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[[File:Universal Remote.png|200px|center|link=]]
 
[[File:Universal Remote.png|200px|center|link=]]
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==Summary==
 
==Summary==
 
*Universal Remote is a [[Hero Ability]] that can be used by [[Cpt. Everspark]] in attacks.
 
*Universal Remote is a [[Hero Ability]] that can be used by [[Cpt. Everspark]] in attacks.
*When the ability is used, the hero will approach a nearby defensive building (not [[:Category:Prototype Defenses|a Prototype Defense]]) and take control of it.
+
*When the ability is used, the hero will approach a nearby defensive building (not [[:Category:Prototype Defenses|a Prototype Defense]], [[MMG 9000]], or [[Super Mortar]]) and take control of it.
**It will begin firing at enemy defensive buildings and enemy defensive buildings will begin targeting it.
+
**The defense glows green when under the Universal Remote's control. It will begin firing at enemy buildings, and enemy defensive buildings (including Prototype Defenses, [[MMG 9000]] and [[Super Mortar 3000]]) will begin targeting it
  +
**While a defensive building is controlled by the Universal Remote, a damage bonus will be applied to the defensive building, meaning that it will do more damage under the influence of the Universal Remote than it would normally do. Certain defenses gain an attack range bonus, such as the [[Flamethrower]].
  +
***This seems to stack with statue bonuses. This can be a threat if the defending player is never aware of their statue usage.
 
**After the hero loses control of it again, the defense will be stunned for a short time before it begins firing at your troops again.
 
**After the hero loses control of it again, the defense will be stunned for a short time before it begins firing at your troops again.
  +
**The ability ignores all types of defense blind spots.
*Each use costs 10 more [[Energy]] than the previous one, with a starting cost of 10 Energy.
 
  +
**The ability is unusable if no targetable defensive buildings are still active.
 
*Each use costs 7 more [[Energy]] than the previous one, with a starting cost of 8 Energy.
  +
*Hacked defenses can be affected by [[Artillery]], [[Barrage]]s and [[Shock Bomb]]s, just like any other [[:Category:Troops|Troop]]. However, a [[Smoke Screen]] will not hide them, and a Flare will not cause them to re-target a defense within it's range.
  +
**They can also be stunned by Shock Mines if a troop triggers them.
   
 
==Offensive Strategy==
 
==Offensive Strategy==
*This ability can be especially useful on long-range defenses like the [[Rocket Launcher]] that are not near other key defenses since it will be able to target and destroy them without being taken out too quickly.
+
*You can use the ability on a high-damage defense like the [[Boom Cannon]] so that it destroys other buildings quickly, and for the duration of the hack, your troops will be safe from that defense.
  +
*A defense that is hacked by the ability can serve as an additional distraction for enemy defenses, and are similar to [[Critters]] in this respect. While the hacked defense numbers only one, it is likely that the defense has much higher health than the Critters do and can last much longer against area defenses like the [[Machine Gun]] or [[Flamethrower]].
*Try to use this ability on [[Shock Launcher]]s. They can potentially be used to disable many enemy defenses and protect your troops.
 
  +
*The ability can also be used to take out dangerous defenses before the start of an attack, particularly in Operations. Use [[Smoke Screen]]s to get Everspark near the desired defense and then use the ability, followed by a [[Flare]] if necessary to make her retarget. Once the smoke clears Everspark will hack the targeted defense immediately before any defenses can attack her. If the ability is used quickly, she can hack more defenses before being taken down.
*You can also use the ability on a high damaging defence like the Boom Cannon so it destroys other buildings quickly. You can use this for the Super Mortar even more effectively, as it both deals a lot of damage but also has very long range.
 
  +
*This ability can be especially useful on long-range defenses like the [[Rocket Launcher]] that are not near other key defenses since it will be able to target and destroy them without being taken out too quickly.
 
*Try to use this ability on [[Shock Launcher]]s. They can potentially be used to disable many enemy defenses and protect your troops. They also have pretty high health and can tank damage from other defenses.
  +
*The ability can be very useful on higher-level [[Operation]]s. As the building health is normally much higher than the defensive building damage, this means that a hacked defense will last decently long even if targeted by high-damage defenses like the Boom Cannon for a prolonged period of time.
  +
*[[Grenadier]]s work well with this ability since the controlled defense can be destroyed even while it is under your control. This can be beneficiary if the defense would still be standing after the remote's effect is over.
  +
**Be cautious however, because if your Grenadiers are moving past the defense (close to it) while it is under your control, if the building is still standing when the effect wears off, the Grenadiers will start attacking it, which may result in many casualties.
  +
*Try to avoid using the ability when near a defense that is being upgraded. Upgrading defenses can't attack other defenses, and can only serve as a distraction.
  +
*Care should be taken that targeted defenses will be destroyed or that troops will move out of its range after the stun wears off. Troops do not target defenses affected by this ability and having it fire on them from behind when they are deep inside the base can prove troublesome. One can lead the troops back with flares, however.
  +
**When using [[Grenadier]]s, if the controlled defense is near other buildings, it may be destroyed prematurely or potentially at a beneficial time, e.g. when your troops would be moving up past it. Try to strategize so that the Grenadiers take the defense out at the right time.
   
 
<center>
 
<center>
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{| class="wikitable" style="width: 650px; text-align: center;"
 
{| class="wikitable" style="width: 650px; text-align: center;"
 
! scope="col" |Capture Duration<br />{{Res|RES=Time}}
 
! scope="col" |Capture Duration<br />{{Res|RES=Time}}
! scope="col" |Stun Duration<br />{{Res|RES=Time}}
+
! scope="col" |Stun Duration<br />{{Res|RES=Stun}}
 
|-
 
|-
 
|15.0s
 
|15.0s
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|572
 
|572
 
|13
 
|13
  +
|-
  +
|6
  +
|225%
  +
|128
  +
|5d 8h
  +
|964
  +
|14
 
|}
 
|}
 
{| class="wikitable" style="width: 650px; text-align: center;"
 
{| class="wikitable" style="width: 650px; text-align: center;"
! scope="col" |Number of Shots
+
! scope="col" |Number of Shots<br />{{Res|RES=Number}}
 
! scope="col" |Energy Cost<br />{{Res|RES=Ammo}}
 
! scope="col" |Energy Cost<br />{{Res|RES=Ammo}}
 
! scope="col" |Cumulative Energy Cost<br />{{Res|RES=Ammo}}
 
! scope="col" |Cumulative Energy Cost<br />{{Res|RES=Ammo}}
 
|-
 
|-
 
|1
 
|1
|10
+
|8
|10
+
|8
 
|-
 
|-
 
|2
 
|2
|20
+
|15
|30
+
|23
 
|-
 
|-
 
|3
 
|3
|30
+
|22
|60
+
|45
 
|-
 
|-
 
|4
 
|4
|40
+
|29
|100
+
|74
  +
|-
  +
|5
  +
|36
  +
|110
 
|}
 
|}
 
</div>
 
</div>

Revision as of 06:03, 28 November 2019

Universal Remote
"Hacks the nearest defensive building and turns it against other defenses for a duration. Once the hacking effect expires, the building is stunned for a time. Cannot capture prototype weapons."

Summary

  • Universal Remote is a Hero Ability that can be used by Cpt. Everspark in attacks.
  • When the ability is used, the hero will approach a nearby defensive building (not a Prototype Defense, MMG 9000, or Super Mortar) and take control of it.
    • The defense glows green when under the Universal Remote's control. It will begin firing at enemy buildings, and enemy defensive buildings (including Prototype Defenses, MMG 9000 and Super Mortar 3000) will begin targeting it
    • While a defensive building is controlled by the Universal Remote, a damage bonus will be applied to the defensive building, meaning that it will do more damage under the influence of the Universal Remote than it would normally do. Certain defenses gain an attack range bonus, such as the Flamethrower.
      • This seems to stack with statue bonuses. This can be a threat if the defending player is never aware of their statue usage.
    • After the hero loses control of it again, the defense will be stunned for a short time before it begins firing at your troops again.
    • The ability ignores all types of defense blind spots.
    • The ability is unusable if no targetable defensive buildings are still active.
  • Each use costs 7 more Energy than the previous one, with a starting cost of 8 Energy.
  • Hacked defenses can be affected by Artillery, Barrages and Shock Bombs, just like any other Troop. However, a Smoke Screen will not hide them, and a Flare will not cause them to re-target a defense within it's range.
    • They can also be stunned by Shock Mines if a troop triggers them.

Offensive Strategy

  • You can use the ability on a high-damage defense like the Boom Cannon so that it destroys other buildings quickly, and for the duration of the hack, your troops will be safe from that defense.
  • A defense that is hacked by the ability can serve as an additional distraction for enemy defenses, and are similar to Critters in this respect. While the hacked defense numbers only one, it is likely that the defense has much higher health than the Critters do and can last much longer against area defenses like the Machine Gun or Flamethrower.
  • The ability can also be used to take out dangerous defenses before the start of an attack, particularly in Operations. Use Smoke Screens to get Everspark near the desired defense and then use the ability, followed by a Flare if necessary to make her retarget. Once the smoke clears Everspark will hack the targeted defense immediately before any defenses can attack her. If the ability is used quickly, she can hack more defenses before being taken down.
  • This ability can be especially useful on long-range defenses like the Rocket Launcher that are not near other key defenses since it will be able to target and destroy them without being taken out too quickly.
  • Try to use this ability on Shock Launchers. They can potentially be used to disable many enemy defenses and protect your troops. They also have pretty high health and can tank damage from other defenses.
  • The ability can be very useful on higher-level Operations. As the building health is normally much higher than the defensive building damage, this means that a hacked defense will last decently long even if targeted by high-damage defenses like the Boom Cannon for a prolonged period of time.
  • Grenadiers work well with this ability since the controlled defense can be destroyed even while it is under your control. This can be beneficiary if the defense would still be standing after the remote's effect is over.
    • Be cautious however, because if your Grenadiers are moving past the defense (close to it) while it is under your control, if the building is still standing when the effect wears off, the Grenadiers will start attacking it, which may result in many casualties.
  • Try to avoid using the ability when near a defense that is being upgraded. Upgrading defenses can't attack other defenses, and can only serve as a distraction.
  • Care should be taken that targeted defenses will be destroyed or that troops will move out of its range after the stun wears off. Troops do not target defenses affected by this ability and having it fire on them from behind when they are deep inside the base can prove troublesome. One can lead the troops back with flares, however.
    • When using Grenadiers, if the controlled defense is near other buildings, it may be destroyed prematurely or potentially at a beneficial time, e.g. when your troops would be moving up past it. Try to strategize so that the Grenadiers take the defense out at the right time.

Statistics

Capture Duration
Time
Stun Duration
Stun
15.0s 4.0s
Level
Level
Damage Bonus
Damage
Upgrade Cost
Hero Token
Upgrade Time
Time
Instant (Time Only)
Diamonds
Hero Level Required
Level
1 100% N/A N/A N/A 3
2 125% 8 8h 119 6
3 150% 16 16h 202 9
4 175% 32 1d 8h 339 11
5 200% 64 2d 16h 572 13
6 225% 128 5d 8h 964 14
Number of Shots
Number
Energy Cost
Gunboat
Cumulative Energy Cost
Gunboat
1 8 8
2 15 23
3 22 45
4 29 74
5 36 110