The Pulse Cannon is the middle of the three cheap defenses. It costs 8,000 resources, it has 800 hull, 100 shield and it hits for 250. That gun is two and a half times a Laser Cannon's and it is the most attack you can buy before the Gauss Cannon.
The catch is that attack is the stat that matters least on a defense, and at 8,000 each you only get 250 of them for the price of 1,000 Laser Cannons. The Pulse is very good against fighters and it is beaten by something cheaper against almost everything else.
You build it on the Defense page and it stays on that planet for good.
Where it sits in the lineup
The Pulse Cannon and the Particle Cannon cost exactly the same 8,000 and both have 800 hull. The Laser Cannon costs a quarter of that and has a quarter of the hull.
| Defense | Cost | Attack | Shield | Hull |
|---|---|---|---|---|
| Missile Battery | 2,000 | 80 | 20 | 200 |
| Laser Cannon | 2,000 | 100 | 25 | 200 |
| Pulse Cannon | 8,000 | 250 | 100 | 800 |
| Particle Cannon | 8,000 | 150 | 500 | 800 |
| Gauss Cannon | 37,000 | 1,100 | 200 | 3,500 |
| Plasma Cannon | 130,000 | 3,000 | 300 | 10,000 |
The old advice that this is "four times the cost of a Laser Cannon for two and a half times the gun" only tells you half of it. It is four times the cost for four times the hull and four times the shield as well. What you are really buying is one big body instead of four small ones.
What one shot does
A shield in SFC2 is a pool, not a flat reduction. A shot drains the pool first and only the overflow reaches hull. The shield refills at the start of every round, hull damage does not. On top of that, any unit that has lost more than 30 percent of its hull can blow up at the end of a round it was hit in, at a chance equal to the share of hull it has lost.
Run those two rules on a 250 attack shot and you get this. Research does not change the column on the right, because every level of Weapons Tech adds 10 percent of base attack and every level of Armor Tech and Shield Tech adds 10 percent of base hull and shield, so with matching research on both sides the ratios stay put.
| Target | Its shield | What one Pulse Cannon shot does |
|---|---|---|
| Hermes Probe, Shadow Probe | 0 | kills it outright |
| Helios and Genesis satellites | 1 | kills it outright |
| Artemis Class Fighter | 10 | 60 percent chance to kill it |
| Atlas Class Cargo | 10 | 60 percent chance to kill it |
| Zagreus Class Recycler | 5 | 30 percent chance to kill it |
| Apollo Class Fighter | 25 | 225 hull, no chance to kill |
| Poseidon Class Cruiser | 50 | 200 hull, no chance to kill |
| Athena Class Battleship | 200 | 50 hull, no chance to kill |
| Hades Class Battleship | 400 | nothing, the shield eats it |
| Ares Class Bomber, Prometheus Class Destroyer | 500 | nothing, the shield eats it |
So the old line about killing an Artemis Class Fighter in one hit is nearly right and worth stating properly: one shot takes 240 off its 400 hull, which is a 60 percent chance it blows up at the end of the round. If it survives, the next round finishes it. That is the best thing the gun does, and it is why a Pulse wall shreds fighter raids.
It is also why the gun is close to useless above that. Three of the four ships anybody attacks a wall with have 400 or 500 shield, and a single Pulse Cannon shot never reaches their hull at all. It takes two Pulse Cannons hitting the same Hades in one round to do anything, and three to touch an Ares.
What kills it
Its own 100 shield is enough to make a fighter raid look silly and not enough to matter against anything bigger.
| Attacker | Its attack | What one shot does to a Pulse Cannon |
|---|---|---|
| Recyclers, satellites | 1 | bounces off, no damage ever |
| Cargo hulls | 5 to 10 | nothing, the shield eats it |
| Artemis Class Fighter | 50 | nothing, the shield eats it |
| Apollo Class Fighter | 150 | 50 hull, no chance to kill |
| Poseidon Class Cruiser | 400 | 300 hull, 37 percent chance to kill |
| Hades Class Battleship | 700 | 600 hull, 75 percent chance to kill |
| Athena, Ares, Prometheus | 1,000 to 2,000 | dead in one shot |
That bounce line is a real rule. A shot worth 1 percent or less of the target's full shield does nothing at all and also ends that ship's rapid fire chain for the round. One percent of 100 is 1, so both recyclers and both satellites can shoot a Pulse Cannon forever without scratching it.
Two ships rapid fire it
Rapid fire means the attacker gets to shoot again after it kills one, over and over, at the listed odds. Only two ships have it against the Pulse Cannon:
- Zeus Class x100
- Ares Class Bomber x10
That is a short list and it is the one thing the Pulse Cannon genuinely has over the Laser Cannon. The Prometheus Class Destroyer rapid fires the Laser Cannon x10 and has nothing at all against the Pulse. The Poseidon Class Cruiser rapid fires the Missile Battery x10 and has nothing against the Pulse either.
The Strategy Tips on that panel are old text carried over from the first game. The Artemis line is roughly right, as above. The cost line is misleading, because you also get four times the hull and four times the shield for that money.
Note also what the Unlock Requirements box shows. The game data lists Energy Tech 3 as a requirement, but every account starts on Energy Tech 3, so the game does not bother displaying it. The real gate is Shipyard 4 and Laser Tech 6.
It can never hurt a Zeus
The bounce rule cuts the other way too. A Zeus Class carries 50,000 shield, so anything under 500 does nothing to it. A Pulse Cannon fires for 250 and every level of Weapons Tech adds 25, so you need Weapons Tech 11 before your shots even register on a Zeus with no research of its own.
The cliff sits exactly where the arithmetic says it does. A thousand Pulse Cannons on Weapons Tech 10 do literally nothing to one Zeus and lose 485 of themselves getting nowhere. The same thousand on Weapons Tech 11 kill it and lose 145. Every level of the Zeus owner's Shield Tech pushes that further out: against a Zeus on Shield Tech 10 you would need Weapons Tech 31.
A deployed Hephaestus Class Attack Platform carries 150,000 shield, which needs a shot over 1,500, which is Weapons Tech 51. Pulse Cannons never touch one.
What 2,000,000 of Pulse Cannon does
Two hundred and fifty Pulse Cannons cost 2,000,000 resources. Here is that wall against seven raids worth about the same, with matching research on both sides, averaged over 30 runs of the live battle engine.
| Raid | What the raid cost | Result | Raid lost | Cannons lost |
|---|---|---|---|---|
| 500 Artemis Fighters | 2,000,000 | wall holds | all 500 | 1 |
| 235 Apollo Fighters | 1,997,500 | wall holds | all 235 | 50 |
| 69 Poseidon Cruisers | 2,001,000 | wall holds | all 69 | 60 |
| 23 Hades Battleships | 1,955,000 | wall holds | all 23 | 33 |
| 33 Athena Battleships | 1,980,000 | wall holds | all 33 | 68 |
| 16 Prometheus Destroyers | 2,000,000 | wall holds | all 16 | 33 |
| 22 Ares Bombers | 1,980,000 | planet falls | 14 of 22 | all 250 |
Six wins and one wipe. That looks great until you compare it with what the same money buys elsewhere, which is the next section.
That is the Prometheus row in the in-game Calculator. Sixteen Prometheus Class Destroyers walk into 250 Pulse Cannons, the fight is over in three rounds, the raid loses all 2,000,000 of itself and the Plundered row is empty. The 528,000 debris on the board is all from the attacker's own wrecks, because defenses leave none.
What the same money buys elsewhere
Holding is only half the question. What matters over a season is what it costs you to hold. Same 2,000,000 spent one defense at a time, same raids, and the number in each cell is the resource value of your own defense that was destroyed.
| Wall | 500 Artemis | 235 Apollo | 69 Poseidon |
|---|---|---|---|
| 1,000 Missile Battery | holds, 228,000 | holds, 560,000 | holds, 1,767,000 |
| 1,000 Laser Cannon | holds, 133,000 | holds, 462,000 | holds, 200,000 |
| 250 Pulse Cannon | holds, 10,000 | holds, 402,000 | holds, 483,000 |
| 250 Particle Cannon | holds, nothing | holds, 5,000 | holds, 64,000 |
| 54 Gauss Cannon | draw, 430,000 | draw, 1,149,000 | holds, 269,000 |
| 15 Plasma Cannon | planet falls | planet falls | falls in 16 runs of 30 |
| Wall | 23 Hades | 33 Athena | 16 Prometheus | 22 Ares |
|---|---|---|---|---|
| 1,000 Missile Battery | holds, 71,000 | holds, 112,000 | holds, 52,000 | holds, 1,206,000 |
| 1,000 Laser Cannon | holds, 66,000 | holds, 98,000 | holds, 452,000 | holds, 1,048,000 |
| 250 Pulse Cannon | holds, 263,000 | holds, 546,000 | holds, 267,000 | planet falls |
| 250 Particle Cannon | holds, 46,000 | holds, 571,000 | holds, 393,000 | planet falls |
| 54 Gauss Cannon | holds, 127,000 | holds, 582,000 | holds, 740,000 | holds, 248,000 |
| 15 Plasma Cannon | holds, 139,000 | falls in 16 runs of 30 | holds in 21 runs of 30 | holds, 511,000 |
Read the Pulse row across both tables. It wins the Artemis column outright and it is never the cheapest defense in any other column. Against fighters the Particle Cannon does the same job for less. Against cruisers and battleships a thousand Laser Cannon bodies do it for less. Against the Prometheus the Missile Battery does it for a fifth of the price. And in the last column the Pulse loses the planet where four other walls hold.
That last column is the important one, because the Ares Class Bomber is the ship people actually bring to knock a wall down.
The Ares problem
An Ares Class Bomber hits for 1,000, which kills a Pulse Cannon outright, and it has rapid fire x10 against it, so nine times out of ten it gets a free shot at the next one. Two hundred and fifty bodies is not enough to survive that for six rounds.
You can brute force it, and the bill is ugly. Same 22-Ares raid, matching research:
| Wall | Cost | Result | Value of defense lost |
|---|---|---|---|
| 250 Pulse Cannon | 2,000,000 | planet falls | 2,000,000 |
| 400 Pulse Cannon | 3,200,000 | holds | 2,004,000 |
| 600 Pulse Cannon | 4,800,000 | holds | 1,752,000 |
| 1,000 Pulse Cannon | 8,000,000 | holds | 1,550,000 |
| 54 Gauss Cannon | 2,000,000 | holds | 248,000 |
Four hundred Pulse Cannons will beat that raid off and pay 2,000,000 for the privilege. Fifty four Gauss Cannons cost less than the raid, beat it off and pay 248,000. If you expect Ares Bombers, buy Gauss.
Pulse Cannon or Laser Cannon
Four Laser Cannons cost the same as one Pulse Cannon and between them they have the same hull and the same shield, plus 400 attack against the Pulse's 250. On paper the Lasers win everything. In practice it depends entirely on what is shooting at them.
Equal money, no research on either side:
| Raid | 100 Pulse Cannon (800,000) | 400 Laser Cannon (800,000) |
|---|---|---|
| 100 Artemis Fighters | holds, loses nothing | holds, loses 10,000 |
| 30 Apollo Fighters | holds, loses 2,000 | holds, loses 37,000 |
| 20 Poseidon Cruisers | holds, loses 114,000 | holds, loses 51,000 |
| 40 Poseidon Cruisers | holds, loses 405,000 | holds, loses 150,000 |
Fighters cannot get through 100 shield at all, so a Pulse wall takes a fighter raid for free while a Laser wall takes real losses. Cruisers and up go through both, and then the wall with four times the bodies wins.
Drop the budget and the Laser wins harder, because at small counts the Pulse simply runs out of bodies. At 200,000 spent, 25 Pulse Cannons lose the planet to 20 Poseidon Cruisers while 100 Laser Cannons hold it in 26 runs of 30.
Pulse Cannon or Particle Cannon
These two are the same price, the same hull and the same build time. The Pulse has 250 attack and 100 shield. The Particle has 150 attack and 500 shield. The shield wins nearly every fight, for the reason in the first table on this page: the gun cannot reach a battleship's hull either way, so all the gun is really doing is killing fighters, and 500 shield kills fighters just as dead by making them harmless.
| Raid | 250 Pulse Cannon | 250 Particle Cannon |
|---|---|---|
| 500 Artemis Fighters | holds, 10,000 lost | holds, nothing lost |
| 235 Apollo Fighters | holds, 402,000 lost | holds, 5,000 lost |
| 69 Poseidon Cruisers | holds, 483,000 lost | holds, 64,000 lost |
| 23 Hades Battleships | holds, 263,000 lost | holds, 46,000 lost |
| 33 Athena Battleships | holds, 546,000 lost | holds, 571,000 lost |
| 16 Prometheus Destroyers | holds, 267,000 lost | holds, 393,000 lost |
| 22 Ares Bombers | planet falls | planet falls |
The Pulse only comes out ahead in the two rows where 500 shield is irrelevant, against the Athena and the Prometheus, and it wins those by a nose. Everywhere else the Particle Cannon does the same job for a fraction of the repair bill, and neither of them stops an Ares.
The Pulse does win the shopping list. Both cost 8,000, but the Pulse wants 6,000 ore and 2,000 crystal while the Particle wants it the other way round. An Ore Mine produces half again what a Crystal Mine of the same level does, so 6,000 ore is quicker to earn than 6,000 crystal. If crystal is your bottleneck, that is a real cost the sticker price does not show.
How many you need
The wall does not scale gently. Below a certain count it changes nothing at all, and a hundred past that it wins outright. Matching research on both sides:
| Pulse Cannons | Cost | vs 69 Poseidon | vs 33 Athena | vs 16 Prometheus |
|---|---|---|---|---|
| 50 | 400,000 | falls, 1 killed | falls, 0 killed | falls, 0 killed |
| 100 | 800,000 | falls, 18 killed | falls, 3 killed | draw, 5 killed |
| 150 | 1,200,000 | holds in 22 runs of 30 | draw, 31 killed | holds, 50 lost |
| 200 | 1,600,000 | holds, 75 lost | holds, 83 lost | holds, 39 lost |
| 250 | 2,000,000 | holds, 60 lost | holds, 68 lost | holds, 33 lost |
| 400 | 3,200,000 | holds, 42 lost | holds, 49 lost | holds, 23 lost |
A hundred cannons against 69 Poseidon Cruisers kill 18 of them and still lose the planet. Two hundred kill all 69 and keep 125 of themselves. Half a wall is not half as good, so if you are going to build Pulse Cannons, build enough of them.
Early game
Shipyard 4 and Laser Tech 6 come early, and this is where most Pulse Cannons that ever get built are built, when 50 of them is real money and nobody has an Ares yet. It works there. No research on either side:
| Raid | 25 Pulse (200,000) | 50 Pulse (400,000) | 100 Pulse (800,000) |
|---|---|---|---|
| 30 Apollo Fighters | holds, loses 12 | holds, loses 2 | holds, loses none |
| 60 Apollo Fighters | falls | holds, loses 25 | holds, loses 4 |
| 100 Artemis Fighters | draw, kills 69 | holds, loses none | holds, loses none |
| 250 Artemis Fighters | falls | falls | holds, loses 3 |
| 20 Poseidon Cruisers | falls, kills 3 | holds, kills all 20, loses 25 | holds, loses 13 |
| 40 Poseidon Cruisers | falls | falls, kills 5 | holds, loses 52 |
Things that are true of every defense
- It leaves no debris. A destroyed ship drops 30 percent of its ore and crystal into the debris field. A destroyed Pulse Cannon drops nothing.
- Most of them come back. When the battle ends, roughly 70 percent of the defenses that were destroyed are rebuilt on the spot for free.
- It cannot be removed. There is no deconstruct for cannons. Only missiles can be torn down.
- Planets only. A Shipyard cannot be built on a moon, so a moon carries no Pulse Cannons. A deployed Hephaestus platform does not get a Defense tab at all.
- Missiles can reach it. An Interplanetary Ballistic Missile strike eats defenses cheapest first, and the Pulse Cannon is third in that order behind the Missile Battery and the Laser Cannon. If you are stacking defenses, read the ABM page.
- It does not use planet fields. Build as many as you like.
Build time
Build time works off ore and crystal only. Hydrogen never counts toward it, and the Pulse Cannon has none anyway.
Time in hours = 8,000 / (5,000 x (Shipyard Level + 1) x 2Foundry Level)
| Shipyard | No Foundry | Foundry 2 | Foundry 4 |
|---|---|---|---|
| 4 | 19m 12s | 4m 48s | 1m 12s |
| 6 | 13m 43s | 3m 26s | 51s |
| 8 | 10m 40s | 2m 40s | 40s |
| 10 | 8m 44s | 2m 11s | 33s |
Ships and defenses share one queue, so a big fleet order will hold up your cannons and the other way round. You cannot cancel an item once it is in, and you cannot start anything at all while the Shipyard or the Foundry on that planet is upgrading.
Cost
| Ore | Crystal | Hydrogen |
|---|---|---|
| 6,000 | 2,000 | 0 |
Stats
| Attack | Shield | Hull |
|---|---|---|
| 250 | 100 | 800 |
Rapid fire against it
| Ship | Rating |
|---|---|
| Zeus Class | x100 |
| Ares Class Bomber | x10 |
The Pulse Cannon has no rapid fire of its own. No defense in SFC2 does.
Requirements
- Shipyard (level 4)
- Laser Tech (level 6)
- Energy Tech (level 3, which every account already has at signup)
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