Multi-Gear Tower - Unidades de Edificações em Clash of Clans


Clan Badge

"The Multi-Gear Tower is a powerful combination of two classic Defenses ! Choose the attack mode that suits you and let the destruction begin! Targets air and ground units ."


Size 3x3
Range 8
Attack Speed 0.192s
Damage Type Single Target
Unit Type Targeted Ground & Air
Time Between Bursts 0.383s
Shots Per Burst 4 shots
Level Damage per second Damage per shot Hitpoints Build cost Build time Experience gained Town hall level required
1 300 300 4,000 17,000,000 10d 929 17
2 320 320 4,200 18,000,000 10d 18h 963 17
3 340 340 4,350 28,000,000 14d 1,099 18
Icon_Info.png

Tapping this icon displays information about the Multi-Gear Tower, such as Level, Damage Per Second, Hitpoints, Range, Damage Type and Targets.

Icon_Upgrade.png

Tapping this icon begins upgrading the Multi-Gear Tower to the next level, if you have enough resources and a freeBuilder(orB.O.B). When the Multi-Gear Tower is at maximum level, this icon is replaced by the Supercharge! icon.

Icon_Supercharge.png

Tapping this icon beginsSuperchargingthe maxed Multi-Gear Tower to the next charge, if you have enough resources and a freeBuilder(orB.O.B). When the Multi-Gear Tower is at maximum charge, this icon is not shown.

Icon_HoB.png

Tapping this icon instantly upgrades the Multi-Gear Tower to the next level, at the cost of oneHammer of Buildingif you have one. When the Multi-Gear Tower is at maximum level, or if theTown Hallrequirements for the next level are not met, this icon is not shown.

Icon_FinishNow.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number ofGems.

Icon_FinishNowBoB.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of oneBook of Building. This icon is only shown if you have at least one Book of Building.

Icon_FinishNowBoE.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of oneBook of Everything. This icon is only shown if you have at least one Book of Everything but do not have a Book of Building.

Icon_AssignApprentice.png

Tapping this icon, which is displayed only while an upgrade is in progress, gives the player the option to assign aBuilder's Apprenticeto that Building. This icon only is only shown if you have unlocked Builder's Apprentice for 500Gems.

Icon_BuilderPotion.png

Tapping this icon, which is displayed only while an upgrade is in progress, boosts all your Builders for 1 hour by a factor of ten, at the cost of oneBuilder Potion. This icon is only shown if you have at least one Builder Potion.

Icon_Cancel.png

Tapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.

Icon_LongRange.png

This icon indicates that the Multi-Gear Tower is set to Long Range mode, to attack units slower but with an increased range. Tapping this icon switches the Multi-Gear Tower to Fast Attack mode. This icon only appears when the Multi-Gear Tower is in Long Range mode.

Icon_FastAttack.png

This icon indicates that the Multi-Gear Tower is set to Fast Attack mode, to attack units quickly but with a reduced range. Tapping this icon switches the Multi-Gear Tower to Long Range mode. This icon only appears when the Multi-Gear Tower is in Fast Attack mode.

  • The Multi-Gear Tower is a multi-purpose defense unlocked at Town Hall 17 and is constructed by merging both the geared-up Cannon and Archer Tower at level 21 together. The merging process cannot be undone once the construction is started. The Multi-Gear Tower cannot be split back into the geared up Cannon and Archer Tower. An Archer Tower or Cannon that has not been geared up cannot be selected for merging. Merging the geared up Cannon and Archer Tower into the Multi-Gear Tower is required to upgrade the Town Hall to the next level, similar to the "placing all of the buildings" requirement. Indirectly, this does mean progression in the Builder Base (to gear up these two defenses) is required to advance to the next Town Hall level.
  • The merging process cannot be undone once the construction is started. The Multi-Gear Tower cannot be split back into the geared up Cannon and Archer Tower.
  • An Archer Tower or Cannon that has not been geared up cannot be selected for merging.
  • Merging the geared up Cannon and Archer Tower into the Multi-Gear Tower is required to upgrade the Town Hall to the next level, similar to the "placing all of the buildings" requirement. Indirectly, this does mean progression in the Builder Base (to gear up these two defenses) is required to advance to the next Town Hall level.
  • Compared to a Cannon and Archer Tower and their geared up counterparts, the Multi-Gear Tower starts off with just 50 less health, its Long Range mode deals just 5 less damage per second than a normal Cannon and Archer Tower and the Fast Attack mode deals 20% more than the two geared up versions combined, with both modes getting extra range. These metrics will keep improving as it levels up while the geared up Cannon and Archer Tower stop getting new levels, extending the usefulness of merging.
  • These metrics will keep improving as it levels up while the geared up Cannon and Archer Tower stop getting new levels, extending the usefulness of merging.
  • The Multi-Gear Tower can be set to two modes: Long Range and Fast Attack. Both modes have their advantages and disadvantages: The Long Range mode is based on the Archer Tower. It shoots large arrows from up to 12 tiles (compared to the normal Archer Tower at 10), allowing it to outrange Flame Flingers . It attacks at a slower rate than a normal Cannon or Archer Tower but can deal heavy damage, thus making this mode less effective against swarms. The Fast Attack mode is based on a Multi Cannon which combines the Burst mode of the geared up Cannon and the Fast Attack mode of geared up Archer Tower. It shoots four cannonballs from a shorter range of 8 tiles (compared to a normal Cannon at 9 and both geared up versions at 7). Its fire rate is even faster than the Fast Attack Archer Tower on average when it does not retarget. Even then, unlike the Burst mode Cannon, it can retarget much faster if the target is defeated (at a rate faster than normal Archer Tower) and can also target aerial units. Each cannonball can deal high damage to a single target.
  • The Long Range mode is based on the Archer Tower. It shoots large arrows from up to 12 tiles (compared to the normal Archer Tower at 10), allowing it to outrange Flame Flingers . It attacks at a slower rate than a normal Cannon or Archer Tower but can deal heavy damage, thus making this mode less effective against swarms.
  • The Fast Attack mode is based on a Multi Cannon which combines the Burst mode of the geared up Cannon and the Fast Attack mode of geared up Archer Tower. It shoots four cannonballs from a shorter range of 8 tiles (compared to a normal Cannon at 9 and both geared up versions at 7). Its fire rate is even faster than the Fast Attack Archer Tower on average when it does not retarget. Even then, unlike the Burst mode Cannon, it can retarget much faster if the target is defeated (at a rate faster than normal Archer Tower) and can also target aerial units. Each cannonball can deal high damage to a single target.
  • The Multi-Gear Tower is one of the most powerful single-target merged defenses in the game, having high hitpoints and damage, comparable to the power of the Ricochet Cannon and the Multi-Archer Tower . Therefore, it should be placed inside the base, where it would be protected against attackers from destroying it easily. Placing it near a Rage Spell Tower for both modes can increase their effectiveness massively.
  • In Long Range mode, the Multi-Gear Tower can shoot large arrows at enemy units at a very long distance, dealing high damage to a single unit, making it vulnerable to swarms. In this mode, it can outrange the Flame Flinger and the Royal Champion with her active Rocket Spear . Its stats are better than the Ground and Air X-Bows except for fire rate and health, and can be treated as one of them. Therefore, it must be protected by splash damage defenses such as Scattershots , Mortars , and Wizard Towers , as well as traps to keep swarms at bay. To defend Flame Flingers in this mode, it could be required to be placed at the edge of the base where Flame Flingers are most likely to be deployed from.
  • To defend Flame Flingers in this mode, it could be required to be placed at the edge of the base where Flame Flingers are most likely to be deployed from.
  • In Fast Attack mode, the Multi-Gear Tower can deal massive damage to units, allowing it to deal with swarms and tanks with little to no delay from each burst, and can retarget faster than normal, but is vulnerable to being swarmed too much by swarms or tanks with high damage or being destroyed by longer-range units such as the Flame Flinger. To counter this, Mortars can be useful to help deal damage to the Flame Flinger, and the Monolith and single-target Inferno Towers can help deal with other tanks. Therefore, it is best used at the core of the base, where the main army would get there, paired alongside other major defenses like Scattershots and the Monolith . When paired with the Rage Spell Tower, it can deal so much damage that it would melt high-hitpoint units, including Heroes in seconds due to its very high attack speed, forcing the attacker to activate their Hero abilities or use spells earlier. On Expert, Master, Legend, or ESports mode, this effect can also stack, since it will be able to deal even more damage, and may most likely force an early activation of the Eternal Tome ability.
  • Therefore, it is best used at the core of the base, where the main army would get there, paired alongside other major defenses like Scattershots and the Monolith .
  • When paired with the Rage Spell Tower, it can deal so much damage that it would melt high-hitpoint units, including Heroes in seconds due to its very high attack speed, forcing the attacker to activate their Hero abilities or use spells earlier. On Expert, Master, Legend, or ESports mode, this effect can also stack, since it will be able to deal even more damage, and may most likely force an early activation of the Eternal Tome ability.
  • The Multi-Gear Tower is one of the most powerful single-target merged defenses in the game, having high hitpoints and damage, comparable to the power of the Ricochet Cannon and the Multi-Archer Tower . Therefore, it should be placed inside the base, where it would be protected against attackers from destroying it easily. Placing it near a Rage Spell Tower for both modes can increase their effectiveness massively.
  • In Long Range mode, the Multi-Gear Tower can shoot large arrows at enemy units at a very long distance, dealing high damage to a single unit, making it vulnerable to swarms. In this mode, it can outrange the Flame Flinger and the Royal Champion with her active Rocket Spear . Its stats are better than the Ground and Air X-Bows except for fire rate and health, and can be treated as one of them. Therefore, it must be protected by splash damage defenses such as Scattershots , Mortars , and Wizard Towers , as well as traps to keep swarms at bay. To defend Flame Flingers in this mode, it could be required to be placed at the edge of the base where Flame Flingers are most likely to be deployed from.
  • To defend Flame Flingers in this mode, it could be required to be placed at the edge of the base where Flame Flingers are most likely to be deployed from.
  • In Fast Attack mode, the Multi-Gear Tower can deal massive damage to units, allowing it to deal with swarms and tanks with little to no delay from each burst, and can retarget faster than normal, but is vulnerable to being swarmed too much by swarms or tanks with high damage or being destroyed by longer-range units such as the Flame Flinger. To counter this, Mortars can be useful to help deal damage to the Flame Flinger, and the Monolith and single-target Inferno Towers can help deal with other tanks. Therefore, it is best used at the core of the base, where the main army would get there, paired alongside other major defenses like Scattershots and the Monolith . When paired with the Rage Spell Tower, it can deal so much damage that it would melt high-hitpoint units, including Heroes in seconds due to its very high attack speed, forcing the attacker to activate their Hero abilities or use spells earlier. On Expert, Master, Legend, or ESports mode, this effect can also stack, since it will be able to deal even more damage, and may most likely force an early activation of the Eternal Tome ability.
  • Therefore, it is best used at the core of the base, where the main army would get there, paired alongside other major defenses like Scattershots and the Monolith .
  • When paired with the Rage Spell Tower, it can deal so much damage that it would melt high-hitpoint units, including Heroes in seconds due to its very high attack speed, forcing the attacker to activate their Hero abilities or use spells earlier. On Expert, Master, Legend, or ESports mode, this effect can also stack, since it will be able to deal even more damage, and may most likely force an early activation of the Eternal Tome ability.
  • The Multi-Gear Tower is a formidable defense, but it can easily be destroyed by tanky troops like P.E.K.K.As and Yetis supported by high-damaging troops like Wizards and Bowlers to help destroy it faster. You can also use either Freeze Spells to freeze it, Invisibility Spells to protect your troops, or the Overgrowth Spell to disable it temporarily.
  • In its Long Range mode, you should avoid placing the Flame Flinger to attack it, otherwise, the Flame Flinger will easily be destroyed unless you distract it with tanky units like a Golem . Swarming it in this mode can also be a good idea, as it has a slow attack speed.
  • In its Fast Attack mode, it can deal with swarms and deal heavy damage to tanks quickly, especially when paired with the Rage Spell Tower, so you must use a Freeze Spell to stop it from attacking when it is about to wreak havoc onto your army. Alternatively, you can use the Flame Flinger to snipe it from afar, but you will have to be careful of any longer-ranged defenses such as the Mortar, and traps that will otherwise destroy it prematurely or reduce its combat lifespan.
  • Alternatively, you can use the Flame Flinger to snipe it from afar, but you will have to be careful of any longer-ranged defenses such as the Mortar, and traps that will otherwise destroy it prematurely or reduce its combat lifespan.
  • The Grand Warden 's Eternal Tome can protect your units from taking heavy damage, regardless of the Multi-Gear Tower's mode, especially if paired with other major defenses. You can then use a Rage Spell to boost your army and destroy it as quickly as possible. However, if the units leave the range of the Grand Warden's aura, they will take damage unless if they return to range of the aura, provided that the ability is still active.
  • However, if the units leave the range of the Grand Warden's aura, they will take damage unless if they return to range of the aura, provided that the ability is still active.
  • You can use the Fireball and Earthquake Spells to destroy this defense, provided if they are sufficiently leveled. Alternatively, you can also use the Spiky Ball and the Earthquake Boots combo to do so, with the same rules applied.
  • Alternatively, you can also use the Spiky Ball and the Earthquake Boots combo to do so, with the same rules applied.
  • Zapquake is effective against this defense, but will require lots of Lightning Spells and two Earthquake Spells. Therefore, to get the best value, you can use the Lightning Spells to also destroy another important defense close to it or even a Hero, such as the defending Archer Queen , then use Earthquake Spells to destroy these defenses.
  • Therefore, to get the best value, you can use the Lightning Spells to also destroy another important defense close to it or even a Hero, such as the defending Archer Queen , then use Earthquake Spells to destroy these defenses.
  • When the geared-up Cannon and Archer Tower are merged, only the circular base of the Fast Attack mode appears and is initially lowered. The base is comprised of pale violet wooden planks with stone paddings and has blue spikes at the corners. At the bottom, there are thick-layered blue walls which support the battlements and has mechanical iron gears with brass and stone layers which allow the entire building to freely be raised or lowered when the upgrade is complete. At the bottom of each corner support, it is a dark stone with two layers, with one layer higher than the other. Under the battlements, there are two red banners on each side. Depending on the mode, the weapon atop the platform can freely be changed when its construction is complete.
  • When the geared-up Cannon and Archer Tower are merged, only the circular base of the Fast Attack mode appears and is initially lowered. The base is comprised of pale violet wooden planks with stone paddings and has blue spikes at the corners. At the bottom, there are thick-layered blue walls which support the battlements and has mechanical iron gears with brass and stone layers which allow the entire building to freely be raised or lowered when the upgrade is complete. At the bottom of each corner support, it is a dark stone with two layers, with one layer higher than the other. Under the battlements, there are two red banners on each side. Depending on the mode, the weapon atop the platform can freely be changed when its construction is complete.
  • When initially constructed, the base is raised and appears to be cut in two smooth layers. The wooden planks are removed, exposing the deeper part of the platform and gains a dodecagonal stone band, which is transferred from the stone paddings. At the center of the platform, a large bow is added to the top and is comprised of pale violet wood reinforced with a brass-like wing that is similar to the theme of Town Hall 17, which has a red handle with dark gray guards and hemp rope as its string, and is supported by a thick, dark stone slit which allows the bow to stabilize its firing, in addition to allowing it to rotate using its large bronze gears on each side of the bow. At the center side of the bow, there is a large arrow on one of the sides, which is made of pale purplish-blue wood with a pointed iron tip and red fletching held by a wooden support. When it attacks, the bow stretches back by the gears of the bow, allowing it to focus on its target, then launches a large arrow that deals high damage. This is its default mode.
  • At level 2, the wing and the dark gray guards of the bow, the tip of its arrow, and all the gears are now golden.
  • At level 3, TBA.
  • At level 1, the base is lowered and gains an iron lining at the top of the stone paddings of the platform. A decagonal Giant Cannon -like barrel with four barrels is added to the top of the platform and has a metal ring at the center, with a small storage at the top filled with unlimited stone cannonballs. The entire barrel is angled upwards, allowing it to target both ground and air. At the front, there is a thick, brass ring riveted by diamond-shaped screws on each side and has a dark grey muzzle. At the front of the large barrel, there are four smaller barrels that are similar to the layout of the Multi Mortar . These barrels are light gray and have brass muzzles with a yellow glow on the inside each. The entire weapon is rotated by two gears, one on each side that allows it to rotate in any direction, supported by a rotational mount for stability, which cannot normally be seen. When attacking, the smaller barrels rotate 90 degrees for each shot in a clockwise or counter-clockwise motion, depending on the direction it is facing, shooting up to four cannonballs in a quick burst.
  • At level 2, the screws on the front ring of the giant barrel are now spiky and turn golden. All of the gears and the muzzles of the smaller barrels also turn golden.
  • At level 3, TBA.
  • Added 2 Supercharge levels to the Multi-Gear Tower.
  • Added the achievement associated with the Multi-Gear Tower, "Multi-Gear Tower Trampler".
  • Fixed two bugs: The game did not allow the player to build the Multi-Gear Tower for some devices. When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The game did not allow the player to build the Multi-Gear Tower for some devices.
  • When upgrading to level 2, either the weapon on top or the building itself disappears.
  • Added 2 Supercharge levels to the Multi-Gear Tower.
  • Added the achievement associated with the Multi-Gear Tower, "Multi-Gear Tower Trampler".
  • Fixed two bugs: The game did not allow the player to build the Multi-Gear Tower for some devices. When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The game did not allow the player to build the Multi-Gear Tower for some devices.
  • When upgrading to level 2, either the weapon on top or the building itself disappears.
  • Added 2 Supercharge levels to the Multi-Gear Tower.
  • Added the achievement associated with the Multi-Gear Tower, "Multi-Gear Tower Trampler".
  • Fixed two bugs: The game did not allow the player to build the Multi-Gear Tower for some devices. When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The game did not allow the player to build the Multi-Gear Tower for some devices.
  • When upgrading to level 2, either the weapon on top or the building itself disappears.
  • Added 2 Supercharge levels to the Multi-Gear Tower.
  • Added the achievement associated with the Multi-Gear Tower, "Multi-Gear Tower Trampler".
  • Fixed two bugs: The game did not allow the player to build the Multi-Gear Tower for some devices. When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The game did not allow the player to build the Multi-Gear Tower for some devices.
  • When upgrading to level 2, either the weapon on top or the building itself disappears.
  • Added 2 Supercharge levels to the Multi-Gear Tower.
  • Added the achievement associated with the Multi-Gear Tower, "Multi-Gear Tower Trampler".
  • Fixed two bugs: The game did not allow the player to build the Multi-Gear Tower for some devices. When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The game did not allow the player to build the Multi-Gear Tower for some devices.
  • When upgrading to level 2, either the weapon on top or the building itself disappears.
  • Added 2 Supercharge levels to the Multi-Gear Tower.
  • Added the achievement associated with the Multi-Gear Tower, "Multi-Gear Tower Trampler".
  • Fixed two bugs: The game did not allow the player to build the Multi-Gear Tower for some devices. When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The game did not allow the player to build the Multi-Gear Tower for some devices.
  • When upgrading to level 2, either the weapon on top or the building itself disappears.
  • The Fast Attack Multi-Gear Tower takes 0.575 seconds to shoot all 4 cannonballs and takes 0.383 seconds of cooldown between each attack against a single target continuously, resulting in 0.958 seconds per attack cycle by frame counting. However, the damage per second suggests it takes around 1.15 seconds per cycle, for example, 175 × 4 607 = 1.1532 {\textstyle {\frac {175\times 4}{607}}=1.1532} , 185 × 4 644 = 1.1491 {\textstyle {\frac {185\times 4}{644}}=1.1491} , much higher than the frame count data. This is because retargeting a different enemy takes a bit more time and it could shoot extra cannonballs at the troop after it has been defeated by the first few shots. This may suggest the calculation for the damage per second is not a concrete number like most other defenses but by some testing and estimation, which caused the damage per second to be lower. Against a single troop, the maximum damage per second reaches 730, 772, 789, and 802 for levels 1, 2, 3, and charge 1 respectively, much higher than the displayed value. When the Supercharge is introduced for the level 2 Multi-Gear Tower at Town Hall 17, Fast Attack mode displayed damage per second for charge 1 is set to 678. Using the above formula, it suggests it takes 1.115 seconds per cycle. While this value is closer to the optimal value, it is inconsistent with the 1.15 seconds of levels 1 and 2. When a new level and Supercharge is introduced at Town Hall 18, the damage per shot of the level 3 Fast Attack mode is the same as the old charge 1, both being 189, and the new charge is 192. However, the damage per second are seemingly decreased, from 678 to 656 at level 3, or 668 at the new charge 1 despite having a higher damage per shot. This is because the "time per cycle" has been standardized to be around 1.15 seconds like the early levels ( 189 × 4 656 = 1.1524 {\textstyle {\frac {189\times 4}{656}}=1.1524} , 192 × 4 668 = 1.1497 {\textstyle {\frac {192\times 4}{668}}=1.1497} ) and is not caused by a hidden nerf.
  • Against a single troop, the maximum damage per second reaches 730, 772, 789, and 802 for levels 1, 2, 3, and charge 1 respectively, much higher than the displayed value.
  • When the Supercharge is introduced for the level 2 Multi-Gear Tower at Town Hall 17, Fast Attack mode displayed damage per second for charge 1 is set to 678. Using the above formula, it suggests it takes 1.115 seconds per cycle. While this value is closer to the optimal value, it is inconsistent with the 1.15 seconds of levels 1 and 2. When a new level and Supercharge is introduced at Town Hall 18, the damage per shot of the level 3 Fast Attack mode is the same as the old charge 1, both being 189, and the new charge is 192. However, the damage per second are seemingly decreased, from 678 to 656 at level 3, or 668 at the new charge 1 despite having a higher damage per shot. This is because the "time per cycle" has been standardized to be around 1.15 seconds like the early levels ( 189 × 4 656 = 1.1524 {\textstyle {\frac {189\times 4}{656}}=1.1524} , 192 × 4 668 = 1.1497 {\textstyle {\frac {192\times 4}{668}}=1.1497} ) and is not caused by a hidden nerf.
  • Despite the origin of the Gear-Up mechanic being from the Builder Base, the Long Range mode may have taken inspiration from the Blast Bow and the Fast Attack mode from the Multi Cannon .
  • The Multi-Gear Tower uses the same sound effects as the X-Bow when placed and is swapped locations with another building. However, its attack sounds are unique (see Sounds section above), although in Fast Attack mode, you can briefly hear an X-Bow firing sound effect if you listen closely.
  • However, its attack sounds are unique (see Sounds section above), although in Fast Attack mode, you can briefly hear an X-Bow firing sound effect if you listen closely.
  • The Fast Attack Multi-Gear Tower takes 0.575 seconds to shoot all 4 cannonballs and takes 0.383 seconds of cooldown between each attack against a single target continuously, resulting in 0.958 seconds per attack cycle by frame counting. However, the damage per second suggests it takes around 1.15 seconds per cycle, for example, 175 × 4 607 = 1.1532 {\textstyle {\frac {175\times 4}{607}}=1.1532} , 185 × 4 644 = 1.1491 {\textstyle {\frac {185\times 4}{644}}=1.1491} , much higher than the frame count data. This is because retargeting a different enemy takes a bit more time and it could shoot extra cannonballs at the troop after it has been defeated by the first few shots. This may suggest the calculation for the damage per second is not a concrete number like most other defenses but by some testing and estimation, which caused the damage per second to be lower. Against a single troop, the maximum damage per second reaches 730, 772, 789, and 802 for levels 1, 2, 3, and charge 1 respectively, much higher than the displayed value. When the Supercharge is introduced for the level 2 Multi-Gear Tower at Town Hall 17, Fast Attack mode displayed damage per second for charge 1 is set to 678. Using the above formula, it suggests it takes 1.115 seconds per cycle. While this value is closer to the optimal value, it is inconsistent with the 1.15 seconds of levels 1 and 2. When a new level and Supercharge is introduced at Town Hall 18, the damage per shot of the level 3 Fast Attack mode is the same as the old charge 1, both being 189, and the new charge is 192. However, the damage per second are seemingly decreased, from 678 to 656 at level 3, or 668 at the new charge 1 despite having a higher damage per shot. This is because the "time per cycle" has been standardized to be around 1.15 seconds like the early levels ( 189 × 4 656 = 1.1524 {\textstyle {\frac {189\times 4}{656}}=1.1524} , 192 × 4 668 = 1.1497 {\textstyle {\frac {192\times 4}{668}}=1.1497} ) and is not caused by a hidden nerf.
  • Against a single troop, the maximum damage per second reaches 730, 772, 789, and 802 for levels 1, 2, 3, and charge 1 respectively, much higher than the displayed value.
  • When the Supercharge is introduced for the level 2 Multi-Gear Tower at Town Hall 17, Fast Attack mode displayed damage per second for charge 1 is set to 678. Using the above formula, it suggests it takes 1.115 seconds per cycle. While this value is closer to the optimal value, it is inconsistent with the 1.15 seconds of levels 1 and 2. When a new level and Supercharge is introduced at Town Hall 18, the damage per shot of the level 3 Fast Attack mode is the same as the old charge 1, both being 189, and the new charge is 192. However, the damage per second are seemingly decreased, from 678 to 656 at level 3, or 668 at the new charge 1 despite having a higher damage per shot. This is because the "time per cycle" has been standardized to be around 1.15 seconds like the early levels ( 189 × 4 656 = 1.1524 {\textstyle {\frac {189\times 4}{656}}=1.1524} , 192 × 4 668 = 1.1497 {\textstyle {\frac {192\times 4}{668}}=1.1497} ) and is not caused by a hidden nerf.
  • Despite the origin of the Gear-Up mechanic being from the Builder Base, the Long Range mode may have taken inspiration from the Blast Bow and the Fast Attack mode from the Multi Cannon .
  • The Multi-Gear Tower uses the same sound effects as the X-Bow when placed and is swapped locations with another building. However, its attack sounds are unique (see Sounds section above), although in Fast Attack mode, you can briefly hear an X-Bow firing sound effect if you listen closely.
  • However, its attack sounds are unique (see Sounds section above), although in Fast Attack mode, you can briefly hear an X-Bow firing sound effect if you listen closely.
  • The Fast Attack Multi-Gear Tower takes 0.575 seconds to shoot all 4 cannonballs and takes 0.383 seconds of cooldown between each attack against a single target continuously, resulting in 0.958 seconds per attack cycle by frame counting. However, the damage per second suggests it takes around 1.15 seconds per cycle, for example, 175 × 4 607 = 1.1532 {\textstyle {\frac {175\times 4}{607}}=1.1532} , 185 × 4 644 = 1.1491 {\textstyle {\frac {185\times 4}{644}}=1.1491} , much higher than the frame count data. This is because retargeting a different enemy takes a bit more time and it could shoot extra cannonballs at the troop after it has been defeated by the first few shots. This may suggest the calculation for the damage per second is not a concrete number like most other defenses but by some testing and estimation, which caused the damage per second to be lower. Against a single troop, the maximum damage per second reaches 730, 772, 789, and 802 for levels 1, 2, 3, and charge 1 respectively, much higher than the displayed value. When the Supercharge is introduced for the level 2 Multi-Gear Tower at Town Hall 17, Fast Attack mode displayed damage per second for charge 1 is set to 678. Using the above formula, it suggests it takes 1.115 seconds per cycle. While this value is closer to the optimal value, it is inconsistent with the 1.15 seconds of levels 1 and 2. When a new level and Supercharge is introduced at Town Hall 18, the damage per shot of the level 3 Fast Attack mode is the same as the old charge 1, both being 189, and the new charge is 192. However, the damage per second are seemingly decreased, from 678 to 656 at level 3, or 668 at the new charge 1 despite having a higher damage per shot. This is because the "time per cycle" has been standardized to be around 1.15 seconds like the early levels ( 189 × 4 656 = 1.1524 {\textstyle {\frac {189\times 4}{656}}=1.1524} , 192 × 4 668 = 1.1497 {\textstyle {\frac {192\times 4}{668}}=1.1497} ) and is not caused by a hidden nerf.
  • Against a single troop, the maximum damage per second reaches 730, 772, 789, and 802 for levels 1, 2, 3, and charge 1 respectively, much higher than the displayed value.
  • When the Supercharge is introduced for the level 2 Multi-Gear Tower at Town Hall 17, Fast Attack mode displayed damage per second for charge 1 is set to 678. Using the above formula, it suggests it takes 1.115 seconds per cycle. While this value is closer to the optimal value, it is inconsistent with the 1.15 seconds of levels 1 and 2. When a new level and Supercharge is introduced at Town Hall 18, the damage per shot of the level 3 Fast Attack mode is the same as the old charge 1, both being 189, and the new charge is 192. However, the damage per second are seemingly decreased, from 678 to 656 at level 3, or 668 at the new charge 1 despite having a higher damage per shot. This is because the "time per cycle" has been standardized to be around 1.15 seconds like the early levels ( 189 × 4 656 = 1.1524 {\textstyle {\frac {189\times 4}{656}}=1.1524} , 192 × 4 668 = 1.1497 {\textstyle {\frac {192\times 4}{668}}=1.1497} ) and is not caused by a hidden nerf.
  • Despite the origin of the Gear-Up mechanic being from the Builder Base, the Long Range mode may have taken inspiration from the Blast Bow and the Fast Attack mode from the Multi Cannon .
  • The Multi-Gear Tower uses the same sound effects as the X-Bow when placed and is swapped locations with another building. However, its attack sounds are unique (see Sounds section above), although in Fast Attack mode, you can briefly hear an X-Bow firing sound effect if you listen closely.
  • However, its attack sounds are unique (see Sounds section above), although in Fast Attack mode, you can briefly hear an X-Bow firing sound effect if you listen closely.
  • The Multi-Gear Tower is the second merged defense to be merged from two different defenses of different ranges, the first being the Inferno Artillery . They are also the only defenses that are unique before being merged. Unlike the latter, the Multi-Gear Tower can also be Supercharged.
  • They are also the only defenses that are unique before being merged.
  • Unlike the latter, the Multi-Gear Tower can also be Supercharged.
  • Unlike other Cannons, the Fast Attack Multi-Gear Tower can target both ground and air troops.
  • Out of all merged defenses, the Multi-Gear Tower on Fast Attack mode deals the highest single target damage in the game, up to 1,282.56 damage per second if the Rage Spell Tower and Hard Mode are involved (otherwise 668).
  • The Multi-Gear Tower is the only merged defense that can be toggled to a different mode, and can also be changed into a different type of weapon.
Available on