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Gatling
Gatling (Sanctum 2)
Rank 1 Rank 2 Rank 3
Total Cost 100 210 320
Damage per Shot 56 100 144
Shots per Second 6.65 6.65 6.65
Range 1.8 2.2 2.6
Damage per Second 372 665 958
DPS per Resource 3.7 3.2 3.0

Overview

  • Gatling is a rapid-shooting tower made for weak enemies, and specifically, Soakers. It's the second cheapest tower in the game but with a limited range of almost 3x3 at rank 1, but can be increased by ranking up. The weak individual shot however, renders it useless again armoured foes that'll take little to no damage from it.
  • This tower is available to the player immediately after completion of the tutorial.


Video


Trivia

  • Previously in Sanctum 1 the Gatling design was used in the Accelerator, which concept was likely absorbed by Focus (the Accelerator in S1 increases its fire rate when firing).


Notes, tips & strategies

  • This tower is good mainly for its high rate of fire, but each individual shot is quite weak and the high rate of fire cannot make for a very noticeable DPS, neither for a superior DPS per resource ratio. Despite of this, an overcharged Gatling can randomly work well as a partial substitution of random towers and tower combos like the ACP+Focus duo, since Its superior speed keeps it capable against low-to-average health crowds that are not too dense and potent vs many single high-health enemies. If overcharged enough, it can do some job vs enemies with high armour.
  • Gatling(s) alongside Kairos or Slow Fields can kill most weak lumes such as Walker Pups, Runners & Brood Mothers, giving the player(s) space to focus on larger threats. Other good support towers are the Range & Amp spires.
  • Like all projectile-using towers, the Gatling suffers from obstructions, that work as range decreasements and therefore damage reductors. While towers also can serve as such, small ones like dispensers & Drone and high towers like Violators & Anti-air are likely to be either low or zero obstruction to the sight of the tower.
  • Overcharging the tower has 77,78% of the cost efficiency of the stacking of level 3 Gatling towers.
  • The Gatling tends to work better if acting as a sole overcharged tower, similarly to the Focus, ACP & Anti-air, although some maps with separated paths like Cliff lodge, Abandoned lab & Sokol might sometimes require two if using it.
    • One reason is because it often finds too much obstruction of its sight if stacked in numbers, while its vastly superior fire rate can help grealy vs multiple enemies without needs of stacking like with Lightnings & Violators.
    • It can easily act as a sole tower and if used this way, it is less likely to act as an obstruction to the sight of other projectile-towers on its own.
    • Another reason is the situtation vs high-armoured lumes like Armoured heavies & Super heavies, that require serious overcharge from the Gatling to be dealt any damage. Also the overcharged Gatling has a better action vs lumes with low to average armor like Walker warriors, Rhinos & Screamer matriarchs. The mediocre cost efficiency of the overcharging is still mostly enough to make for a good mid-to-lategame in many of the maps.
  • Amp spire correlations
    • A level 1 Amp adds same amount of damage as overcharging a Gatling to more than 324 damage and makes for a bigger damage gain if being put before the overcharge.
    • A level 2 Amp adds the same amount of dmg as overcharging a Gatling to more than 405 damage and adding such Amp before further overcharging makes for a bigger damage gain.
    • A lvl 3 Amp adds the same amount of dmg as overcharging the Gatling to above 547 damage and adding such Amp before further overcharging makes for a bigger damage gain.
    • Overcharging the Amp adds the same amount of damage as overcharging the Gatling to above 1750 dmg and from then on, max damage gain can be reached by putting equal amounts of resources between them.
    • These correlations are taken into account if the mentioned damage value is reached only via upgrading & overcharging, without Tinkerer, Engineer, Limiter removal, Core-tower synergy or already existing Amp spire. If any of these is in action, it is needed to calculate the damage, gained by pure overcharging/upgrading (or to remove the buffs) to see the real efficiency stats. Note that all these 5 mentioned buffs stack only additively (no multiplications).
  • The attack speed of the tower in-game is converted into shots per second this way: One in-game speed unit is 1/60 shots per second and therefore come the calculation - the Gatling has 399/60 = 6,65 shots per second. Only the Drone tower has a (barely) higher attack speed - 400 units ~ 6,67 shots/sec, which is just when a Drone group is sent to a target.
  • Alone by itself, this tower finds use mainly in the Campaign & Easy modes, since with the abundant resources in Survival and increasing health of the lumes it tends to fall inferior to the lategame towers Focus, ACP, Anti-air & Drone. It still can find some more good use as a support tower that to help with bloating Soakers, but if there is a Drone tower, the Gatling's importance becomes even lesser, especially since Drones are often needed in maps that have partially invulnerable enemies like Bobble heads, Hoverers or Fiskeplaske.


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