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"Sniper tower that sniffs out and targets low health enemies within range. Can see through smoke with the help of infra-red sensors."

Mark 1 Mark 2 Mark 3


  • The S.I.M.O. is a Prototype Defense that can be built in the Weapon Lab.
  • It functions similarly to a Sniper Tower, except with much higher damage per second and range, while ignoring the concealment provided by Smoke Screens. The S.I.M.O. also preferentially targets troops with the lowest health rather than the closest available target.
  • Higher mark S.I.M.O.s do not receive increased damage, with Mark I dealing 100 more damage per shot than Mark II and Mark III. However, the advanced models fire faster and can inflict more casualties overall.

Offensive Strategy

  • In most cases, it is best to avoid the S.I.M.O. whenever possible as it can put a good dent in any setup. If for any reason it must be confronted, use Shock Bombs to disable it.
  • S.I.M.O. can also easily prevent Cpt. Everspark from using her Universal Remote ability while under Smoke Screens, so that needs to be worked around as well.
  • Critters can serve as a good distraction for the S.I.M.O. in most cases due to its priority of targeting low-health units. However, unless the health of Zookas is sufficiently boosted, it will still target them instead.
  • Large numbers of Riflemen can easily outnumber a lone S.I.M.O. as it behaves more like a Cannon with a fast rate of fire.
  • When using Smokey Zookas, the S.I.M.O. can often deal heavy damage and quickly take out any hero used with them, as they all move faster than Zookas, so Critters may have to be deployed early.
    • If Brick seems impractical, Bullit is a good next choice, as he has significantly more health. His Taunt ability, though situational, can forcibly redirect its fire.

Defensive Strategy

  • The S.I.M.O. is an excellent point defense, and can potentially ruin an attack with its high DPS, as it outranges every non-Protptype troop.
  • With its high rate of fire, it can provide a lot of support to point defenses like Boom Cannons. Flamethrowers and Machine Guns are needed to eliminate any distractions.
  • Strategically place S.I.M.O. along potential attack routes to make the best use of its coverage. This will usually force the opponent into a dilemma where confronting it or not will always result in heavy losses for them.

Upgrade Differences

  • At Mark I, the S.I.M.O. consists of an elliptic metal platform on a tower supported by many beams underneath. The bottom half of the platform is reinforced with a white wall with red details and a door on one side, except for the front where the supporting structure is visible with a pulley on the bottom.
  • At Mark II, the S.I.M.O. now has the exposed side covered up with the pulley covered by a red and white block. A purple flag with a pole appears on one side of the S.I.M.O.
  • At Mark III, the top half of the tower is covered with red-colored metal with vents on the sides. A radar dish appears alongside the flag.


  • S.I.M.O. is named after Simo Häyhä, a famous Finnish sniper.
  • While normal Sniper Towers have a Rifleman Sniper, the S.I.M.O. has a Heavy Sniper with an upgraded Sniper Rifle.
    • According to official lore, the sniper atop the building was once a Heavy abandoned by a Medic on the battlefield, causing him to pursure vengeance against any future attackers.
  • Unlike the Sniper Tower, the S.I.M.O. cannot target air.


Building Size
Damage Type
Damage Type
Special Ability
3x3 15 Tiles Single Can target troops under Smoke Screens
Prioritizes targets with lower health.
Mark Number
Damage Per Second
Damage Per Shot
Attack Speed
Build Cost Build Time
Weapon Lab
level Required
Critical Fuse
Complex Gear
Power Rod
Field Capacitor
1 15,000 800 1,600 2s 1 3 0 2 1h 2
2 20,000 1,000 1,500 1.5s 4 4 4 0 4h 3
3 25,000 1,500 1,500 1s 0 6 3 9 12h 4