The Smasher

Overview

 * This map's name is related to the heavy-damage structure in the middle of the map. The player(s) can shoot the green button and after a short delay, 100 000 damage is dealt to lumes that are on the special tiles below the giant wrecking machine. Then the button goes red. It recharges after 25 seconds (and the button goes green again). When the player spawns and walks for the first time around the map to create a maze, The Smasher produces a hit without being shot, which occurs only once in the very beginning.
 * 500 Resources are given in the beginning and after each wave.
 * The bases given are:
 * 8 in the start and after waves 1 to 3
 * 7 after waves 4 & 5
 * 4 after waves 6 & 7
 * none after waves 8 & 9


 * In this map the player can get fainted if he falls into the deeper waters.

Wave 1
Starting Resources


 * 500 Resources
 * 8 Tower Bases

Enemies

Reward


 * 500 Resources
 * 8 Tower Bases

Wave 2
Enemies

Reward


 * 500 Resources
 * 8 Tower Bases

Wave 3 (1:00 Time Limit)
Enemies

Reward


 * 500 Resources
 * 8 Tower Bases

Wave 4
Enemies

Reward


 * 500 Resources
 * 7 Tower Bases

Wave 5
Enemies

Reward


 * 500 Resources
 * 7 Tower Bases

Wave 6 (1:00 Time Limit)
Enemies

Reward


 * 500 Resources
 * 4 Tower Bases

Wave 7
Enemies

Reward


 * 500 Resources
 * 4 Tower Bases

Wave 8
Enemies

Reward


 * 500 Resources

Wave 9
Enemies

Reward


 * 500 Resources

Wave 10
Enemies

Trivia
The map has some Easter eggs (links in Youtube: [1 ] & [2 ])

Notes & tactics

 * Sweet and Skye can perform well in this map
 * Weapons that have area-of-effect fire modes are good for this map (e.g. Rex, Plasma rifle, Battle rifle, ETK-tesla prototype). Explosive weapons & fire modes and the Tesla's primary fire can destroy mutator balls at ease.
 * Similarly to other maps with Mutators, The Smasher feels better if killing the Mutators & other enemies faster. That's why core-oriented builds & perks are less effective in Campaign mode. However, due to the low distance between the spawn points and the core, they can give better results than in the other maps of Coastline (Cluster, Jellyfish cove & Laser bridge).
 * Area-of-effect towers like the ACP, multi-targeted like the Orbital strike relay and bursty/semi-bursty towers like Lightnings & Friendship lasers are potent against the Mutators and the mutated enemies. Towers with targetting system usually are better to set to "Least health" in order to aid with killing the Mutators.
 * The Anti-air tower is very potent and a single one can kill all the Healers and Spitflies in this map (a level 3 one, with or without overcharge, depending on the number of players & difficulty), similarly to the map Cluster.
 * While random waves can be noticeably dangerous, if the 1st wave is still fine with surviving the crowds, then the 4th, 5th and 7th waves tend to be the more dangerous. If the player(s) can kill one or both Mutators in waves 4 & 7, this can prevent some future trouble with high-health & high-armour enemies. It can be tricky, depending on the build, as other enemies might have engaged the damage towers and, if left unattended, might penetrate. Wave 5 can be some tougher, since it is more difficult to execute the three Mutators faster, but if at least 1-2 of them are dead, this can still prevent some trouble with the Walker warriors and Screamer Matriarchs.
 * In the waves with Bobble Heads it is wise to kill few of them (instead of Mutators), but it is usually not too important to kill all faster. If half Bobble Heads are dead, this still leaves room to deal with the other enemies if they are going to penetrate (depending on build). Even highly mutated Bobble heads are relatively easy to kill, since their base health is low and being multiplied for each mutator ball is usually not too much of a problem. The Smasher itself potentially can kill remaining Bobble Heads or at least would do very high damage to them, depending on mode, difficulty & number of players.

Video playthroughs with links, towers, modes & results

 * [link ] - with 6 Friendship lasers, Anti-air, 2 Mind control spires & Slow fields; 5 Feats of Strength; undamaged core
 * [link ] - with 2 ACP s, Orbital strike relay, 3 Mind control spires & 2x Anti-air; 5 Feats of Strength; undamaged core
 * [link ] - with ACP, Range spire, Anti-air & Drone tower; 5 Feats of Strength; undamaged core
 * [link ] - with 13 Lightnings, Drone tower & Anti-air; 5 Feats of Strength; undamaged core
 * [link ] - with AR mines (3 dispensers), Focus, Amp & 5 Drone towers; 5 Feats of Strength; 1600 core health remaining