Salvo

{| 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.