Boom Beach Cooldowns (17)

Author neggs
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Created Dec 26, 2013 (3 years)
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So to maximize your progressive experience in Boom Beach you’ll want to keep all your cooldowns running as efficiently as possible. What I mean is you never want to have a ‘worker’ sitting around, not upgrading something. You want to ensure you always have everything upgrading all the time.

That being said Boom Beach is still in Beta so people aren’t as familiar with the game and I thought I’d go over what cooldowns there are, what they do and how to keep them going.

Villagers (one cooldown)

Villagers are the equivalent to workers in Clash of Clans. The thing is you only get one villager in Boom Beach. I’d like to think they will give you more in the future but I’m not so sure. Anyways, keeping that Villager busy is quite easy. Even on the low level structures, not many of them have 5m, 10m, 30m upgrades. Most structures have 2 hour, 2.5 hour upgrades. The main difference in upgrade times in Boom Beach and other games of the genre is that there are twice as many structure levels in Boom Beach but each upgrade takes half as long to upgrade than their counterpart. For example it takes 14 days to upgrade to a level 10 Town Hall in Clash of Clans (max level). In Boom Beach it takes 4 days to upgrade to a level 20 Headquarters (max level). That ratio stays pretty consistent throughout the process. The core concept is for a while you’ll be upgrading a handful of structures a day, for a while.

The main things to upgrade though are the Landing Crafts, Gunship, Sculptor (we’ll get into that in a moment), Radar, Combat Academy and of course, Headquarters. These structures get a front line on the upgrade process due to their immense usefulness.

Sculptor (one cooldown)

The Sculptor structure is one of the coolest new additions to the genre. As you defeat computer or player bases you have a randomly (and likely) chance to receive shards. There are three types of shards and differ based on rarity. The Sculptor allows you to take 7 of a given kind of shard and combine them to create a statue. The statue then buffs your game in some way. The smaller (more common shards) will produce statutes that give 4% buffs while the rarest shards will produce masterpiece statues that give 24% buffs. Let’s look at the statues I currently have in my game:

Idol statues: Troop Health +4%, Guardian statues: Troop Damage +6%, Gold Production +18%, Gold Production +16%, Masterpiece statues: Gold Production +24%.

Keep in mind I’ve made numerous statues but destroyed a lot due to the buffs not being all that useful for me at this stage of the game. Gold is still useful (though not as useful to me as troop damage) so I keep those statues. Increasing your production rate and production capacity) of a given type of resource is pretty awesome as you farm. I really like the fact that you can be at the end of the game and still trying for the best idols to maximize your gameplay.

Either way, it’s easy to see why the Sculptor can be a useful part of your base and with every level the Sculptor structure increases, you can place another statue in your base. With the rather hefty size of the buffs that statues produce, leveling up that Sculptor structure can be quite a massive boost to your base.

Combat Academy (one cooldown)

The Combat Academy is the equivalent of the Laboratory in Clash of Clans. It upgrades troop levels and gunship abilities (kind of like free spells you earn during a battle). The main difference between the Combat Academy and other structures like that in Clash of Clan type games it are a lot more useful things to upgrade than just troops. You will be using your choice of troops in the battles but you’ll always be using the active gunship abilities. Both offensive and defensive gunship abilities are so utterly crucial to your success that you’ll want to upgrade as many of them and as often as you can.

Furthermore, you will use gold to purchase new upgrades. Gold purchases upgrades, removes trees and rocks and explores new regions of the map. With upgrades and exploration being so important in Boom Beach, gold becomes a key resource for a while.

Passive Cooldowns

The above cooldowns are active, meaning you have control over them. There are also passive cooldowns in Boom Beach, which, in the game’s infancy, I don’t have the exact numbers on their timing.

The PvP cooldown (find new opponent)

Let’s say you’ve explored a region of the map and it has a devastatingly awesome player that you should never dare to attack. He’s level 23, you’re level 15. You look longingly at his resources but alas, it was not meant to be! So now this base is on your map, you can’t attack him but you just explored the region and you’d really like to make use of your new map area. Well there seems to be a passive cooldown (be it 12, 24 hours, something) that when you click that base it will eventually give you the option “Find new opponent” and then it randomly matches you with another player’s base within your level range. If that new opponent is also a veteran badass, you’ll need to wait that passive cooldown again until you can randomly select a new opponent. There is no visual indicator that the cooldown is present, it just happens behind the scenes.

The PvP cooldown (player invasion)

Within the last few days of the game a new feature started popping up for me where a player would be visible on my map to PvP (in a region I previously explored). That player did not attack my base or my resource bases, he just appeared. Sometimes you’ll login and you have a new opponent, sometimes you’ll log back in and have 3 or 4 opponents. This is a rather new development in the game but it allows you to actually participate in PvP a lot more.

The PvE cooldown

If you’ve played for just the briefest of periods you’ll notice that when you login you probably have a village that was lost due to the dreaded Blackguard. Oh Nooooo! These are rather easy little opponents to strike back at and give you a handful of resources as you play through the game. They also give you something to do while you wait for some PvP action.


Either way, controlling the active cooldowns are key to progressing your base in an efficient manner. Keep them on cooldown and enjoy beating your neighbors into submissiveness.
  • Posted 1 year ago

    Dhat theBeacher

    none yet
    Sep 2015
    lvl 1: Loincloth
    now my NEW STATUES with upgraded sculptor:
    masterpiece stone production 55%
    masterpiece wood production 46%
    masterpiece gunboat energy 20%
    masterpiece troop health 29%
    guardian gunboat energy 14%
    guardian building health 12%
  • Posted 1 year ago

    Dhat theBeacher

    none yet
    Sep 2015
    lvl 1: Loincloth
    sorry, its instead*
  • Posted 1 year ago

    Dhat theBeacher

    none yet
    Sep 2015
    lvl 1: Loincloth
    now , insstead of that defensive guardian, i have another ice guardian which gives me- building health 9%
  • Posted 1 year ago

    Dhat theBeacher

    none yet
    Sep 2015
    lvl 1: Loincloth
    my statues are: guardians: gunboat energy 14%, gunboat energy 13%, defensive building damage 9%
    masterpiece: troop health 29%, stone production 55%.
  • Posted 2 years ago

    poopoo

    none yet
    Jun 2015
    lvl 1: Loincloth
    good