Summary
- The Laser Ranger is the ninth troop to unlock in the game. She is unlocked at Headquarters level 19.
- The Laser Ranger has moderate speed, high DPS, low hitpoints and medium range, between Zooka and Tank, with overshooting attacks that pierce her initial target and damage buildings behind.
Visual Appearance
- The Laser Ranger is a green-eyed woman in a blue soldier's uniform and a yellow helmet with a white lightning symbol on top. Around her left hip and on her belt she has straps to which pouches are attached. She has brown gloves on her hands. Her weapon is a blaster, at the end of which there is a focusing spiral, and a battery for charging the laser is fixed on top of the forearm.
Offensive Strategy
- Since Laser Rangers have good damage but very low hitpoints, they need to be protected with more durable troops such as Heavies, Scorchers or Mechs. However, due to their high speed, Laser Rangers often take splash damage from Mines before your other troops could set them off due to their very high speed. More often than not, you should consider sending them a little later, after your durable units have advanced enough. It certainly doesn't help that unlike the Lazortron, Critter Cannon or Rain Maker, their attacks do not trigger mines.
- To prevent this or at least reduce the number of losses, you can use one or two Landing Crafts with Medics to heal them up. Aside from your frontline troops, Critters are also handy for disposing of mines if fired in advance.
- Pvt. Bullit might be a good choice as a tank to strengthen the cover for Laser Rangers and reinforce your existing ones.
- It is not recommended to use other ranged troops like Tanks with Laser Rangers, since they have similar range and hence unlike Scorchers or Heavies, cannot protect Laser Rangers at all. This is especially problematic against Mortars, Rocket Launchers and Machine Guns.
- Laser Ranger's weapon is similar to that of Lazortrons, utilizing indirect fire to chip buildings they can't safely hit, just without the friendly fire. Try to place them so that the trajectory of the beam hits a large number of buildings, focusing on Shock Launchers and other dangerous defensive structures for them and allowing your durable units live longer.
- To exploit this further, you can disable a durable building with the help of Taunt, a Scorcher or Shock Bomb, allowing them to then easily snipe weaker buildings and recover valuable Gunboat energy.
Defensive Strategy
- Any type of splash damage like Mortars and Rocket Launchers is quite dangerous for Laser Rangers. Place two or three high-leveled Mines in areas where Laser Rangers are likely to walk so they will be destroyed before they can get a chance to be healed by Medics and Medkits.
- Laser Rangers are very similar to Grenadiers, combining high indirect damage with exceptional accuracy at the cost of range. As such, strategies that are effective against Grenadiers will play out similarly.
- Avoid making long lines with buildings, as Laser Rangers can potentially snipe all of them.
Upgrade Differences
- There are no visual changes between levels, but each upgrade increases the Laser Ranger's hitpoints (by approximately 6%), DPS (by 15 or 16), and training cost (by 1,000 gold).
Trivia
- Laser Ranger has the highest fire rate of all regular troops during bursts, with a 0.064s delay between shots.
- Laser Ranger's beam weapon is similar to those featured on the Lazor Beam and Lazortron, having similar sound and graphical effects. On that particular note, it is the only unit spelling the word "Laser" correctly instead of using a homophone.
- You can have a maximum of 80 Laser Rangers in a complete set of fully upgraded Landing Crafts.
- The Laser Ranger was introduced from the now defunct Space Ape spinoff, Boom Beach: Frontlines, though with a yellow helmet rather than a team-colored one.
Statistics
Unit Size |
Training Time |
Movement Speed |
Attack Range |
Attack Speed |
Headquarters Level Required |
---|---|---|---|---|---|
3 | 8m 10s |
Moderate / 300 |
Medium / 7.6 Tiles | 0.064s between shots in salvo; 1.5s between salvos (each salvo has 23 shots) |
19 |