Infinitode 2 Wiki

Blast is a tower in Infinitode 2. It emits a shockwave that damages and can stun enemies in its range. At higher experience levels, it gains the ability to also push enemies back when they are stunned similar to Windstorm.

Unique Characteristics[]

Blast has Stun duration and Quake charging speed as its Unique characteristics.

Stun duration is how long Blast stuns enemies. (in seconds)

Stun duration = 1.5 seconds + (0.065 second / experience level)

Quake charging speed is charging speed per second to delivering a full area-of-effect stun within its tower range. The quake starts whenever it reaches 100% (Displayed as quake charge)

Quake charging speed is 4.5% per second + (0.15% each experience level). Caps at 50%

Other Characteristics[]

Blast does not have Rotation speed; instead, it attacks all enemies within its range.

Each shockwave has a chance to stun each enemy, completely stopping them for a few seconds. The maximum Stun chance is 75%.

Once an enemy gets stunned, it gains enemy Stun Immunity that affects the overall stun chance and Enemy Tower Immunity affecting the overall stun duration

  • Enemy Stun Immunity: Enemies gain 100% stun immunity from all Blasts until they pass 3 tiles where the stun immunity decreases by 20% per passing subsequent tile after 3rd tile. Enemies are completely immune to stuns after being stunned 6 times total.
  • Net Blast Stun Chance = Stun Chance × (1 - Enemy Stun Immunity).
  • Enemy Tower Immunity: Enemies gain 25% stun resistance against the particular Blast that stunned it (stacks additively) which can go up to 100% stun resistance (complete resistance to it)
  • Net Blast Stun Duration (Particular Tower) = Stun Duration x (1 - Enemy Tower Immunity)
  • Other Blast Towers that did not stun the enemy will stun it for the full duration.

Blast has a unique feature that performs a quake attack. It has a charge meter and it charges at a rate based on Quake charging speed every second. Once it fills up to 100%, the next attack or if Sonic Wave ability is learned will guarantee to stun all enemies within the range for 1.5x the stun duration giving them the enemy stun / tower immunity. This however does not ignore enemies who recently have Enemy Stun Immunity which has a chance to be immune from it. A random enemy outside of its range will be stunned as well

In addition, all nearby towers within 1 tile from Blast are disabled for 2 seconds (preventing them from working). Nearby modifiers or miners are not affected

Each enemy can be thrown back no more than 3 times. This includes Windstorm.

The AoE damage is based on distance from the Blast. Enemies closer to the Blast take more damage.

Stun chance is not classified as a unique characteristic, therefore it can be improved with bonus PWR and upgrade levels.

Main Characteristics[]

Range
Attack speed
Damage
Crowd Damage
Agility

Stats[]

(does not include research, bonus PWR, or platform bonuses)

Range
1.65
Damage
22.6
Attack speed
0.35
Stun chance
10.0
Stun duration
1.5
Upgrade level Range Damage Attack speed Stun chance Upgrade cost Cumulative cost
0 1.65 22.6 0.35 10 34 75
1 1.65 31.9 0.38 10.8 65 109
2 1.65 41.8 0.43 11.6 115 174
3 1.65 56 0.5 12.4 203 289
4 1.65 75.9 0.56 13.2 338 492
5 1.65 101 0.56 14 560 830
6 1.8 134 0.56 14.8 950 1,390
7 1.8 177 0.63 15.6 1,300 2,340
8 1.8 251 0.7 16.4 2,100 3,640
9 1.8 327 0.8 17.2 3,400 5,740
10 1.8 455 0.87 18 n/a 9,140

Abilities[]

LV Ability Description
4/7 Heavy shell Attack speed ×0.8, damage ×1.68, chance to stun ×1.1
Fast mechanism Attack speed ×1.2
Sonic wave Stun duration ×1.2, triggers a quake as soon as it is ready and stuns 1 random enemy outside Blast's range
10 Stopping force Throws back each enemy (just once) for 0.5 tiles with 10% chance
Upgrades with the tower
20 Ultimate Enemies receive a Vulnerability debuff for 2s after being thrown back, which makes them receive +15% damage.

Upgrades with the tower

Powerful PWR ×1.1

Stopping force: Occasionally, when stunning enemies, Blast will push them enemies back toward the portal or towards the miner that they spawn from. Distance increases by 0.1 each upgrade level and caps at 1.5 tiles. Enemies already thrown back 3 times are immune to this regardless they have been thrown back from Blast or Windstorm or not.

Heavy shell: Becomes 12% less efficient at stunning[1] but gets ~34.4% more DPS[2].

Ultimate: Vulnerability increases by about 5.5% each upgrade level.

Strategy[]

Blast is mostly a support tower but can help offensively. Its ability to stun makes it a must, especially for late-game waves. Use in conjunction with Freezing; it will give attacking towers the maximum amount of time to attack enemies. The stun also boosts Splash's Rifled barrels ability since stunned enemies move at 0 Tiles/s.

While Blast can damage enemies, avoid using it as a primary tower. It only does decently against Regular and Armored, which take 100% and 150% damage respectively. Every other enemy takes 25% or 50% damage from Blast, with air enemies completely surpassing it.

Place towers away from Blast; the new Quake mechanic causes Blast to disable towers in a 1-tile radius.

Place Blast on Attack speed, Range, or Power tiles. Attack speed allows Blast more chances to trigger stuns, Range allows Blast to stun more enemies with one shockwave, and Power boosts Stun chance and Attack speed. Avoid Damage tiles since they aren't what Blast is for.

Blast only gains range from tower upgrades at level 6 (which is 950 gold), it is generally a good stopping point especially when building multiple blasts in one map. The extra range improves the coverage for Quake attack. Though the upgrades do however increases the stopping force and Ultimate but it costs at ~7,800 gold to do so with minimal benefit of damage and attack speed. Enemies becoming immune to the stun for the next 3 tiles and reducing their stun duration from the same tower itself makes it not worth upgrading past level 6. Not to mention having multiple blast towers can push the same enemy multiple times and apply full stun duration of each. The stun chance is generally not worth the upgrade as the increased attack speed already can stun the enemies alone and stun duration only gets improved by experience levels.

Should the player have abundance of gold and maxed out very damage important towers is when Blast can be upgraded to tower level 10 which improves its Level 10 ability and its ultimate.

For abilities, get Fast mechanism and Heavy shell/Sonic wave based on how far Blast is from the portal. Fast mechanism is a must, allowing for more stuns and throwbacks. If Blast is closer to the portal, get Sonic wave; otherwise, get Heavy shell. While Heavy shell does reduce Blast's efficiency to stun, it is better than Sonic wave since Sonic wave can waste Quake potential at such a distance.

For level 20 ability, ultimate is much better then powerful. Ultimate provides damage debuff after thrown back. However if there are multiple Blast, powerful would be the other choice due to enemies can be only thrown back 3 times total.

Endless Strategy[]

Compared to its normal counter part

  • Longer Stun Duration allowing enemies to be stunned for a longer period of time and pushing them back further increasing its supportive role
  • Higher Stun Chance and Attack Speed, this allows blast to almost guarantee to stun enemies whenever they reach in blast range.
  • Increased Range. Due to Blast only gaining range at level 6, it allows blast to be able to stun the same enemy multiple times in range due to its increase coverage (especially in maps where enemies move in a circular direction).
  • Faster Quake charge time. At maximum level, Blast can charge a quake every 2 seconds. Though by then, having higher attack speed and stun chance tends to happen more often then Quake does but at least it can stun an enemy outside is range more often. This also has a downside of disabling towers much more often. Should Sonic Wave be learned, this can pretty much disable the tower permanently.
  • Blast becomes much more powerful in its utility due to its increased attack range and also having longer stun duration. If used for damage, it tends to be not great due to enemies health scaling rapidly at later waves especially at 900% difficulty which is then relegated to being a supportive tower. Not to mention that because games end at later waves, enemies move faster and faster which stuns become more important to keep enemies in place for long period of times.
  • Optimal 2 Abilities: Fast Mechanism / Sonic Wave
    • Sonic Wave is mainly used to increase stun duration, the quake ability being activated is least important due to the faster attack speed and stun chance already stunning enemies already for stun immunity
  • Optimal Level 20 Ability: Ultimate
    • Powerful is generally never used as stun chance gets cap at 75% from PWR from Level 150 and damage falls-off at higher endless difficulty. Ultimate is always the way-to-go as the damage debuff does far more than what Powerful provides for Blast itself.

Research[]

(does not include endless research)

These research are exclusive to Blast. To see all researches, see Researches.

Damage: Damage dealt to enemies

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% +2% +4% +6% +9% +12% +15% +18% +21% +25% +30%

Max upgrade level: Upgrade level limit

Level 0 1 2 3 4 5 6 7
Max upgrade level 3 4 5 6 7 8 9 10

Max experience level: Experience limit in levels

Level 0 1 2 3 4 5 6 7 8 9 10
Max XP LV 4 5 6 7 9 10 12 14 16 18 20

Range: Range in tiles

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% +1% +2% +3% +4% +5% +6% +7% +9% +11% +13%

Price: Tower price in coins

Level 0 1 2 3 4 5 6 7 8 9 10
Price 75 74 72 71 69 68 66 65 63 61 57

Attack speed: Shots per second

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% +1% +2% +4% +6% +8% +10% +12% +14% +16% +20%

Experience multiplier: Each XP point is multiplied by this
Does not affect Passive XP.

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% +3% +6% +9% +12% +16% +20% +24% +28% +33% +40%

Upgrade price: Price of tower upgrades in coins

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% -1% -2% -3% -4% -5% -6% -8% -10% -12% -15%

Stun chance: Higher chance to stun with each hit
Not additive.

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% +1% +2% +3% +4% +6% +8% +10% +13% +16% +20%

Stun duration: Duration of stuns
Increases Stun duration from 1.5-2.74s to 1.87-3.42s (based on XP level).

Level 0 1 2 3 4 5 6 7 8 9 10
Amount 0% 2% 4% 6% 8% 10% 12% 15% 18% 21% 25%

Starting level: Initial tower level

Level 0 1 2 3
Initial XP LV 1 2 3 4

Passive XP at max upgrade level: Amount of tower gets per second on max upgrade level
The formula for XP/second is (XP rate / 10) × upgrade level.

Level 0 1 2 3 4 5
Passive XP 0 +0.1/s +0.2/s +0.3/s +0.4/s +0.5/s

Attack speed - Fast mechanism: Tower ability upgrade
Additive.

Level 0 1 2 3
Attack speed ×1.2 ×1.215 ×1.235 ×1.27

Damage - Heavy shell: Tower ability upgrade
Additive.

Level 0 1 2 3
Damage ×1.68 ×1.78 ×1.93 ×2.18

Attack speed - Heavy shell: Tower ability upgrade
Additive.

Level 0 1 2 3
Attack speed ×0.8 ×0.81 ×0.83 ×0.85

Stun chance - Heavy shell: Tower ability upgrade
Additive.

Level 0 1 2 3
Stun chance ×1.1 ×1.12 ×1.155 ×1.2

Stun duration - Sonic wave: Tower ability upgrade
Additive.

Level 0 1 2 3
Stun duration ×1.2 ×1.22 ×1.245 ×1.275

Distance - Stopping force: Tower ability upgrade
Additive.

Level 0 1 2 3
Distance (Upgrade level 0) 0.5 tile 0.53 tile 0.56 tile 0.6 tile
Distance (Upgrade level 10) 1.5 tiles 1.6 tiles 1.7 tiles 1.8 tiles

Chance to throwback - Stopping force: Tower ability upgrade
Additive

Level 0 1 2 3
Chance 10% 10.75% 11.75% 13%

Damage - Ultimate: Tower ability upgrade
Additive.

Level 0 1 2 3
Damage (Upgrade level 0) 150% 155% 160% 165%
Damage (Upgrade level 10) 300% 315% 330% 350%

First generation: Significant increase of characteristics

  • Damage +5%
  • Stun duration +7%

Second generation: Significant increase of characteristics

  • Attack speed +10%

Third generation: Significant increase of characteristics

  • Upgrade price -2%
  • Damage +10%

ADVINAS Introduction[]

ADVINAS: You will love the new tower called Blast.
ADVINAS: It was specially designed to stun the nearest enemies and give extra time for other towers to deal with them.
ADVINAS: Not so good in damage but can easily defeat the new Armored enemies.

Trivia[]

  • While the tower base is a regular pentagon, the shell is not.
  • This is the third tower introduced with a new enemy type, the first two being Freezing with Fast and Antiair with Heli.
  • This tower used to have the least number of 100% strengths, with only one for bosses. It is now tied with Antiair.
    • This was the first tower to not have 100% or 150% effectiveness against Regular (but could still attack it).
    • This is also the only tower with four 25% strengths.
      • This is the only tower to have a 25% effectiveness against Toxic.
  • This is one of four attacking towers that has an AoE attack without any abilities. Freezing's mechanics also work in AoE fashion.
  • Blast along with Gauss are the only towers that can apply the 'Stunned' debuff on enemies.
  • Blast is the only tower that can apply the Throwback effect debuff on enemies.
    • It can throw back enemies that have passed it, which makes no sense.

References[]

  1. 0.8 AS × 1.1 SC = 0.88 efficiency
  2. 0.8 AS × 1.68 Damage = 1.344 DPS
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Enemies Regular ·Fast ·Strong ·Heli ·Jet ·Armored ·Healer ·Toxic ·Icy ·Fighter ·Light
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