Cannon

What it is

Arc-lobbed bomb-tag explosive that fires a perpendicular volley of cannonballs alongside the ship. Each shell travels on a fixed-duration arc and detonates with a blast-radius AoE at the landing point. Rare drop weight in chests.

Stats

Raw spec values, before the global damage multiplier and horizontal modifiers. See weapons for the level-scaling formula, damage curve, VFX tiers, and horizontal modifier tables.

StatL1L10L20
Damage per shell96643.111251.01
Fire rate (shots/s)0.300.38640.4824
Projectile speed520592672
Projectile size1822.527.5
Blast radius140203.666274.406
Acquire range204258318
Arc time0.8 s0.8 s0.8 s
Projectile lifetime1.0 s1.0 s1.0 s
Travel range multiplier1.0×1.0×1.0×
Warmup0.25 s0.25 s0.25 s
Fire rate jitter±20%±20%±20%
Double-shot chance25%25%25%

Shell count by level

Stepped — value applies at the listed level and above until the next step.

LevelShells per volley
11
32
53
74
105
136
167
198

Identity

FieldValue
FamilyExplosive
Damage tagBomb
RarityRare
Scaling curveLinear
Target modeFlanking
Collision modeFirst hit
Area modeBlast
BehaviorArc mortar
Can hit destructiblesYes

Behavior

  • Auto-aim picks an enemy perpendicular to ship facing (flanking mode). See weapons for the full target-mode definitions.
  • Each fire spawns the shell count for the current level, laid out in a line perpendicular to the firing direction with 18 px between shells.
  • Shells follow a parabolic arc lasting 0.8 s before impact. Target position is led by the arc time so moving enemies are still hit.
  • On impact each shell detonates a blast-radius AoE centered on the landing point. Damage is applied once per shell on first hit.
  • Cadence is jittered by ±20% on each fire so volleys don’t lock to a metronome.
  • Each fire has a 25% chance to immediately fire a second volley (double shot).
  • Warmup of 0.25 s gates the first shot of a run.
  • Cannon shells can damage destructible props in addition to enemies.

Scaling

  • Damage, fire rate, projectile speed, projectile size, blast radius, and acquire range all use a linear scaling curve — each gains scaling × (level − 1) over their base value.
  • Shell count is stepped (table above) rather than linear.
  • Arc time, travel range multiplier, warmup, fire rate jitter, and double-shot chance are constant across all levels.
  • The damage stat is further multiplied by the global damage curve and low-level buff, and by horizontal damage modifiers at +4% per step.
  • Fire rate is grown by horizontal fire-rate modifiers at +10% per step.
  • Area horizontal modifiers grow the blast radius (area mode: blast).
  • The More Projectiles horizontal track adds bonus shells: +2 at 5 stacks, +4 at 10, +6 at 15, +7 at 20.

EXTRACT-CANDIDATE flags (shared facts not yet on a canonical page, or worth promoting):

  • Arc-mortar projectile lifetime rule. Engine logic sets lifetime = arcTime + 0.2 s for the arc_mortar behavior, overriding the standard acquireRange × travelRangeMult / speed formula. Currently only cannon, mortar, and the Hellrain legendary use this behavior. Belongs on the weapons hub or a behaviors sub-page.
  • Perpendicular layout spacing. perpendicularLayout: true with perpSpacing (px between adjacent projectiles in the line) is a layout primitive shared by cannon and mortar. Not documented on the hub.
  • Double-shot chance. A per-fire reroll for an immediate extra volley. Belongs in the shared behavior reference if more than one weapon uses it.
  • Fire rate jitter. Already described inline on missile/mortar/cannon rows but lacks a single canonical paragraph explaining the multiplicative-on-cooldown semantics.
  • First-hit collision mode. Documented implicitly through weapon rows; a short canonical paragraph on collision modes (first_hit, pierce_all, target_only, beam_trace, chain_arc) would centralize this.
  • Warmup gating. Mentioned for individual weapons but no shared definition of “warmup blocks the first shot only” vs. “warmup applies per fire”.
  • Can-hit-destructibles flag. Used by several weapons; no canonical page lists which weapons can damage destructible props.