The XWM Turret is a manually operated turret capable of dealing either heavy single-target DPS or moderate multi-target splash damage. This tower is the first tower to introduce rebuilds and Minimum Range mechanics each for both paths, and seems to have been designed for specifically Endless Mode. The rebuilds allow the XWM Turret to survive three fatal hits from bosses, mini bosses or normal enemies that can attack, with the downside being that it will be unable to attack until it has been repaired and being unable to be buffed by any support towers other than Shotgunner. With each rebuild, the repair time increases by 30 seconds, starting from 35 seconds. Upon being downed for the fourth time, it will die like any other tower. Its Minimum Range acts as a dead zone, as it is unable to fire at enemies within this range. This is only applied after its Bottom Path's fourth upgrade. Both paths for this tower have Stealth Detection and Stun Immunity, but the tower's upgrades are quite expensive, meaning that it can only be uses around mid to late-game.
Upgrades[]
The Top Path for the XWM Turret grants it the ability to ignore bullet resistance, and the ability to deal 1,100 DPS while having more range than the Juggernaut. While players could purchase cheaper alternatives with bullet resistance like the Laser Gunner or Golden Ranger, the tower's Top Path is heavily recommended for Endless Mode due to the amount of enemies with resistances and more DPS to compensate.
The Bottom Path for the XWM Turret grants it massive range, great splash, and decent damage output that could rival the Artillery. However, later upgrades for this path grant it a Minimum Range preventing it from attacking enemies within it. the XWM Turret should be placed farther back on the map to avoid its dead zone from overlapping most of the path and to make use of its extremely large range.
Selling and rebuying this tower while its low on health is not necessary, unless it can no longer rebuild itself.
The XWM Turret gains Stun Immunity at X-5 and 5-X respectively, this can be used to bait certain attacks from bosses, and especially attacks that deal hefty damage. due it to it being able to rebuild itself.
Blitzing the XWM Turret's max upgrades before those of other towers is not a bad strategy. Some boss attacks will target towers based on their cost and damage, something it will not lack, making it a prime target for most attacks. This lets it take full advantage of its repair ability to act as a "tank" for your other towers.
XWM Turret is useful for tanking shots from bosses in general, as boss attacks still target rebuilding XWM Turrets, so more rebuild time allows XWM Turret to tank more shots from bosses.
XWM Turret can also be used for baiting attacks that cover a lot of area, such as the artillery attack from Eradicator MK IV. often than not, the ability can only hit 1-3 XWM Turrets due to them having the largest land tower hitbox.
XWM Turret isn't recommended to be used in easier game modes, such as Easy mode, since the earlier difficulties don't provide enough cash for XWM Turret to reach it's full potential, and it's rebuilding mechanic doesn't come to play as often, which is why it is recommended to be used in Expert and Endless mode.
XWM Turret has a large amount of range, So its best to place near the back or in spots where it can cover a large amount of area with it's range.
This is especially recommended for the X-5. due to it's large range.
The XWM Turret is an all-rounder tower, being able to take heavy damage from bosses and last significantly long in game modes with a harsher environment, being able to deal heavy damage as well as good coverage. it all comes at the cost of it's price.
A way to combat this is using top path Farms close to the XWM Turret, 10 max 5-X Farms can provide $68,450 Cash per wave, if they reach the maximum amount that is, making it a lot more easier to max out a group of XWM Turrets and also get more towers along side it.
While Medic is unable to heal XWM Turret after the Tower Battles Event's release, Shotgunner's Health Pack ability can heal while his Unstun Power ability can also unstun the XWM Turret.
Due to the XWM Turret having an early bullet resistance pierce on 4-X, as well as a relatively high DPS for its cost, its very effective against high health enemies that have bullet resistance such as the Armored Tank.
Trivia[]
Excluding skins, the XWM Turret's pilot is the fourth female character introduced to the game after EDJ, Cryo Ranger, and Dr. Xenon.
The XWM Turret is one of the first towers that is capable of rebuilding/reviving itself before ultimately dying, the second being the Sentry.
This is one of the few towers that cannot be buffed by EDJ or John.
Medic used to be able to heal and even buff XWM Turret but that has since been removed during the Tower Battles Event update.
The XWM Turret is one of the few towers with an explosion effect when sold, due it it being classified as a building, alongside the Barracks and Armored Factory.
This is one of the few towers to have heightened line of sight range, being able to see over obstacles alongside Warship and Artillery.
In early development, XWM Turret had a pistol in an development image.
According to John in his Endless Mode development livestream, he stated that XWM Turret was supposed to open fire her pistol at the enemies upon reaching no health in the turret, but was scrapped due to John stating that it was too complex to code, which was replaced by the Rebuild mechanic.
In art of a Predator getting disassembled by Cryo Ranger, Slammer and the XWM Turret pilot, the XWM Turret pilot's hair is colored Brown, rather than Black as shown in game[1].
On of the Propaganda Posters, XWM Turret can be seen being a guitarist, while Slammer is the Drummer.
XWM Turret's Top Path is likely based off of the quad-minigun armed turret made by Dillon Precision.
Oddly enough, when the XWM Turret is simply rebuilding, the pilot appears dead.