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MicrowavrIII
"Burns all enemies within range with dangerous microwave radiation. Can also be used to make popcorn."

MicrowavrI
MicrowavrII
MicrowavrIII
Mark 1 Mark 2 Mark 3

Summary

  • The Microwav'r is a Prototype Defense that can be built inside the Weapon Lab.
  • Like other prototype defenses, they will only last for a limited duration after being deployed.
  • The Microwav'r rapidly fires off moderately damaging omnidirectional electromagnetic radiation within its relatively low range.

Offensive Strategy

  • The Microwav'r can be very dangerous to Riflemen and Warriors, as groups of both these troops can be wiped out within seconds; neither have the range to avoid the Microwav'r. When using these troops in attack, either use Shock Bombs to stop it, or avoid it entirely.
  • Tanks and Grenadiers can outrange this defense, so it poses no threat to these troops unless they accidentally wander into its range.
  • As with many Prototype Defenses, the Microwav'r's high health prevents it from being easily destroyed by Artillery or Barrage.
  • The Microwav'r is capable of damaging troops under Smoke Screens, so unless high-health troops like Scorchers are being used, you should avoid the area of effect of Microwav'rs when using Smoke Screens.

Defensive Strategy

  • You can place Microwav'rs on one side of the base to deter enemy troops from passing through that side of your base, but this can be completely ineffective against long-ranged troop compositions.
  • Pairing the Microwav'r with a Sky Shield can be very potent. Their combined durability can almost completely preclude the possobility of it being destroyed by Gunboat Weaponry. The shield can also prevent attackers from using Shock Bombs on the Microwav'r if they do not choose to destroy the shield first, unless the defense is placed near the shield's edge which allows Shock Bombs to stun it anyway.
  • It can be a good idea to place Microwav'rs near defenses that are likely to be distracted with Critters in an attack, as it will destroy the Critters immediately.
  • The Microwav'r can excel in Hammerman Strikes Back events just like the Hot Pot due to its high health and potency against Riflemen/Warriors or just unit spam in general, although its weakness against longer-ranged units remain.
  • You can place the Microwav'r around the Headquarters to prevent Smokey Warrior attacks as they ignore Smoke Screens. Such attackers would have to destroy it first, or upon reaching the Headquarters, use early Shock Bombs to prevent the Microwav'r from destroying all the Warriors.
    • An alternative is to place the Microwav'r in the midst of a path that a Smokey Warrior/Smokey Zooka user would typically take towards the HQ. This may force these types of attackers to find a more costly route (in terms of Gunboat Energy needed) to the HQ, or risk losing their army to the Microwav'r en route to the HQ.

Statistics

Building Size
Size
Range
Range
Attack Speed
Shot
Special Ability
Special
3x3 7 Tiles 0.2s Damages all units within range at the same time
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 20,000 300 60 0 3 2 1 1h 2
2 25,000 500 100 3 3 6 0 4h 3
3 30,000 700 140 6 3 0 9 12h 4
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