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Anti-TankGunLevel6

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

LevelsEdit

DescriptionEdit

  • 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.

Visuals Edit

  • Level 1:
  • Level 2:
  • Level 3:
  • Level 4:
  • Level 5:
  • Level 6:
  • Level 7:

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.

Statistics Edit

Boost statistics Edit

The Citadels Technology at the Library confers the following bonuses to Anti-Tank Guns:

  • Chapter 1 : Increases Anti-Tank Gun health by 10%
  • Chapter 5 : Increases Anti-Tank Gun attack speed by 10%

The Radar Technology at the Library confers the following bonuses to Anti-Tank Guns:

  • Chapter 4 : Anti-Tank Guns connected to the City Center by Roads have +15% attack

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

  • Anti-Tank Gun Damage: increase 3% damage per each skill level researched.
  • Anti-Tank Gun Upgrade Cost: reduce 2% upgrade resources cost per each skill level researched.
  • Anti-Tank Gun Hitpoints: increase 3% hitpoints per each skill level researched

Quantity statistics Edit

Level statistics Edit

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

See also Edit

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