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Salvo

CategoryTurrets
salvo
Category
Turrets
Planet
Serpulo
Footprint
2x2
Weapons

{| class="article-table" |+ !Ammo

!Stats
Copper
  • 15 damage
  • 5 ammo/items
  • x1.5 armour weakness
    Graphite
  • 31 damage
  • 4 ammo/item
  • +4 tiles range
  • -20% fire rate (7.74 -> 6.192)
    Pyratite
  • 25 damage
  • 15 area damage ~ 2.7 tiles
  • 5 ammo/item
  • Burning ~ 8 seconds
    Silicon
  • 23 damage
  • 5 ammo/items
  • +50% fire rate (7.74 → 11.61/sec)
  • Homing
    Thorium
  • 28 damage
  • 4 ammo/items
  • 19% armour piercing |}

Source: Fandom: Salvo (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Overview

Salvo is a medium-rate turret that fires quick salvos of bullets at enemies. It occupies the niche between light rapid-fire turrets and heavy single-target cannons by delivering multiple high-damage projectiles in rapid succession at a single target. Salvo is commonly used as a defensive turret around cores and choke points and is designed to be supplied with different specialized ammunition to adapt to various threats and available resources.

Salvo accepts multiple ammo types, each changing its behavior and role. Copper rounds deal 15 damage per shot and are the easiest to supply (available directly from drills and basic production), but they suffer a x1.5 armor weakness that reduces effectiveness vs. armored units. Graphite rounds deal 31 damage per shot, grant +4 tiles range, and impose a -20% fire rate penalty; they are strong against bulkier, armored targets because higher raw damage means less relative loss to armor. Pyratite rounds deal 25 base damage plus 15 area damage (~2.7 tiles), burn for about 8 seconds, and have high potential DPS when direct hits and area effects connect; pyratite ammo is slower to produce and can cause dangerous fires if supply lines are disrupted. Silicon rounds deal 23 damage and provide homing behavior plus a +50% fire rate increase, making them excellent against fast, evasive units. Thorium rounds deal 28 damage and add 19% armor piercing, making Thorium a strong all-purpose choice for dealing with high-tier armored units.

Salvo’s firing profile and DPS depend heavily on ammo choice and game version changes over time have tuned its rate, range, and ammunition stats. In current play, typical DPS examples (using the turret’s effective fire rate) show copper as the lowest output, graphite and thorium as strong consistent choices, silicon excelling against fast units due to homing and higher fire rate, and pyratite offering the highest potential DPS and strong area/anti-swarm capability when it connects.

Practical usage and interactions:

  • Use Thorium rounds to maximize damage vs. armored high-tier units because of the 19% armor piercing and reliable per-shot damage.
  • Use Silicon rounds when facing fast flyers or flanking units (e.g., Flares), since homing dramatically increases hit rate and effectiveness.
  • Use Graphite rounds to extend the turret’s reach and hit larger, tougher targets; the fire-rate penalty is offset by high per-shot damage.
  • Use Pyratite rounds for anti-swarm and incendiary effects; pair pyratite-fueled Salvos with Oil Wave or defenses that herd enemies into their blast to exploit area and burning damage.
  • Copper rounds are easiest to supply early or when logistics are limited but underperform against armored foes due to the armor weakness multiplier.
  • Salvo struggles vs. massive swarms compared to Lancer or Arc turrets: Lancer handles large groups efficiently and Arc synergizes with Shallow Water-based Wave combos, while Salvo focuses damage on single targets or concentrated groups.
  • When attacking enemy bases, prioritize disabling or outranging Salvos; long-range units such as Fortress and Minke can snipe Salvos supplied with Graphite unless the turret is manually or logically controlled.
  • Salvo consumes one ammo per bullet (not per burst), so ammunition throughput and supply lines must account for relatively high consumption when firing continuously.
No related recipes

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