Turret Overview
Turret Overview
There is some who ask will ask, "What turret is best to level up?". This question Honestly has 3 different answers to it. (The Goats Thoughts) I would suggest evenly upgrading. It will give you the best return in Critical DMG% bonus. It would also give you the most cards in the long run and enable you to push further quicker. Due to the cards being unlocked as well as the over all Critical Damage Bonus. Another approach is to just upgrade the turrets you like/use the most. This can lead to slower progression due to lack of some cards if some turrets are ignored as low as level 2-6. This will also leave you with a shortfall on Turret Damage Bonus in later stages and you will be spending time catching up turrets you ignored. The last idea is probably the best. Read everything and learn as much as you can about turrets and all game mechanics and make your own choice that works for you. Read everything and learn as much as you can about turrets and all game mechanics and make your own choice that works for you. If anyone has suggestions on this topic please let me know. - Goat
Guardian Cards
Please Be Aware The Guardian will gain some buffs and bonuses from Chips and other things in the game. However, the Guardian is not considered a Turret.
Normal Cards
Combo Cards
Listed in order of unlocked by User Level in game. Combo skills selected in battle are not affected by in-match card buffs, but they do benefit from out-of-match bonuses—unless otherwise specified. This is an intentional design choice.
Sky Guard - Fire Type
Laser - Energy Type
Disruption Drone - Force-field Type
Aeroblast - Physical Type
Thunderbolt - Electric Type
Beam - Energy Type
Firewheel - Fire Type
Hive - Force-field Type
Railgun - Physical Type
Teslacoil - Electric Type
Gravity Vortex Gun - Force-field Type
Guardian - Physical Type
Note: Bullet Effects take on Damage Type. Guardian is not treated as a Turret.
Chain Cards
Sky Guard
[Burn] - Take (Damage over Time for 5 seconds) DMG per second for 5s.
Laser
Disruption Drone
Aeroblast
Note: Wide Minefield or Mine Shockwave Require Floating Mine before they can be used.
Thunderbolt
Beam
Firewheel
Hive - Wasps
Note: Echo is a Clone of a Wasp. This Chain is a 1 to 1 clone of total Wasp count. If you have MAX 4 wasps then you will have 8 total with Echo active.
Railgun
Note: Impact Spread or Impact Boost Require Explosive Shells before they can be used.
Teslacoil
[Slow] - (-50% Movement speed for 5 seconds) Movement speed reduced by 50% for 5s.
Gravity Vortex Gun
Note: Both Wormhole Expansion and Enhancement require Static Wormhole to use in battle. Either chain card can be draw after Static Wormhole is in play.
Breakthrough Cards - Work in Progress
Sky Guard
[Burn] - Take (Damage over Time for 5 seconds) DMG per second for 5s.
Laser
Disruption Drone
[Slow] - (-50% Movement speed for 5 seconds) Movement speed reduced by 50% for 5s. Field Suppression - Since this mechanism does not boost damage from other sources, and the base damage of the Disruption Drone is very low, the overall damage increase provided by this card is currently negligible. (Most notably seen when used in Project Ark: Rebuild)
Areoblast
Thunderbolt
Beam
[Vulnerable] - (Damage taken +25% for 5 seconds) DMG taken increased by 25% for 5s.
Firewheel Drone
Hive - Wasps
Volley is actually related to a number. Wasps being launched or attacks being made. 2 volleys is actually 2 wasps 1 launched and then the next launch, a Wasp 2 is launched.
Railgun
Teslacoil
[Paralyze] - Unable to move or attack for 1.5 seconds.
Gravity Vortex Gun
Super Matrix Mode Unlocked
Help me complete this section by submitting videos. This section will be work in progress until I can get full video clips of each Super Matrix Mode. Above is an example of what it looks like when you fully max a turret in battle from T3 to MAX or T4.