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Defenses in action.

Defenses in action.

In Full Frontal Assault, defenses are a critical component of gameplay, referring to the turrets, mines, and barriers the Q-Force uses to protect its bases from grungarian marauders. New, increasingly powerful defenses are unlocked as you progress through the campaign, each costing more bolts than the last.

Overview[]

Each base features a variety of build pads for turrets, mines, and barriers. These are positioned around the generators and along the two main paths to your base. The most critical defensive positions are these two chokepoints, both are heavily fortified with pads for all types, and are the only place in the base where barriers can be built. Any built defense item can be refunded at no cost, and this is a vital strategy when low on bolts and with limited defenses available.

Turrets are the most expensive type of defense but offer the best long-term value. Mines are cheap, single-use traps that are effective against all enemies except the flying grungarian bombers. Barriers can temporarily block most ground units but will be destroyed by enemies, rapidly so by grungarian tanks. While mines and barriers have situational uses, their crowd-control effects can often be replicated for free by weapons like the Groovitron Glove. Nevertheless, a single, well-placed Chrono-Mine or Groovitron Mine can be vital for halting a tank when you are occupied elsewhere. Barriers also have the benefit of being able to be repaired, albeit at a price.

The Pyro Turret is sufficient for handling grungoids and small groups of brawlers. For larger groups or ranged threats like soldiers and grungarian demolitionists, the superior range and damage of Fusion Turrets are required. The toughest foes—Missile Minions, bombers, and tanks—call for Warmonger Turrets, whose splash damage is also highly effective against groups.

Cryo Turrets are expensive, and can only hit one enemy at a time, making them less useful against groups, hence why they are best used in the rear to slow down anything that manages to break through. However, multiple Cryo Turrets can slow, freeze, and destroy even elite bombers and tanks.

In the competitive multiplayer mode, all defenses are significantly cheaper. Bases are also less well-equipped initially, and can be upgraded, such as extra build pads and an inner-lane barrier. Warmonger Turrets must also be specifically unlocked with bolts before they can be purchased in a match. Nodes can also be upgraded with barriers and four turret defenses. Barriers can only be purchased once per node, up until it is recaptured again.

Defenses[]

Name Price Description
Campaign Competitive
Turrets
Pyro Turret 1,250 500 Short-range turret with constant damage, effective against weaker targets.
Fusion Turret 2,000 700 Versatile turret with good range and rate of fire.
Warmonger Turret 3,000 1,500 Fires powerful rockets with high splash damage.
Cryo Turret 3,500 2,000 Fires freezing projectiles that slow down enemies.
Mines
Chrono-Mine 300 300 Drastically slows enemies caught in the blast.
Plasma Mine 300 250 A standard, single-use explosive mine.
Groovitron Mine[a] 500 500 Forces nearby enemies into dancing uncontrollably.
Transmorpher Mine 1,500 Transforms most ground enemies into harmless bunnies.
Barriers
Standard Barrier[b] 600 150 A basic wall that temporarily blocks enemy ground units.
Heavy Barrier[c] 1,000 300 A more durable version of the Standard Barrier.
Electro Barrier[d] 2,000 800 A durable barrier that damages enemies who touch it.

Gallery[]

Notes[]

  1. Alternatively called the 'Groove Mine' in the skill points menu.
  2. Alternatively called the Light Versa-Barrier in the skill points menu.
  3. Alternatively called the Heavy Versa-Barrier in the skill points menu.
  4. Alternatively called the Shock Versa-Barrier in the skill points menu.