A fixed two-barrel defense that fires a deliberate explosive pair. Its low tracking rate and visible volley rhythm create a counterplay window, but taking both shells in a narrow lane is costly.
Twin Cannon live structure render
Live mini canvas: these units use the same appearance renderer as the game.
- Base HP
- 3,500
- Range
- 16
- Volley
- 2 explosive shells
- Volley gap
- 0.16 seconds
- Per shell
- 15 direct + 25 splash
- Reload
- About 1 second after the pair
Targeting and firing behavior
The turret leads a moving target, rotates at roughly 120 degrees per second, and fires two offset shells. Each shell carries a 1.45 splash radius, so two ships stacked together can both pay for one mistake.
Counterplay
Cross its line during the reload instead of orbiting in front of both barrels.
Use lateral movement to exploit the slower traverse.
Bombs deal five times their normal map-turret damage, making a committed bomber an effective siege tool.
Where it appears
TDM uses an invulnerable alternating Gatling and Missile line to define each protected home base. WAR uses destructible Twin Cannon, Gatling, and Missile layers around production facilities and the base core.