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Ballista

Ballista

弩炮手

⚔️ TroopLegendaryGame textCards

Multi-axis profile and growth

Curve points come from the client fields (M*Boost), reconciled against a runtime save: MaxHP × MHPBoost^(level−1). No global run bonus is included (a fresh run has none).

Survival243 HPP95 1,138Damage7.6 DPSP95 294.1Atk speed0.08 /sP95 1.00Mobility0.70 tiles/sP95 3.91

Radius = √(value ÷ P95); rings are 25 / 50 / 75 / 100% of the radius. Axis labels show this troop’s value, with that axis’s P95 in small text.

Total HP
0122243Ballista L1: 48.0Ballista L2: 124.8Ballista L3: 243.4×5.07L1L2L3
Total DPS (no crit)
048Ballista L1: 1.8Ballista L2: 4.2Ballista L3: 7.6×4.32L1L2L3
  • Survival:243 HP = 27.040 HP × 9 units(percentile 25%,client field;P95 1,138)
  • Damage:7.6 DPS(percentile 7%,derived;P95 294.1)
  • Atk speed:0.08 /s(percentile 4%,derived;P95 1.00)
  • Mobility:0.70 tiles/s(percentile 4%,client field;P95 3.91)
  • Growth:4.68×(√(HP × DPS growth at max level), derived)

Axes are max-level values: survival = total HP, damage = attack ÷ interval × units (no crit), attack speed = 1 ÷ interval, mobility = walk speed. Growth = √(total HP multiplier × total DPS multiplier).

Percentile in the 38 comparable troops

Survival25% · 243 HP
Damage7% · 7.6 DPS
Atk speed4% · 0.08 /s
Mobility4% · 0.70 tiles/s
Growth28% · 4.68 ×

The bar is the percentile rank against all comparable troops; the number after it is the actual value. Percentiles are computed from the data, not typed in.

Level by level

LevelUnitsHP / unitTotal HPAttackInterval (s)Attacks / sDPS / unitTotal DPSSpeed
Lv1316.0048.07.00012.0000.0830.5831.80.700
Lv2620.80124.88.40012.0000.0830.7004.20.700
Lv3927.04243.410.08012.0000.0830.8407.60.700

Total DPS here excludes crit on purpose: the per-level crit formula cannot be verified against the local client, so crit is shown as separate rows below.

Raw values and multipliers

FieldValueSource
Base HP (MaxHP)16.000client field
Base attack (AttackStrength)7.000client field
Base interval (AttackDelay)12.000 sclient field
Base walk speed (WalkSpeed)0.700client field
Units per plot (MTroopCount)3client field
Level cap (MaxLevel)3client field
HP multiplier (MHPBoost)1.300 → 5.07× totalderived
Attack multiplier (MAttackStrengthBoost)1.200 → 1.44×derived
Interval divisor (MAttackDelayBoost)1.000 → 1.00× fasterderived
Walk multiplier (MWalkSpeedBoost)1.000 → 1.00×derived
Crit chance (base field)20.00%client field
Crit chance (run bonus)20.00% + 0.1 pp × nsave-reconciled
Crit chance per level (MCritChanceBoost)1.050×unverified · no sample
Crit multiplier2.00×client field

Crit is split in two: the run bonus is reconciled against 8/8 save samples (CriticalChance + 0.001 × run index n), while the per-level MCritChanceBoost has no sample and stays unverified.

What this chart leaves out AOE, piercing, idle time from range, summons and splits, thorns and armour, plus run policies and blessings — those are positioning and build, not the card itself. Element powers are integer counters and are 0 on every card in this version, so no element axis exists.

Compare this troop with others →

Type
⚔️ Troop
Rarity
Legendary
Combat stats
HP16
Attack7
Attack interval (s)12
Range10
Move speed0.7
Crit chance0.2
Crit multiplier2
Projectile1
Projectile size0.32
Projectile flight time0.9
Stop distance99
Card fields
Rarity index2
Costs action1
Limitless levels0
Card power1
HP growth / level1.3
Move speed growth / level1
Attack growth / level1.2
Attack speed growth / level1
Life steal growth / level1
Crit multiplier growth / level1
Crit chance growth / level1.05
Freeze growth / level0
Thunder growth / level0
Combustion growth / level0
Steel coat growth / level0
Explosion growth / level0
Max level3
Units per plot3
Mobile unit cap3
Cost11
Start wave0
Subtype0
Range1
Difficulty1
Description

Ranged machine that shoots huge bolts with piercing damage.

Level art
Ballista Level01
Level01
Ballista Level02
Level02
Ballista Level03
Level03
Game ID
Ballista
Starter king
Sources
Local game files (Early Access)

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