Missiles marked with a '$' cannot be purchased in the store - they are only available in debug mode for now.
All missiles end your turn when fired unless specifically noted.
Note: All damage is reduced by distance.
Base missiles
Small Flare - Explodes for 10 damage. Not affected by gravity. Component only (cannot be purchased or fired, only created by other missiles).
Small Missile - Explodes for 20 damage.
Large Missile - Explodes for 40 damage.
Atom Bomb - Explodes for 80 damage.
Fusion Bomb - Explodes for 160 damage.
Supernova - Explodes for 640 damage.
Volcano
All volcano bombs create missiles in a 120 degree arc upwards.
Volcano Bomb - Creates five small missiles. Explodes for 40 damage.
Volcano Bomb 2 - Creates five volcano bombs. Explodes for 40 damage.
Volcano Bomb 3 - Creates five volcano bomb 2s. Explodes for 40 damage.
Atomic Volcano Bomb - Creates five atom bombs. Explodes for 80 damage.
Atomic Volcano Bomb 2- Creates five atomic volcano bombs. Explodes for 80 damage.
Firework
All firework bombs create missiles in a 360 degree arc. Firework bombs detonate when one of two thing happen:
- 1.5-2 seconds go by
- If the missile was fired up, the bomb detonates as soon as it starts travelling down.
Firework Bomb - Creates 10 small missiles and 10 small flares.
Firework Bomb 2 - Creates 5 firework bombs.
Atomic Firework Bomb - Creates 5 atom bombs.
Shower
All showers create missiles such that they fall down in a shower. They detonate under the same circumstances as firework bombs.
Shower - Creates 6 small missiles.
Atomic Shower - Creates 6 atom bombs.
Cluster
All cluster bombs create missiles in a closely-packed cluster. They detonate as soon as they are launched.
Cluster Bomb - Creates 5 small missiles
Large Cluster Bomb - Creates 10 small missiles
Atomic Cluster Bomb - Creates 5 atom bombs
$Large Atomic Cluster Bomb - Creates 10 atom bombs
$Fusion Cluster Bomb - Creates 5 fusion bombs
Firework Cluster Bomb - Creates 5 firework bombs
Air Strikes
After launching an air strike, you move the mouse to where you want to target and click.
Air Strikes compensate perfectly for wind.
Air Strike - Creates 4 small missiles
Large Air Strike - Creates 10 small missiles, but are much more spread out
Atomic Air Strike - Creates 1 atom bomb
Utility
Repair Kit - Repairs 20 health. Does not end your turn.
Teleport - Teleports you to an empty area of your choice.
$Terrain Kit - Creates a block of terrain at the position of your choice.
$Block Kit - Creates a new wall tile at the position of your choice.
Shields
Shields absorb a percentage of damage taken. At 100 points, it absorbs 100%. Each point below reduces damage absorbed by 0.5%. Absorbed damage is subtracted from the shield strength.
Example: You have an 80 point shield, which has an absorb strength of 90%. When you are hit for 10 damage, the shield absorbs 9. You take 1 damage, and the shield is reduced to 71 points.
Shields do not carry over between rounds, but you are refunded a small shield if your strength is above 50 at the end of the round, and a large shield if your strength is still 100.
Small Shield - Puts up a 50 point shield. Does not end your turn.
Large Shield - Puts up a 100 point shield. Does not end your turn.
Armor
Armor absorbs a percentage of damage taken, like shields. It is capped at 50 points, which will absorb 50% of damage taken. When damage is absorbed, the amount divided by 3 is subtracted from the armor strength. Armor carries over between rounds.
Example: You have 30 points of armor, which has an absorb strength of 30%. When you are hit for 10 damage, the armor absorbs 3. You take 7 damage, and the armor is reduced to 29 points.
Armor Plating - Puts up a 25 point armor plate. Does not end your turn.
Thick Armor Plating - Puts up a 50 point armor plate. Does not end your turn.
Other
Chemical Bomb - Detonates on impact. Creates 100 chemical drops in a wide dispersal.
Chemical Drop - Goes through cannons, burns for 1 damage every frame. Destroyed when it hits terrain. Component only.
Distorter- Attracts all terrain and cannons, but does not destroy them. It is destroyed after 8 frames.
Bouncy Bomb- Bounces in the same direction it was fired- explodes for 40 damage
$Anti-bouncy Bomb- Bounces in opposing directions after each time it bounces- explodes for 40 damage
WMDs
Black Hole- Attracts and destroys all terrain and cannons on the screen.
Sonic Wave - Sends out a wave of destruction that destroys everything.
Fountain- Creates waves of destructive bombs coming from the bottom of the screen.
Air Raid - Creates atomic cluster bombs covering the whole screen. Does not need to be targeted.
Continuous Firework Bomb - Creates 10 small missiles every frame.
Ultra Firework Bomb - Creates 20 firework bombs, 80 small flares, 20 atomic volcano bombs, 10 volcano bomb 2s, 10 large cluster bombs, 10 atomic cluster bombs, 10 firework cluster bombs, and 10 atomic firework bombs.
Viral Bomb - Creates five viral bombs in the volcano pattern, therefore replicating infinitely (unless it goes off the screen). Explodes for 40 damage.
$Super Bouncy Bomb - Like a bouncy bomb, but replicates after each bounce
Upgrades
Upgrades can be applied to any missile fired and change its behavior. Using an upgrade costs one charge per $5000 that the missile fired costs. Upgrades are passed on to child missiles, such as the small missiles created from a volcano bomb.
Normal - No upgrade
Antigrav - Gravity pulls up on the missile. (Air strikes appear at the bottom of the screen)
Sidegrav - Gravity pulls sideways on the missile in the direction opposite the direction it was fired. (Air strikes appear on the side of the screen closer to the targeted location)
EM - Does 2x damage to shields and normal damage to cannon structure. Bypasses armor. Does no damage to terrain.
Armor Piercing - Does 3x damage to armor, and normal damage to structure, shield, and terrain.
Remote Detonation - Missile detonates when you press space. Detonates normally when it hits terrain, but showers and firework bombs do not detonate automatically (after 2 seconds)