"The Rocket Launcher is a long distance artillery piece. It fires a salvo of rockets, followed by a significant reload time."
The Rocket Launcher is the second-to-last defense to unlock in the game.
It fires a six-round moderately-damaging rocket burst at enemies, followed by a lengthy reload.
It possesses extreme range and also a large blind spot.
Getting into the blind spots of Rocket Launchers will prevent them from attacking these troops.
Most troops can get into the blind spot easily without the assistance of Gunboat Weaponry, but Warriors tend to work best, as they can get there quickly, therefore avoiding most of the damage.
Tanks, Grenadiers and Zookas can also be directed into the Rocket Launcher's blind spot with Flares, but they will not move close enough on their own if the Rocket Launcher is their target. This is because their own range is long enough that they will stop and fire before they reach the Rocket Launcher's blind spot.
Be very careful when using the Heavy-Zooka strategy. Heavies tend to move into its range and it will instead destroy your Zookas. Even if they are moving, the rocket's travel delay will also cause them to hit the zookas behind instead of the heavies that they fired upon.
When you are doing all-Tank raids, do not ignore high-level Rocket Launchers unless you are sure you can take down the Headquarters quickly, as they can wither down Tanks over time. However, a good amount of Medics will usually be able to out-heal them.
Although damage from a single Rocket Launcher can be out-healed by Warriors of sufficient level, many Rocket Launchers working together can decimate Warriors quickly.
Riflemen can work against a single Rocket Launcher if a Medkit or a boat of Medics is properly used to counter the salvo.
Rocket Launcher's speciality is ironically both attrition and burst. It can easily take down smaller units with terrifying ease, but can also work against slower yet tougher units at range. Place it in the back for maximum effectiveness.
It is wise to place Rocket Launchers far enough from each other so that they do not share the same blind spot and so that one Shock Bomb cannot disable more than one at a time.
It is not a good idea to place a Rocket Launcher right next to the Headquarters because its blind spot will cover the entire building, which renders it useless against Warriors attacking it.
Placing other defenses around it will make it harder for Smokey Zooka attacks or Critters to destroy the Rocket Launcher.
Initially, the Rocket Launcher is a gray structure with hazard tape around the stone base, and three barrels on the top with a brown triangular casing. There is a basic iron sight on top of the middle casing.
At level 2, the Rocket Launcher gains another barrel, making the casing shaped like a diamond.
At level 3, the Rocket Launcher gains yet another barrel, making the casing shaped like a pentagon.
At level 5, the Rocket Launcher gains a sixth barrel, making the casing shaped like a rectangle, adds a handwheel to its side, and adds four metal outriggers from its base. The iron sight is removed.
At level 6, the casing is reinforced, and mostly surrounds the rockets. It gains some large dark blue screws on its side. A dark blue plate is added on the casing's top.
At level 7, the Rocket Launcher gains a laser sight on top. The central base and support column is further reinforced by four metal extensions that appear between the outriggers.
At level 13, the Rocket Launcher gains a complete overhaul. Two more barrels are added, for a total of eight barrels. The barrels are arranged in the shape of an octagon, and the casing is now a square which is split into eight adjoined triangles, each containing one barrel. The side is overhauled, with hazard tape covering the front, and the back has four protruding flaps. The outriggers are reinforced further, and the laser sight is removed.
At level 14, the Rocket Launcher regains its laser sight, which is found on either side of the Rocket Launcher.
At level 15, the base of the Rocket Launcher becomes wooden.
At level 16, the base of the Rocket Launcher becomes a white stone.
The rockets fired from the Rocket Launcher take on the same appearance as the projectiles in a Barrage and leave the same crater upon impact.
The rockets also curve in a similar manner while in flight.
When upon reaching its target the rockets turn sideways hitting the target broadside unlike the Barrage which hits targets head on.
Rocket Launchers of all levels fire the same number of rockets per volley (6), despite levels 1-4 having less than 6 barrels, and levels 13-16 having more than 6 barrels.
The laser sight indicates that they use similar technology to guide their rockets.
The upgrade costs of the level 13, 14, 15 and 16 Rocket Launcher are the same as the upgrade costs of the level 14, 16, 17 and 18 Boom Cannon respectively, with the exception that the resources are swapped for all levels except the first.
The Rocket Launcher and the Boom Cannon are the most expensive maxed out defenses, costing 16,850,000 in total resources.
5s Between Salvos of 6; 0.35s Between Shots in Salvo
Input total Statue bonuses to modify the statistics in the table below accordingly