BreakingLands Wiki


Q20

"This tall manned tower can effectively engage ground and air targets at long range.''


Q1 Q2 Q3 Q4 Q5
Level 1 Level 2 Level 3 Level 4 Level 5
Q6 Q7 Q8 Q9 Q10
Level 6 Level 7 Level 8 Level 9 Level 10
Q11 Q12 Q13 Q14 Q15
Level 11 Level 12 Level 13 Level 14 Level 15
Q16 Q17 Q18 Q19 Q20
Level 16 Level 17 Level 18 Level 19 Level 20

  • Summary
    • Gun Turrets are extremely versatile structures. They are able to target both Ground and Air Units, and they have excellent range. This versatility means that they should form the cornerstone of every player's defense.

  • Defensive Strategy
    • Gun Turrets can target both Ground and Air Units at an amazing distance. Therefore, it is generally a good idea to place them on the outer perimeter of the village. Doing so allows players to capitalize on the excellent range and provides good coverage for the rest of the defenses.
    • As Gun Turrets have the ability to target both Ground and Air Units, a good strategy would be to place all of the other defenses within range of at least one Gun Turret.
    • It is typically a good idea to upgrade Gun Turret before you upgrade Guns. Although they are more expensive and take longer to upgrade than similar-level Guns, Gun Turrets have more range and can target air units as well as ground units.
    • It is typically wise to put a Gun Turret near a Gun or Mortar due to the fact that neither of these two structures can target air units.
  • Offensive Strategy
    • Their ability to target both Ground and Air Units makes Gun Turrets formidable attackers. However, Gun Turrets are only able to damage one unit at a time. This makes it very easy to overwhelm them with large groups of Musketeers or Grunts.
    • When deploying only a few Zeppelins, it is advisable to keep them away from an Gun Tower, as their slow movement speed makes them an easy target. However, Zeppelins deployed in large numbers will quickly destroy a Gun Turret while only losing one or two Zeppelins. After the Gun Turret (and Scorpios) are taken out, the Zeppelins will proceed to destroy the rest of the village (although Gun Turrets can still be a problem). You can also place a group of Musketeers (around 15-25) and let them do the work.

  • Trivia
    • You don't need to train a Musketeer to have the Gun Turret, nor do you need to unlock the Musketeer in your Barracks.  Any upgrades to Musketeers you have completed in your Lab have no effect on the Gun Turret whatsoever.

Level Hitpoints Damage Icon coin1 Build Cost Experience Gained Build Time Town Hall Level Required
1 400 11 1000 15 15 m 1
2 430 13 1500 23 23 m 2
3 450 15 2700 30 30 m 3
4 480 17 4000 39 39 m 4
5 510 20 7000 60 1 h 5
6 530 23 18000 95 1 h 35 m 6
7 560 25 28000 170 2 h 50 m 7
8 580 28 59000 270 4 h 30 m 8
9 590 31 96000 390 6 h 30 m 9
10 610 34 150000 600 10 h 10
11 620 37 220000 960 16 h 11
12 630 40 310000 1680 1 d 4 h 12
13 640 43 440000 2400 1 d 16 h 13
14 650 47 640000 3180 2 d 5 h 14
15 670 54 950000 3960 2 d 18 h 15
16 690 58 1400000 4860 3 d 9 h 16
17 700 64 1900000 5700 3 d 23 h 17
18 720 69 2500000 6900 4 d 19 h 18
19 730 76 3100000 8100 5 d 15 h 19
20 750 83 5000000 10080 7 d 20
Buildings
Defensive Buildings GunGun TurretMortarScorpioWatch TowerVindicatorHidden TeslaWallsTraps : Ancient MineIridium MinePitfallPredatory PittSurpriseInfernal SurpriseMine BundleMega BombLureFrantic KegAshe 500Giga Ashe
Resource Buildings MillMintWorker's HouseBarnBankElevatorTaxman
Army Buildings Parade GroundBarracksLabBig BerthaTavern
Other Buildings Town HallClan CastleDecorationsObstacles