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RiflemanD
"Rifleman ready! Let's take the fight to the enemy!"

Summary

  • The Rifleman is the first troop available in the game, he is unlocked as soon as the game begins.
  • Riflemen are balanced troops with moderate HP, damage, and medium attack range.
  • They have the lowest unit size of any troop, which is 1.

Visual Appearance

  • The Rifleman appears as a fair-skinned man with a blue uniform, simple boots, and a grayish-green helmet with a blue cloth band around it. He carries a rifle and has a red ace of diamonds tucked into his helmet band.

Offensive Strategy

  • Riflemen are usually deployed in large numbers for maximum effect.
  • Riflemen are effective when used with Heavies acting as meat shields.
    • Using Heavies as meat shields will allow them to take most of the damage while the Riflemen behind them deal the damage as Heavies do not yield much damage themselves. However, due to very short range differences, the Heavies may not be able to properly defend the Riiflemen.
  • Another great strategy is Rifle-Medic. Riflemen have moderate health, so Medics, with their area healing, will be able to quickly negate damage taken by groups of Riflemen from splash defenses (though high-level defenses can eventually overpower this).
  • A third popular strategy with riflemen is the Rifle-Zooka strategy (Full guide by TheCoolBoss). This strategy is very weak to splash defenses due to the high amount of troops and relatively low health per troop, but this is a devastating tactic when combined with high-level Medkits and/or Medics or when used against a base with low level or at least very few splash defenses. Using Smoke Screens can also help to flank the Riflemen and Zookas around defenses and to the Headquarters.
  • The Rifleman is great to use against Cannons and Boom Cannons as these slow defenses are single target and therefore very weak against swarms, only destroying one every several seconds.
  • Riflemen are weak against Machine Guns, Mortars, Flamethrowers, Rocket Launchers and Shock Launchers as these defenses deal splash damage and can easily cripple groups of Riflemen quickly.
    • At respectable levels, Riflemen may counter Machine Gun and Rocket Launcher fire with the help of a Gunboat-deployed Medkit. Alternatively, a well-timed Shock Bomb can allow the Riflemen to finish off these defenses.
    • You can allow Riflemen to spread out as much as possible to minimize the effect of these defenses. However, spreading out too much will expose them to fire from too many defenses!
    • If the player cannot afford their Riflemen to take damage from area-damage defenses, it is a good idea to destroy them with Artillery or Barrage beforehand.
  • Due to their large numbers and short range, Riflemen can be used to protect Tanks from Cannons and Boom Cannons.
  • Use a Barrage on large groups of Mines to prevent them from killing your Riflemen quickly. If you have Critters, it can be a good alternative if Barrage gets too expensive. The Cryobomb is very good at clearing Mines if it is available, due to its large radius.

Defensive Strategy

  • A group of Riflemen's worst enemy is the Rocket Launcher, so place it well behind other defenses.
  • The Mortar is effective in taking out large numbers of Riflemen, but it fires very slowly. Having a Machine Gun in front of a Mortar will cause the Riflemen to target the Machine Gun (in the absence of a Flare), giving the Mortar more time to fire at the Riflemen. 
  • Place the Mortar behind various buildings so that it is difficult for the Riflemen to reach the Mortar without having any casualties, the same goes for any other slow-firing defense.
  • Riflemen are vulnerable to fast firing defenses such as Sniper Towers, Machine Guns, and Flamethrowers, so place them strategically. 
  • Cannons and Boom Cannons can easily one-shot kill Riflemen, but remain ineffective if they aren't properly supported by appropriate counters. As Riflemen often appear in extreme quantities, Cannons and Boom Cannons would rarely make a dent, as they can only pick off one every few seconds.
  • Place your Mines well. Groups of them can kill Riflemen quickly if the attacker ignores them.
  • Some very good Prototype Defenses against Riflemen include Lazor Beams, Hot Pots, Microwav'rs and Flotsam Cannons. All of these are capable of defeating hordes of Riflemen quickly, but they can also prove to be prime targets for Shock Bombs.

Upgrade Differences

  • There are no visual changes between levels, but each upgrade increases the Rifleman's hitpoints (by 7%), DPS (by 8.2%), and training cost.

Trivia

  • The Sniper Tower appears to house a Rifleman and reuses their model and firing sound. Additionally, the rifle he uses deals more damage with a slightly slower rate of fire.
  • You can have a maximum of 240 Riflemen in a complete set of fully upgraded Landing Crafts.
  • During the tutorial, the training time of 5 Riflemen is reduced to 5 seconds, and costs 0 Diamonds to speed up.
  • Riflemen sent by Lt. Hammerman in the tutorial are weaker than normal. A level 1 Sniper Tower requires three shots to destroy a level 1 Rifleman, while Hammerman's troops are easily destroyed in one hit.
  • Riflemen training time was reduced from 1 minute to 10 seconds in the April 2024 update "Take Cover".

Statistics

Unit Size
Troop Capacity
Training Time
Time
Movement Speed
Movement Speed
Attack Range
Range
Attack Speed
Shot
Headquarters Level Required
Headquarters
1 10s

Moderate / 220

Medium / 4.7 Tiles 1s 1
Level
Level
Hitpoints
Hitpoints
DPS
Damage
Training Cost
Gold
Research Cost
Gold
Armory
Combat Academy
Research Time
Time
Instant
Diamonds
XP Gain
Xp
1 140 30 20 N/A N/A N/A N/A N/A
2 150 32 50 9,500 1 2h 56 14
3 160 35 100 19,500 2 3h 79 17
4 172 38 150 42,000 3 6h 138 24
5 184 41 200 83,000 4 8h 190 30
6 196 44 250 140,000 5 12h 261 37
7 210 48 300 236,000 6 17h 349 43
8 225 52 350 370,000 7 22h 444 50
9 241 56 400 540,000 8 1d 517 52
10 257 61 450 630,000 9 1d 1h 552 52
11 275 66 500 710,000 10 1d 4h 602 55
12 295 71 600 970,000 11 1d 9h 716 61
13 315 77 700 1,320,000 12 1d 12h 832 67
14 337 84 800 1,500,000 13 1d 15h 901 67
15 361 90 900 1,800,000 14 2d 1,038 74
16 386 98 1,000 2,480,000 15 2d 3h 1,211 78
17 413 106 1,100 2,850,000 16 2d 5h 1,304 78
18 442 115 1,200 3,200,000 17 2d 11h 1,417 83
19 473 124 1,300 3,800,000 18 2d 13h 1,549 84
20 506 134 1,400 4,400,000 19 2d 17h 1,690 87
21 542 145 1,500 5,100,000 20 2d 19h 1,832 89
22 580 157 1,600 5,500,000 21 2d 21h 1,916 91
23 620 170 1,700 6,000,000 23 2d 23h 2,017 93
24 662 184 1,800 6,500,000 24 3d 1h 2,115 95
25 706 199 1,900 7,000,000 25 3d 3h 2,212 97
26 755 215 2,000 7,500,000 26 3d 5h 2,294 99

Warships

Rank
Level
Level
Level
Reserves Size
Troop Capacity
Upgrade Tokens
Upgrade Token
Tech Level
Tech Point
1 8 224 N/A 5
2 12 272 58,000 10
3 16 320 84,500 15
4 18 368 112,500 20
5 22 416 165,000 25
Total 420,000 75


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