The Scattershot is a splash damage defensive building capable of targeting air and ground troops.
- 1. Scattershop Explained
- 2. Cone-Shaped Blast
- 3. Range and Dead-Zone
- 4. Upgrading Scattershots
- 5. Tips & Tricks
- 6. Number Available
- 7. Stats
- 8. Upgrade Chart
- 9. Upgrade Images
The Scattershot is a type of trebuchet or catapult that launches boulders at the nearest enemies.
You can build up to two Scattershot's on Town Hall 13 and they can be upgraded to level 2.
Capable of targeting ground and air troops, it is extremely effective against support ground and air support troops.
The Scattershot makes area damage, being capable of killing most support troops and damaging even high HP troops and Heroes as well.
Upon impact, the bundle will break apart causing additional damage in a cone-shaped blast, dealing splash damage to the troops behind.
The Scattershot has a range of 10 tiles but has a quite small dead zone around. With only 3 tiles, most ranged troops will not be able to get into the dead zone. The Mortar, another defense with a dead-zone, has a range of 4-11 tiles.
Upgrading the Scattershot increases its damage per second and hitpoints.
Scattershot is, among with the Giga Inferno, the signature defense from the Town Hall 13, therefore it's a very powerful defense that you must always take into consideration while preparing your attack.
Both new defenses on Town Hall 13 are extremely strong against small/weak troops. Scattershot makes splash damage and the Giga Inferno targets multiple units at the same time. With these new defenses, the gameplay is changing to heavier and stronger troops to destroy them.
|Range||Attack Speed||Damage Type||Unit Type Targeted||Number of Rounds|
|3-10||3.228s||Area Splash||Ground & Air||90|
|Level||Damage per Second||Damage per Shot*||Splash Damage**||Hitpoints||Build Cost||Build Time||Experience Gained||Town Hall Level Required|
*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.
|Level 1||Level 2|