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"This experimental long range artillery will outrange all but the most far-reaching defenses and rain down with its badaboom shells"

Summary

  • Rain Maker is a prototype troop that is occasionally available for players who have an Armory level of 13 or above, and starts one level below it.
  • The Rain Maker has low health and speed, but fires salvos of cluster munitions from extreme range, each of which land randomly around the target before splitting into multiple submunitions, followed by a long reload time.
    • All of Rain Maker's projectiles inflict indiscriminate splash damage in their AOE that can set off Mines, Boom Mines, and Shock Mines.
  • Each Rain Maker costs 6 Gunboat Energy to deploy.

Visual Appearance

  • The Rain Maker has the same hull & turret as a Tank, except its main gun is replaced with a golden Mortar-like barrel.

Offensive Strategy

  • Groups of Rain Makers can wreck havoc and deal consistent damage by virtue of their massive range, crippling if not outright obliterating groups of them in one or two volleys, leaving them with no opportunity to retaliate. Much like Grenadiers, buildings near the primary target can also be quickly whittled down to reduce or eliminate their threat.
    • However, like how Grenadiers work against Cannons and Bombardiers versus Sniper Towers or Mortars, this is a minuscule range advantage. If you have too many Rain Makers, some of them can be pushed into range and may be destroyed immediately.
  • The Rain Maker's shells can clear Mines around their impact area for them to advance later. This, however, doesn't work well with troops that have lower range due to friendly fire.
  • If positioned correctly, the only normal defenses able to hit the Rain Maker are the Rocket Launcher and Shock Launcher. This means that use of Medics can be helpful to mitigate damage.
    • Due to its vulnerability to the Shock Launcher and some Prototype Defenses, it is best to counter them with Gunboat weaponry.

Defensive Strategy

  • As mentioned above, Shock Launchers are an effective defense against the Rain Maker.
  • Certain Prototype Defenses generally work well against Rain Makers.
    • Shock Blasters, Doom Cannons, S.I.M.O.s and Grapplers can reach them easily and dismiss their range advantage.
    • Lazor Beam can slowly do chip damage as well, but this is generally ineffective, as Medics are often used with them and will out-heal any damage dealt to them.
    • Hot Pot and Boom Surprise cannot be targeted or damaged by Rain Makers when sheltered. However, an opponent can force them into the open with other means, resulting in them falling quickly alongside any other defenses.
    • Damage Amplifiers can be used to boost any other defenses strong against Rain Makers.
  • Take care to spread out buildings as the Rain Maker's cluster munitions can inflict widespread collateral damage.
  • Having a beach base (a base where defensive buildings cover the beach) can prove useful against Rain Makers. Unless they have sufficient Gunboat Energy to flank, the Rain Maker will be unable to fully utilize its range advantage.

Trivia

  • You can have a maximum of 16 Rain Makers in a complete set of fully upgraded Landing Crafts.
Rain Maker Blueprint

Rain Maker Blueprint

  • The March 2020 Update added some Prototype Troops to the game and standardized existing Prototype Troops to fit the Proto Token upgrade system.
    • Originally, the Rain Maker required blueprints which could be purchased from the Trader as part of an additional offer, once the Armory had been upgraded to at least level 14. These blueprints allowed the Rain Maker to be used for one day.
  • The Rain Maker's shells are reused assets from high-level Mortars.
  • The Rain Maker has the highest combined shell & shrapnel damage of all troops.
  • While under the effects of the best Troop Damage Masterpiece and 11 Guardians boosted with Power Powder, and LVL 6 Battle Orders the Rain Maker can deliver up to 48,000 combined damage.
  • The Rain Maker is featured as a boss in Squad Busters, another Supercell game, being piloted by a Rifleman instead.

Statistics

Unit Size
Troop Capacity
Training Time
Time
Movement Speed
Movement Speed
Attack Range
Range
Attack Speed
Shot
Shrapnel Count
14 24m

Slow / 150

Very Long / 17 Tiles 0.2s between shots in salvo; 10s between salvos of 4 5
Level
Level
Hitpoints
Hitpoints
DPS
Damage
Damage per Shot
& Shrapnel Damage
Damage
Training Cost
Gold
Upgrade Cost in
Proto Tokens
12 1,200 339.6 150 35,000 N/A
13 1,300 396.2 175 40,000 250
14 1,400 452.8 200 45,000 350
15 1,500 509.4 225 50,000 450
16 1,600 566.0 250 55,000 550
17 1,700 622.6 275 60,000 650
18 1,800 679.2 300 65,000 750
19 1,900 735.8 325 70,000 850
20 2,000 792.5 350 75,000 950
21 2,100 849.1 375 80,000 1,050
22 2,200 905.7 400 85,000 1,150
23 2,300 962.3 425 90,000 1,250
24 2,400 1,018.9 450 95,000 1,350
25 2,500 1,075.5 475 100,000 1,450
26 2,600 1,132.1 500 105,000 1,500
27 2,800 N/A N/A 110,000 1,500
28 3,000 N/A N/A 115,000 1,500

Warships

Rank
Level
Level
Level
Reserves Size
Troop Capacity
Upgrade Tokens
Upgrade Token
Tech Level
Tech Point
1 12 28 N/A 5
2 14 34 86,500 10
3 16 40 115,500 15
4 18 46 169,000 20
5 22 52 240,000 25
Total 611,000 75
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