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Anti-Tank Gun

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Anti-TankGunLevel6

“Fires powerful shots, strong against tough attackers like cavalry.”

LevelsEdit

General InformationEdit

  • The Anti-Tank Gun is a defensive building that is good against Heavy Cavalry.
  • The Anti-Tank Gun starts as the Ballista Tower (at level 1 and 2), the Cannon Tower (at level 3 and 4) and finally, the Anti-Tank Gun (at level 5 and 6).
  • The Anti-Tank Gun has a very low rate of fire and very high damage.
  • The Anti-Tank Gun's high damage means that it is effective against enemy units with high hitpoints such as Heavy Cavalry, but its low attack speed means that it can be easily swarmed by large number of enemy troops such as Heavy Infantry.

Historical DescriptionEdit

  • Although known for being transported by chariot or man, the Ballista Tower is a reference to the weapon: Ballista. The Ballista was an over sized crossbow able to heavily damage enemy cavalry, other enemy weapons and/or ships; of course with one shot with this to a man's body would result in an instantly fatal blow.
  • Some facts state that the Greeks stationed Ballistas for defensive use against enemies, but were mostly used upon attacking (hinting to the Ballista troop) a.k.a sieges.
  • Known for being used in 'The First Invasion of Britain' and 'The Siege of Alesia', the Ballista was replaced by the onager. Some armies did still use Ballistas for sniping enemies though.
  • After China discovered gun powder, the Chinese made the first cannon. Soon, Cannons made their way into Europe. Cannons, mostly used for sieges (hinting to the troop Cannon), were also stationed in positions to protect against attackers.

Defensive Strategies Edit

  • The wisest use of this tower is to place it strategically with support of other defenses to make tactical killzones.
  • Pairing it up with an Artillery Gun can provide nice power. The Anti-Tank Gun attacks incoming Heavy Cavalry that the Artillery Gun is weak to, while the Artillery Gun destroys infantry that get too close to the Anti-Tank Gun. Keep in mind not to place them too close as the Catapult/Mortar has a blind zone as well as both can be taken out by a few Barrage tactics.

Upgrades & Cost Edit

Age Number Available
Classical Age1
Medieval Age 2
Gunpowder Age
Enlightenment Age3
Industrial Age 4
Global Age 5
Atomic Age 6
Level Build Cost Gold icon Citizens Needed Citizen Upgrade Time Clock Damage/sec Damage Range Range HP Health icon XP Reward Exp Age Unlocked
1 125,0003 1d 1,1666 1,740 950 Classical Age
2 425,000 2d 1,466 1,895 1,395Medieval Age
3 750,000 3d 1,900 2,040 1,740Gunpowder Age
4 2,900,000 4d 2,066 2,160 2,385Enlightenment Age
5 4,500,000 10d 3,500 2,280 2,770 Industrial Age
6 6,000,000 12d 3,937 2,510 3,725 Global Age
7 7,250,000 13d 4,439 3,270 3,895 Atomic Age

Boosts Edit

The Citadels and Radar technology at the Library confers these bonuses to Anti-Tank Guns.

Main article: Citadels
  • Chapter 1 : Increases Anti-Tank Gun health by 10%
  • Chapter 5 : Increases Anti-Tank Gun attack speed by 10%
Main article: Radar
  • Chapter 4 : Anti-Tank Guns connected to the City Center by Roads have +15% attack


The research of Leader Suleiman the Magnificent in the University also confers the following bonuses to Anti-Tank Guns.

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