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− | + | <div>[[File:Scattershot2.png|120px|link=]]<div>Level 2</div></div> |
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− | + | <div>[[File:Scattershot3.png|120px|link=]]<div>Level 3</div></div> |
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− | + | <div>[[File:Scattershot4.png|120px|link=]]<div>Level 4</div></div> |
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+ | <div>[[File:Scattershot5.png|120px|link=]]<div>Level 5</div></div> |
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− | | '''Level 1''' |
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+ | |||
− | | '''Level 2''' |
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− | | '''Level 3''' |
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− | ---- |
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*The Scattershot is a splash-damage [[Defensive Buildings|defense]] that has very high damage per second. It is unlocked when you upgrade your [[Town Hall]] to level 13. |
*The Scattershot is a splash-damage [[Defensive Buildings|defense]] that has very high damage per second. It is unlocked when you upgrade your [[Town Hall]] to level 13. |
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− | *The Scattershot must be loaded to work. Like with other |
+ | *The Scattershot must be loaded to work. Like with other defenses that need reloading, loading is free and automatically occurs when the user logs into the game. If the Scattershot fires too many shots without being reloaded, it will run out of ammo and stop working. |
+ | **It takes 4 minutes and 33 seconds for one Scattershot to unload all of its ammunition. |
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− | *Unlike the usual ring of explosion from other splash |
+ | *Unlike the usual ring of explosion from other splash defenses, the Scattershot's attacks have a cone-shaped area of effect. [[Army|Troops]] that are behind the initial target in a 90° cone shape will take splash-damage and troops next to or in front of the target will be unharmed. There are two separate falloff hitboxes: one that affects units within 1 tile of the initial target, and another hitbox that affects units 1-5 tiles away. |
− | *The Scattershot can target both ground and air troops but can only damage either ground or air with each shot (not both). For example, if a Scattershot targets the [[Archer Queen]] with her [[Healer]]s performing a Queen Walk, only the |
+ | *The Scattershot can target both ground and air troops but can only damage either ground or air with each shot (not both). For example, if a Scattershot targets the [[Archer Queen]] with her [[Healer]]s performing a Queen Walk, only the Archer Queen will be damaged, and vice versa. |
− | ---- |
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+ | |||
− | + | ==Strategies== |
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− | '''Defensive''' |
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+ | ===Defensive Strategy=== |
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*The Scattershot is excellent at dealing against [[Army|troops]] with low to moderate health. It can pose a threat to [[Bowler]]s, [[Witch]]es, [[Miner]]s, [[Hog Rider]]s, [[Balloon]]s, among others. |
*The Scattershot is excellent at dealing against [[Army|troops]] with low to moderate health. It can pose a threat to [[Bowler]]s, [[Witch]]es, [[Miner]]s, [[Hog Rider]]s, [[Balloon]]s, among others. |
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*Use it to aid high damage, single-targeting defenses such as single-target [[Inferno Tower]]s, since it will defend against large hordes of weak troops whilst the stronger defense will pick off any [[heroes]] or high-health troops. |
*Use it to aid high damage, single-targeting defenses such as single-target [[Inferno Tower]]s, since it will defend against large hordes of weak troops whilst the stronger defense will pick off any [[heroes]] or high-health troops. |
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*Scattershot Islands are a good idea since they have enough range to attack beyond it and the space in between it and the nearest building makes troops likely to go around it. |
*Scattershot Islands are a good idea since they have enough range to attack beyond it and the space in between it and the nearest building makes troops likely to go around it. |
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*The Scattershot has a fatal weakness: its dead zone. {{H|Traps}} are a good way to distract or harm melee attackers (e.g. a [[Tornado Trap]] just outside the dead zone) or make it well protected by other defenses. |
*The Scattershot has a fatal weakness: its dead zone. {{H|Traps}} are a good way to distract or harm melee attackers (e.g. a [[Tornado Trap]] just outside the dead zone) or make it well protected by other defenses. |
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− | *Avoid putting Scattershots close to |
+ | *Avoid putting Scattershots close to Inferno Towers, [[X-Bow]]s, or the [[Eagle Artillery]]. [[Lightning Spell]]s and [[Earthquake Spell]]s when used together can destroy them and allow for a much easier win, even if it seems that they take up a lot of spell space. |
− | + | ===Offensive Strategy=== |
|
− | *Use strong troops rather than groups of troops because it has a high area of attack, similar to [[Mortar]]s. If one is using a [[Hog Rider|Hogs]]/ |
+ | *Use strong troops rather than groups of troops because it has a high area of attack, similar to [[Mortar]]s. If one is using a [[Hog Rider|Hogs]]/Miners attack, place a [[Healing Spell]] in its range. |
− | *Their damage output is comparable to |
+ | * Their damage output is comparable to X-Bows if they attack only a single-target. Hero Walks (e.g. Queen/Warden Walk) will not have much more trouble against it than if faced with an X-Bow, but the Scattershot will often wipe out any summoned [[Army|troops]] if abilities are used and possibly deal heavy damage to an [[Archer Queen]] after killing the summoned troops. |
*Because of its slow rate of fire compared to most other [[Defensive Buildings|defenses]], it can often be distracted by a troop or hero that is capable of surviving a few shots. [[Giant]]s or [[Ice Golem]]s can work well for this purpose; deploying them on a side different from your other troops will prevent the Scattershot's splash damage from hurting the rest of your army. |
*Because of its slow rate of fire compared to most other [[Defensive Buildings|defenses]], it can often be distracted by a troop or hero that is capable of surviving a few shots. [[Giant]]s or [[Ice Golem]]s can work well for this purpose; deploying them on a side different from your other troops will prevent the Scattershot's splash damage from hurting the rest of your army. |
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**If your main army is being attacked by one, you could send in a troop of a different height (ground or flying) as the Scattershot can only damage one at a time. |
**If your main army is being attacked by one, you could send in a troop of a different height (ground or flying) as the Scattershot can only damage one at a time. |
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*Make use of the [[Grand Warden]]'s Eternal Tome ability or [[Freeze Spell]]s to avoid the damage from Scattershots. And boost troops with a [[Rage Spell]] to destroy it quickly. |
*Make use of the [[Grand Warden]]'s Eternal Tome ability or [[Freeze Spell]]s to avoid the damage from Scattershots. And boost troops with a [[Rage Spell]] to destroy it quickly. |
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− | *Like a [[Mortar]], this |
+ | *Like a [[Mortar]], this defense has a blind spot. Take advantage of this. However, be warned as the opponent might have traps or other defensive buildings to cover it. |
− | *Meat shields will not fully protect troops when attacking this |
+ | *Meat shields will not fully protect troops when attacking this defense, as the rocks will just attack the shield and the units behind it (and if they reach the blind spot, the Scattershot can simply fire over them straight at the units behind). Instead, use [[Healer]]s or Heal Spells to heal the damage done to supporting troops. |
+ | *While invisible troops cannot be targeted by a Scattershot, they will still take damage from one if it happens to hit an enemy in front of them. Make sure that the [[Invisibility Spell]] is casted properly so that every single troop is inside the spell's area, to avoid unnecessary damage. |
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− | ---- |
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+ | |||
− | + | ==Upgrade Differences== |
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*The Scattershot undergoes a significant visual change at level 3. |
*The Scattershot undergoes a significant visual change at level 3. |
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− | * |
+ | **When initially constructed, the Scattershot resembles a catapult, with a blue wooden arm, supported by metal, holding rocks that have been tied together with rope. |
− | *At level 2, the Scattershot gains brass bolts on the arm plus metal plating in the middle of the catapult and stone supporting the base. The base and the legs also gets slightly thicker, while the base having grey painted in a pattern to half the amount of blue. |
+ | **At level 2, the Scattershot gains brass bolts on the arm plus metal plating in the middle of the catapult and stone supporting the base. The base and the legs also gets slightly thicker, while the base having grey painted in a pattern to half the amount of blue. |
− | *At level 3, the brass bolts on the legs are removed. The gray areas on the base are now black and the blue areas are now a shade of light green. The gray bands on the legs are replaced by black supports with gold lines on them. The base of the arm also becomes light green and the metal support becomes larger. The arm supports become gold. |
+ | **At level 3, the brass bolts on the legs are removed. The gray areas on the base are now black and the blue areas are now a shade of light green. The gray bands on the legs are replaced by black supports with gold lines on them. The base of the arm also becomes light green and the metal support becomes larger. The arm supports become gold. |
+ | **At level 4, the green areas are replaced with a dark purple. The supports are replaced by metal plating with upside down triangles on them that matches the theme of [[Town Hall]] 15. |
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− | |||
− | ---- |
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− | *The Scattershot was added in the December 9, 2019 update, with 2 levels. |
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− | *In June 22, 2020 update, the Scattershot can now run out of ammunition and reduced attack speed from 3 seconds to 3.036. |
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− | *The December 7, 2020 update gave the Scattershot some balance changes: |
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− | **Scattershot hit speed increased from 3.036 to 3.228 seconds and DPS reduced by 10. |
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− | **Level 1 Scattershot HP increased from 3,000 to 3,600. |
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− | **Level 2 Scattershot HP increased from 3,500 to 4,200. |
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− | *The April 12, 2021 update added the level 3 Scattershot. |
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− | ---- |
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− | *The Scattershot has the largest splash radius of any defense, being 5. |
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− | *The June 2020 update changed the Scattershot so it will run out of ammunition after 90 rounds and has to be loaded in order for it to keep firing. Like the [[X-Bow]] and [[Inferno Tower]], loading is free and is done when the player logs into the game. |
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+ | ==Statistics== |
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<center> |
<center> |
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+ | <div class="stats-background"> |
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− | |||
+ | {{Modifiers|type=BuildingHV}} |
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− | <div style="margin-top: 10px; margin-bottom:10px; border:0px ridge Green; padding: 10px; font-size: 100%; -moz-border-radius: 15px; border-radius:15px; -webkit-border-radius:15px; border-color: silver; color:black; background-color: gainsboro;"> |
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− | {{GoldPassForm|Building}} |
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{{NumberAvailable |
{{NumberAvailable |
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|TH13=2 |
|TH13=2 |
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{{BuildingSize|3x3}} |
{{BuildingSize|3x3}} |
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{| class="wikitable mode-toggle-mode-1" border="0" cellpadding="1" cellspacing="1" style="text-align: center; width: 100%;" |
{| class="wikitable mode-toggle-mode-1" border="0" cellpadding="1" cellspacing="1" style="text-align: center; width: 100%;" |
||
− | ! |
+ | !Level<br />{{Res|RES = Level|SIZE = 17}} |
− | ! |
+ | !Damage per Second<br />{{Res|RES = Damage|SIZE = 28}} |
− | ! |
+ | !Damage per Shot*<br />{{Res|RES = Damage|SIZE = 28}} |
− | ! |
+ | !Splash Damage**<br />{{Res|RES = Damage|SIZE = 28}} |
− | ! |
+ | !Hitpoints<br />{{Res|RES = Hitpoint|SIZE = 20}} |
− | ! |
+ | !Build Cost<br />{{Res|RES = Gold|SIZE = 20}} |
− | ! |
+ | !Build Time<br />{{Res|RES = Time|SIZE = 18}} |
− | ! |
+ | ![[Experience]] Gained<br />{{Res|RES = XP}} |
− | ! |
+ | ![[Town Hall]] Level Required<br />{{Res|RES = Town Hall}} |
|- |
|- |
||
| 1 |
| 1 |
||
+ | | class="ModifierStat AltDPS"| 125 |
||
− | | 140 |
||
+ | | class="ModifierRange DPHRange"| 300-403.5 |
||
− | | 300-451.92 |
||
− | | 100-300 |
+ | | class="ModifierRange DPHRange"| 100-300 |
| 3,600 |
| 3,600 |
||
− | |class="GoldPass bCost"| |
+ | | class="GoldPass bCost" | 11,000,000 |
− | |class="GoldPass bTime" style="white-space:nowrap"| |
+ | | class="GoldPass bTime" style="white-space:nowrap" | 10d |
− | |class="GoldPass EXP"| |
+ | | class="GoldPass EXP" | 929 |
| 13 |
| 13 |
||
|- |
|- |
||
| 2 |
| 2 |
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+ | | class="ModifierStat AltDPS"| 150 |
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− | | 170 |
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+ | | class="ModifierRange DPHRange"| 360-484.2 |
||
− | | 390-548.76 |
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+ | | class="ModifierRange DPHRange"| 120-360 |
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− | | 130-390 |
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| 4,200 |
| 4,200 |
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− | |class="GoldPass bCost"| |
+ | | class="GoldPass bCost" | 12,000,000 |
− | |class="GoldPass bTime" style="white-space:nowrap"| |
+ | | class="GoldPass bTime" style="white-space:nowrap" | 11d |
− | |class="GoldPass EXP"| |
+ | | class="GoldPass EXP" | 974 |
| 13 |
| 13 |
||
|- |
|- |
||
| 3 |
| 3 |
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+ | | class="ModifierStat AltDPS"| 175 |
||
− | | 190 |
||
+ | | class="ModifierRange DPHRange"| 420-564.9 |
||
− | | 450-613.32 |
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+ | | class="ModifierRange DPHRange"| 140-420 |
||
− | | 150-450 |
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| 4,800 |
| 4,800 |
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− | |class="GoldPass bCost"| |
+ | | class="GoldPass bCost" | 12,600,000 |
− | |class="GoldPass bTime" style="white-space:nowrap"| |
+ | | class="GoldPass bTime" style="white-space:nowrap" | 13d |
− | |class="GoldPass EXP"| 1, |
+ | | class="GoldPass EXP" | 1,059 |
| 14 |
| 14 |
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⚫ | |||
+ | | 4 |
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+ | | class="ModifierStat AltDPS"| 185 |
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+ | | class="ModifierRange DPHRange"| 450-597.18 |
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+ | | class="ModifierRange DPHRange"| 150-450 |
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+ | | 5,100 |
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+ | | class="GoldPass bCost" | 21,300,000 |
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+ | | class="GoldPass bTime" style="white-space:nowrap" | 14d |
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+ | | class="GoldPass EXP" | 1,099 |
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+ | | 15 |
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+ | | 5 |
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+ | | class="ModifierStat AltDPS"| 190 |
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+ | | class="ModifierRange DPHRange"| 480-613.32 |
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+ | | class="ModifierRange DPHRange"| 160-480 |
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+ | | 5,410 |
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+ | | class="GoldPass bCost" | 22,500,000 |
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+ | | class="GoldPass bTime" style="white-space:nowrap" | 15d |
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+ | | class="GoldPass EXP" | 1,138 |
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+ | | 16 |
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|} |
|} |
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{| class="wikitable mode-toggle-mode-1" border="0" cellpadding="1" cellspacing="1" style="text-align: center; width: 100%;" |
{| class="wikitable mode-toggle-mode-1" border="0" cellpadding="1" cellspacing="1" style="text-align: center; width: 100%;" |
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− | ! |
+ | !Range {{Res|RES = Range}} |
− | ! |
+ | !Attack Speed {{Res|RES = Attack Speed}} |
− | ! |
+ | !Damage Type {{Res|RES = Damage Type}} |
− | ! |
+ | !Unit Type Targeted {{Res|RES = Target}} |
− | ! |
+ | !Number of Rounds |
|- |
|- |
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− | | |
+ | |3-10 |
− | | 3.228s |
+ | |class="AttackSpeed"| 3.228s |
− | | |
+ | |Area Splash |
− | | |
+ | |Ground & Air |
− | | |
+ | |90 |
|} |
|} |
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<nowiki>*</nowiki>The Scattershot features splash damage that decreases with distance from the initial target. The minimum damage listed affects targets 1 tile behind the point of impact, with maximum damage dealt to the initial target. |
<nowiki>*</nowiki>The Scattershot features splash damage that decreases with distance from the initial target. The minimum damage listed affects targets 1 tile behind the point of impact, with maximum damage dealt to the initial target. |
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<br /> |
<br /> |
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<nowiki>**</nowiki>The second hitbox affects targets 1-5 tiles from the initial point of impact. It does maximum damage for targets within 1 tile behind the point of impact, and minimum damage for targets 5 tiles behind the point of impact. |
<nowiki>**</nowiki>The second hitbox affects targets 1-5 tiles from the initial point of impact. It does maximum damage for targets within 1 tile behind the point of impact, and minimum damage for targets 5 tiles behind the point of impact. |
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+ | <div style="font-size:18px">'''Depleted Scattershots'''</div> |
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− | <br> |
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+ | <div class="flexbox-display bold-text"> |
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− | {| border="0" cellpadding="1" cellspacing="1" style="width: 100%;text-align:center;" |
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+ | <div>[[File:Scattershot3 Depleted.png|120px|link=]]<div>Level 3</div></div> |
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+ | <div>[[File:Scattershot4 Depleted.png|120px|link=]]<div>Level 4</div></div> |
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+ | <div>[[File:Scattershot5 Depleted.png|120px|link=]]<div>Level 5</div></div> |
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+ | </div> |
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+ | </div> |
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+ | |||
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− | | colspan="3" | <big>'''Depleted Scattershot'''</big> |
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− | | style="text-align: center;" | '''Level 1''' |
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− | | style="text-align: center;" | '''Level 2''' |
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− | | style="text-align: center;" | '''Level 3''' |
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+ | |||
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+ | {| class="wikitable mw-collapsible" style="width:100%" |
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+ | !Date |
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+ | !Description |
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+ | !December 9, 2019 |
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+ | |Added the Scattershot with the introduction of Town Hall 13. Two are available at Town Hall 13 and can be upgraded to level 2. |
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+ | !June 22, 2020 |
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+ | |Restricted the ammunition of the Scattershot to 90 rounds (similar to an [[X-Bow]]), and reduced the attack speed from 3s -> 3.036s. |
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⚫ | |||
+ | !December 7, 2020 |
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+ | |Reduced attack speed from 3.036s -> 3.228s, and reduces DPS by 10. Increased hitpoints of both levels |
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+ | *Level 1: 3,000 -> 3,600 {{Res|RES=Hitpoint}} |
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+ | *Level 2: 3,500 -> 4,200 {{Res|RES=Hitpoint}} |
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+ | !April 12, 2021 |
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+ | |Added the level 3 Scattershot. [[File:Scattershot3.png|60px|link=]] |
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+ | |- |
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+ | !June 15, 2021 |
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+ | |Added a [[Season Challenges|Season Challenge]] and a [[Clan Games]] task involving the Scattershot called "Scatter Blaster" |
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+ | |- |
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+ | !June 12, 2023 |
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+ | |Added the level 4 Scattershot [[File:Scattershot4.png|60px|link=]] |
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+ | |- |
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+ | !September 28, 2023 |
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+ | |Reduced the damage per second of the Scattershot levels 1-3.: |
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+ | *Level 1: 140 -> 125 {{Res|RES=Damage}} |
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+ | *Level 2: 170 -> 150 {{Res|RES=Damage}} |
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+ | *Level 3: 190 -> 175 {{Res|RES=Damage}} |
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+ | |- |
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+ | !December 12, 2023 |
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+ | |Reduced the upgrade time of the Scattershot at all levels, the cost at level 3, and the DPS at level 4 <ref>https://supercell.com/en/games/clashofclans/blog/news/cost-and-time-reductions-december-2023/</ref>. |
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+ | *Level 1: 11d -> 10d {{Res|RES=Time}} |
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+ | *Level 2: 12d -> 11d {{Res|RES=Time}} |
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+ | *Level 3: 18d -> 13d {{Res|RES=Time}} |
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+ | *Level 4: 19d 12h -> 14d {{Res|RES=Time}} |
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+ | |||
+ | *Level 3: 18,000,000 -> 12,600,000 {{Res|RES=Gold}}, |
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+ | |||
+ | *Level 4: 200 -> 185 {{Res|RES=Damage}} |
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+ | |- |
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+ | !February 27, 2024 |
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+ | |Added the level 5 Scattershot<ref>https://supercell.com/en/games/clashofclans/blog/release-notes/february-2024-update-patch-notes/</ref>. [[File:Scattershot5.png|60px|link=]] |
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+ | |||
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+ | |||
+ | ===Comparisons=== |
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⚫ | |||
+ | *The Scattershot is one of four [[Defensive Buildings|defenses]] (the others being the [[X-Bow]], [[Inferno Tower]], and the [[Eagle Artillery]]) that need to be reloaded. |
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+ | *The Scattershot is one of the four defensive buildings (along with the [[Cannon]], [[Mortar]], and the X-Bow) that rotate themselves to aim at different targets, as the [[Air Defense]] is made of rockets, while the others are towers. These four face away from the [[Town Hall]] when the village is not under attack. |
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{{BuildingsMenuHV}} |
{{BuildingsMenuHV}} |
Latest revision as of 01:41, 3 March 2024
"The Scattershot heaves very heavy bundles of poorly tied together rocks at whoever happens to be closest. The bundles break apart on impact and deal additional damage to the troops behind. "
Level 1
Level 2
Level 3
Level 4
Level 5
Summary
- The Scattershot is a splash-damage defense that has very high damage per second. It is unlocked when you upgrade your Town Hall to level 13.
- The Scattershot must be loaded to work. Like with other defenses that need reloading, loading is free and automatically occurs when the user logs into the game. If the Scattershot fires too many shots without being reloaded, it will run out of ammo and stop working.
- It takes 4 minutes and 33 seconds for one Scattershot to unload all of its ammunition.
- Unlike the usual ring of explosion from other splash defenses, the Scattershot's attacks have a cone-shaped area of effect. Troops that are behind the initial target in a 90° cone shape will take splash-damage and troops next to or in front of the target will be unharmed. There are two separate falloff hitboxes: one that affects units within 1 tile of the initial target, and another hitbox that affects units 1-5 tiles away.
- The Scattershot can target both ground and air troops but can only damage either ground or air with each shot (not both). For example, if a Scattershot targets the Archer Queen with her Healers performing a Queen Walk, only the Archer Queen will be damaged, and vice versa.
Strategies
Defensive Strategy
- The Scattershot is excellent at dealing against troops with low to moderate health. It can pose a threat to Bowlers, Witches, Miners, Hog Riders, Balloons, among others.
- Use it to aid high damage, single-targeting defenses such as single-target Inferno Towers, since it will defend against large hordes of weak troops whilst the stronger defense will pick off any heroes or high-health troops.
- Scattershot Islands are a good idea since they have enough range to attack beyond it and the space in between it and the nearest building makes troops likely to go around it.
- The Scattershot has a fatal weakness: its dead zone. Traps are a good way to distract or harm melee attackers (e.g. a Tornado Trap just outside the dead zone) or make it well protected by other defenses.
- Avoid putting Scattershots close to Inferno Towers, X-Bows, or the Eagle Artillery. Lightning Spells and Earthquake Spells when used together can destroy them and allow for a much easier win, even if it seems that they take up a lot of spell space.
Offensive Strategy
- Use strong troops rather than groups of troops because it has a high area of attack, similar to Mortars. If one is using a Hogs/Miners attack, place a Healing Spell in its range.
- Their damage output is comparable to X-Bows if they attack only a single-target. Hero Walks (e.g. Queen/Warden Walk) will not have much more trouble against it than if faced with an X-Bow, but the Scattershot will often wipe out any summoned troops if abilities are used and possibly deal heavy damage to an Archer Queen after killing the summoned troops.
- Because of its slow rate of fire compared to most other defenses, it can often be distracted by a troop or hero that is capable of surviving a few shots. Giants or Ice Golems can work well for this purpose; deploying them on a side different from your other troops will prevent the Scattershot's splash damage from hurting the rest of your army.
- If your main army is being attacked by one, you could send in a troop of a different height (ground or flying) as the Scattershot can only damage one at a time.
- Make use of the Grand Warden's Eternal Tome ability or Freeze Spells to avoid the damage from Scattershots. And boost troops with a Rage Spell to destroy it quickly.
- Like a Mortar, this defense has a blind spot. Take advantage of this. However, be warned as the opponent might have traps or other defensive buildings to cover it.
- Meat shields will not fully protect troops when attacking this defense, as the rocks will just attack the shield and the units behind it (and if they reach the blind spot, the Scattershot can simply fire over them straight at the units behind). Instead, use Healers or Heal Spells to heal the damage done to supporting troops.
- While invisible troops cannot be targeted by a Scattershot, they will still take damage from one if it happens to hit an enemy in front of them. Make sure that the Invisibility Spell is casted properly so that every single troop is inside the spell's area, to avoid unnecessary damage.
Upgrade Differences
- The Scattershot undergoes a significant visual change at level 3.
- When initially constructed, the Scattershot resembles a catapult, with a blue wooden arm, supported by metal, holding rocks that have been tied together with rope.
- At level 2, the Scattershot gains brass bolts on the arm plus metal plating in the middle of the catapult and stone supporting the base. The base and the legs also gets slightly thicker, while the base having grey painted in a pattern to half the amount of blue.
- At level 3, the brass bolts on the legs are removed. The gray areas on the base are now black and the blue areas are now a shade of light green. The gray bands on the legs are replaced by black supports with gold lines on them. The base of the arm also becomes light green and the metal support becomes larger. The arm supports become gold.
- At level 4, the green areas are replaced with a dark purple. The supports are replaced by metal plating with upside down triangles on them that matches the theme of Town Hall 15.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers
ApplyReset |
Town Hall Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
Number Available | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Town Hall Level | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Number Available | 0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 |
Size |
---|
3x3 |
Level |
Damage per Second |
Damage per Shot* |
Splash Damage** |
Hitpoints |
Build Cost |
Build Time |
Experience Gained |
Town Hall Level Required |
---|---|---|---|---|---|---|---|---|
1 | 125 | 300-403.5 | 100-300 | 3,600 | 11,000,000 | 10d | 929 | 13 |
2 | 150 | 360-484.2 | 120-360 | 4,200 | 12,000,000 | 11d | 974 | 13 |
3 | 175 | 420-564.9 | 140-420 | 4,800 | 12,600,000 | 13d | 1,059 | 14 |
4 | 185 | 450-597.18 | 150-450 | 5,100 | 21,300,000 | 14d | 1,099 | 15 |
5 | 190 | 480-613.32 | 160-480 | 5,410 | 22,500,000 | 15d | 1,138 | 16 |
Range | Attack Speed | Damage Type | Unit Type Targeted | Number of Rounds |
---|---|---|---|---|
3-10 | 3.228s | Area Splash | Ground & Air | 90 |
*The Scattershot features splash damage that decreases with distance from the initial target. The minimum damage listed affects targets 1 tile behind the point of impact, with maximum damage dealt to the initial target.
**The second hitbox affects targets 1-5 tiles from the initial point of impact. It does maximum damage for targets within 1 tile behind the point of impact, and minimum damage for targets 5 tiles behind the point of impact.
Depleted Scattershots
Level 1
Level 2
Level 3
Level 4
Level 5
Achievement
Shattered and Scattered | ||||
---|---|---|---|---|
Description | Rewards | Rewards | ||
Destroy 40 Scattershots | 100 | 150 | ||
Destroy 400 Scattershots | 800 | 300 | ||
Destroy 4,000 Scattershots | 5,000 | 1,000 |
History
Date | Description |
---|---|
December 9, 2019 | Added the Scattershot with the introduction of Town Hall 13. Two are available at Town Hall 13 and can be upgraded to level 2. |
June 22, 2020 | Restricted the ammunition of the Scattershot to 90 rounds (similar to an X-Bow), and reduced the attack speed from 3s -> 3.036s. |
December 7, 2020 | Reduced attack speed from 3.036s -> 3.228s, and reduces DPS by 10. Increased hitpoints of both levels
|
April 12, 2021 | Added the level 3 Scattershot. |
June 15, 2021 | Added a Season Challenge and a Clan Games task involving the Scattershot called "Scatter Blaster" |
June 12, 2023 | Added the level 4 Scattershot |
September 28, 2023 | Reduced the damage per second of the Scattershot levels 1-3.:
|
December 12, 2023 | Reduced the upgrade time of the Scattershot at all levels, the cost at level 3, and the DPS at level 4 [1].
|
February 27, 2024 | Added the level 5 Scattershot[2]. |
Trivia
- The boulder on the back that the Scattershot launches seems to have no cracks in between the ropes, indicating large rocks being tied up. However, the attack shows the boulder being made up of tons of small rocks (as the description suggests).
Comparisons
- The Scattershot has the largest splash radius of any defense, being 5.
- The Scattershot is one of four defenses (the others being the X-Bow, Inferno Tower, and the Eagle Artillery) that need to be reloaded.
- The Scattershot is one of the four defensive buildings (along with the Cannon, Mortar, and the X-Bow) that rotate themselves to aim at different targets, as the Air Defense is made of rockets, while the others are towers. These four face away from the Town Hall when the village is not under attack.
- The Scattershot and the Wizard Tower are the only defenses not to have a navy blue spike on it at a Town Hall 13 level. The Air Sweeper does not have a TH13 level at all, so it does not count. In fact, the Air Sweeper does have spikes, though the spikes are not navy blue.
- The Scattershot is also the only defense not to have purple color at Town Hall level 13. The Air Sweeper doesn't have Town Hall level 13 theme so it doesn't count.
Home Village Buildings | |
---|---|
Defensive Buildings | Cannon • Archer Tower • Mortar • Air Defense • Wizard Tower • Air Sweeper • Hidden Tesla • Bomb Tower • X-Bow • Inferno Tower • Eagle Artillery • Scattershot • Builder's Hut • Spell Tower • Monolith • Ricochet Cannon • Multi-Archer Tower • Giga Tesla • Giga Inferno (TH13 • TH14 • TH15 • TH16) • Wall Traps: Bomb • Spring Trap • Air Bomb • Giant Bomb • Seeking Air Mine • Skeleton Trap • Tornado Trap |
Resource Buildings | Town Hall (Magic Items) • Gold Mine • Elixir Collector • Dark Elixir Drill • Gold Storage • Elixir Storage • Dark Elixir Storage • Clan Castle (Treasury) |
Army Buildings | Army Camp • Barracks • Dark Barracks • Laboratory • Spell Factory • Dark Spell Factory • Blacksmith • Workshop • Barbarian King Altar • Archer Queen Altar • Grand Warden Altar • Royal Champion Altar • Pet House |
Other Buildings | Boat • Airship • Forge • Decorations • Obstacles • Loot Cart • Strongman's Caravan • Super Sauna • Builder's Hut • B.O.B's Hut |