- The Heavy is the second troop unlocked in the game. He is unlocked at Headquarters level 2.
- The Heavy is great at soaking up damage since he has a lot of health. Use him to protect damage-dealing troops such as Riflemen or Zookas.
- 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.
- The Heavy is a great troop to deploy in front of other troops. Although he has low DPS, he is capable of taking hits from Flamethrowers, Mortars, and many other defenses.
- Mines do not have much effect on Heavies, but Boom Mines and Shock Mines can be a big problem.
- They can be heavily damaged by 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 the Heavies can survive multiple blasts and at such large quantities, they can output sufficient damage to destroy the low level Engine Rooms. 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.
- 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.
- There are no visual changes between levels, but each upgrade increases the Heavy's hitpoints (by 8%), DPS (by 8.5%), and training cost.
- The Heavy seems to be carrying a modified (and smaller) version of the Machine Gun.
- The Heavy is the only troop that can 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 touching the back side of the building being shot.
||Headquarters Level Required|
Moderate / 230
|Short / 3.3-7 Tiles||0.1s||2|