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Royal Catapult

Artillery tower

Royal Catapult

Explosive damage · Available from the start

Royal Catapult is an Artillery tower that deals explosive damage. It costs 110 gold to build and 830 gold in total to reach level IV, where it deals 80-120 damage with a very slow fire rate and extreme range. Its skills are Tarred Zone, Powerball and Secure the Area; its Ultimate, Blazing Ball, is unlocked by Ultimate Destruction in the Artillery tree of the Upgrades room. It is available from the start.

  • 110Gold to build
  • 830Gold to level IV
  • 80-120Damage at IV
  • ExtremeRange at IV
Skills and Ultimate

At level IV the tower menu offers three skills, each with three levels bought with gold during the battle. The Ultimate is not bought in battle: the last upgrade of the tower's tree in the Upgrades room switches it on for every tower of that type.

Tower facts

Tower type

Artillery

Damage type

Explosive

Unlock

From the start

Build cost

110 gold

Cost to level IV

830 gold

All skill levels

1,250 gold

Ultimate

Blazing Ball

Selling

60% of the gold spent on it; all of it before the first wave

RatingsTower Room

  • Damage9.0
  • Attack speed1.5
  • Range9.0

Same tower type

LevelsCost and stats per level

  • Royal Catapult I

    Build 110 gold

    Damage 12-18 explosive · Fire rate Very slow (5.1-5.23 s) · Range Extreme (250)

  • Royal Catapult II

    Upgrade 170 gold

    Damage 30-44 explosive · Fire rate Very slow (5.1-5.23 s) · Range Extreme (265)

  • Royal Catapult III

    Upgrade 240 gold

    Damage 52-78 explosive · Fire rate Very slow (5.1-5.23 s) · Range Extreme (280)

  • Royal Catapult IV

    Upgrade 310 gold

    Damage 80-120 explosive · Fire rate Very slow (5.1-5.23 s) · Range Extreme (300)

Each shot takes 5.1 to 5.23 seconds, depending on where the target is: the catapult turns to it, throws, turns back and reloads, so Optimization from the Upgrades room does not speed it up.

SkillsLevel IV, bought with gold

  • Tarred Zone I

    100 goldCooldown 15 s

    Throws a tar barrel towards enemies, dealing 80-120 explosive damage and slowing them by 40% for 6 seconds.

  • Tarred Zone II

    100 goldCooldown 15 s

    Throws a tar barrel towards enemies, dealing 80-120 explosive damage and slowing them by 50% for 8 seconds.

  • Tarred Zone III

    100 goldCooldown 15 s

    Throws a tar barrel towards enemies, dealing 80-120 explosive damage and slowing them by 60% for 10 seconds.

  • Powerball I

    200 gold

    Launched projectiles now explode 0.1 seconds after landing, dealing 18-32 explosive damage to enemies within 60, the most at the centre.

  • Powerball II

    200 gold

    Launched projectiles now explode 0.1 seconds after landing, dealing 36-64 explosive damage to enemies within 60, the most at the centre.

  • Powerball III

    200 gold

    Launched projectiles now explode 0.1 seconds after landing, dealing 52-92 explosive damage to enemies within 60, the most at the centre.

  • Secure the Area I

    150 goldCooldown 7 s

    Arms a trap in a nearby path every 7 seconds. The trap deals 20-30 physical damage and stuns enemies for 1 second.

  • Secure the Area II

    100 goldCooldown 7 s

    Arms a trap in a nearby path every 7 seconds. The trap deals 32-48 physical damage and stuns enemies for 2 seconds.

  • Secure the Area III

    100 goldCooldown 7 s

    Arms a trap in a nearby path every 7 seconds. The trap deals 48-72 physical damage and stuns enemies for 3 seconds.

UltimateUnlocked in the Upgrades room

  • Blazing Ball

    Ultimate Destruction: 5 pointsCooldown 30 s

    Throws a blazing rock that rolls through the path dealing 195 explosive damage to enemies and also burns them for 64 true damage over 4 seconds.

Upgrades roomBonuses for this tower type

  • Heavy Load

    1 point

    Increases the area of artillery attacks by 10%.

  • Concentrated Fire

    2 points

    Increases artillery base damage by 10%.

  • Optimization

    3 points

    Game text: "Increases artilleries' attack speed by 10%." In battle, only the Alchemist Shack (3.74 to 3.65 seconds between throws) and the planted Ironbark Treant (4.03 to 3.73 seconds between hits) attack faster. The Royal Catapult and Dwarven Culverin keep their animation-set pace.

  • Shrapnel

    3 points

    Game text: "Artillery attacks now ignore 75% of enemies' armor." The basic attacks of the Royal Catapult, Dwarven Culverin and planted Ironbark Treant, and the Perfected Formula blast, meet 75% of the armor instead of half; the Powerball blast, other skills and Ultimates still meet half.

  • Concussive Blast

    3 points

    Game text: "Artillery attacks stun enemies for a brief moment." In battle, the basic attacks of the four artillery towers (the Ironbark Treant planted or uprooted) and the Perfected Formula blast stun enemies for 0.25 seconds; bosses are not stunned.

  • Deadly Precision

    3 points

    Increases artillery basic attack range by 10% and damage at the center by 15%.

  • Ultimate Destruction

    5 points

    Unlocks Ultimate ability for all artillery towers.