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ShieldGeneratorIII
"Generates a force field around the Headquarters that shields it from damage. If the generator is destroyed, the shield dissipates."

ShieldGeneratorI
ShieldGeneratorII
ShieldGeneratorIII
Mark 1 Mark 2 Mark 3

Summary

  • The Shield Generator is a Prototype Defense that is built in the Weapon Lab.
  • Like all Prototype Defenses, it will only last for a certain amount of time after it is placed on your base.
  • When placed anywhere on a base, the Shield Generator creates a shield around the Headquarters or Power Core, effectively increasing its health by a percentage like an Ice Statue.
    • The HQ damage rule does not apply to the shield, instead directly damaging the HQ.
    • To disable the shield, you can either destroy the Generator or attack it on the Headquarters or Power Core directly.
    • When either the shield or the generator itself has been destroyed, the other falls immediately.
  • On bases in the Duplexity operation with two Power Cores, there may be Shield Generators connecting to both Power Cores, and some special rules confer to them:
    • If one Power Core's Shield is destroyed by damage, its respective generator loses 50% of its maximum health. If both are destroyed, so is the generator.
    • If the Shield Generator itself is destroyed, any shielding provided by it to all connected Power Cores are lost.

Offensive Strategy

  • Shield Generators can flat-out deny HQ Rushing strategies like Smokey-Warrior and Smokey-Heavy-Zooka, as the amount of extra health it adds to the HQ is simply too much. In contrast, strategies that fight their way through the base are less affected, especially if there are no other threatening prototype defenses, since the attacker would either level the generator along with the rest of the base or focus their army around whittling down the shield quickly, with the HQ damage rule adding to the effectiveness of such approaches.
    • It is still possible to use Smokey-Warrior strategies with proper timing depending on the generator's location and the amount of Gunboat energy available. If it isn't sufficiently protected, the Warriors can be used to destroy it quickly before moving onto the Headquarters. In bases with multiple generators, this can be inconsistent if not flat-out impractical.

Defensive Strategy

  • Shield Generators should be placed in well-guarded areas, as the building itself is generally less durable than the HQ. Space out any additional Generators so the opponent cannot destroy several at once and is forced to whittle away at the Shield itself. While they do so, the Shield will buy lots of additional time.

Version Differences

  • At Mark I, the Shield Generator is a light blue machine with a black top that has a glass dome containing an electric coil at one end.
  • At Mark II, the top part of the device has a second glass dome containing another electric coil at the opposite end.
  • At Mark III, the Shield Generator is made up of what seems to be two Mark II Shield Generators placed right next to each other.

Trivia

  • The mark III Shield Generator appears to be two mark II Shield Generators placed right next to each other. However, the mark III Shield Generator improves the Headquarters' health by 150% whereas two mark II's would improve it by 200%.
  • The Shield Generator and the Ice Statue's health improvements are multiplicative; the shield's strength is its percentage value of the Ice-boosted HQ. This is unlike the Damage Amplifier, whose damage improvements and the Ice Statue's are additive.
  • Multiple Shield Generators have an additive effect to the shield, i.e. two mark IIIs would make a shield at 300% of the Ice-boosted health of the HQ.
  • Unlike other Defensive Buildings and Prototype Defenses, the generator can be hidden behind Obstacles without making them become transparent. However, the black cable that connects the generator with the headquarters often gives it away.

Statistics

Building Size
Size
Special Ability
Special
3x3 Creates a shield around the Headquarters, Power Core, or Mega Core
Mark Number
Level
Generator Health
Hitpoints
Shield Strength
Protect
Build Cost Build Time
Time
Weapon Lab
level Required
Fuses
Critical Fuse
Gears
Complex Gear
Rods
Power Rod
Capacitors
Field Capacitor
1 20,000 50% 0 3 3 0 1h 1
2 27,500 100% 6 3 0 3 4h 3
3 35,000 150% 9 0 3 6 12h 5
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