,237 98
24 5,876 167 16.7 9,000 7,700,000 24 3d 9h 2,364 100
25 6,351 179 17.9 9,500 8,400,000 25 3d 11h 2,489 102

Warships

Rank
Level
Level
Level
Reserves Size
Troop Capacity
Upgrade Tokens
Upgrade Token
Tech Level
Tech Point
1 8 56 N/A 5
2 12 68 63,500 10
3 16 80 93,000 15
4 18 92 123,000 20
5 22 104 180,000 25
Total 459,500 75


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