The Silo is a Tier 3 upgrade, that shoots unique snakes, that deals very high damage. It also moves in a different pattern, instead of a sinusoidal pattern. It branches from Sniper and Desmos, and will upgrade to Sidewinder, Silowind, Leecher, Afflict and Snaker.
Design[]
The Silo's design is similar to Desmos, except that it's barrel is significantly longer, like those from Sniper's. The cannon now has a small cosmetic trapezoid, like those of Sidewinder's. The cosmetic triangles are also longer.
The Silo's bullets are called "silo snakes". The silo snakes are simillar to a regular bullet, except that it has 4 other smaller bullets following it. Unlike the Sidewinder's snakes, the snakes of Silo don't shoot any bullets from it's back at all.
Technical[]
A Silo's snakes doesn't follow the same sinusoidal trajectory that the Desmos follows. Instead, it moves in a triangular wave pattern along the way. This pattern can be manupulated by moving your mouse further/closer to the barrel. If your mouse is really close to the barrel the waves will be very wide, but slow moving fowardly. If your mouse is really far from the barrel the wave will be thin, and fast. You can also make the wave reverse by holding right-click. Slio's snakes themselves deal the same damage as a Sniper's bullets, except that it's penetration is 2 times higher. The bullets also moves as fast as a Sniper. Silo inherits both the stats from the Sniper and Desmos. However, the Silo shoots 2 times slower than the Sniper.
Strategy[]
- Strong Against:Tanks that are far away from the Silo, Glass cannons, slow tanks, Drone classes, Destroyer-classes, low-penetration tanks, players that are unaware of Silo's wave.
- Weak Against:Rammers (if close), concentrated fire classes (like Triplet), Rangers and Predators (in certain circumstances), Invisible tanks, players that are aware of Silo's wave.

One of Silo's snake projectiles.
As the Silo[]
- You must keep your distance away from enemies. Your snakes don't deal much damage, or even outgunned. Silo's snakes are weak compared to Sidewinder's snakes.
- One way to overpower enemies is to both control your mouse to be both close and far from the main barrel, and pressing right click at times. The Silo's wave, angle of start will be almost always different, to confuse enemies, and killing them.
- You are fragile alone, so stay with allies. The Snakes' impressive range, wide area control, and great damage potential can suppress enemies and cut off their escape. In return, friendly tanks such as a Single or an Engineer can fend off Rammers or other fast-approaching threats that the Silo is weak against.
- Your high-penetration snakes are also effective against Dominators, Motherships, and Bosses.
- The Silo supports both a survival build and a glass cannon build. A survival build emphasizes movement speed and health, maintaining a safe distance and prey on unsuspecting tanks with low FoV. A glass cannon build specializes in bullet health, damage, and reload, deterring enemies with its powerful attacks.
- Against Rammers, there is little that the Silo can do. Moderately skilled Rammers can avoid most Snakes with minimal investment in their acceleration unless the player has very high bullet speed. Just try to move away from them unnoticed upon spotting them on the verge of the screen.
- Drone branches like the Overseer branch and the Cruiser branch are very fragile, to sacrafice for their drone's power. You also have a high FoV compared to them, and have high-penetration snakes, and also unpredictable triangle wave pattern. Only Spawner classes can be a serious threat, as the minions will block most of Silo's snakes. When the Spawner has focused most of it's minions onto defending you, stop firing, then suddenly attack from an different direction.
- Against the Annihilator, head-on attacks will not work as it has a similar reload but more powerful bullets that block most of itself from the Silo's projectiles. Retreat out of its FoV while firing (it cannot pursue fast while defending itself). Disabling auto-firing may help, allowing for a more effective surprise shot.
- To counter spammers, one should use high penetration to pierce through their bullet wall.
Against the Silo[]
- Use spammer tanks that spreads bullet to block the Silo's bullets, such as Penta Shot You must still be careful of Silo's snake trajectory, as, if you were hit, will be dealt with high damage. Thankfully the Silo shoots slowly, so you can advance as soon as Silo fired it's snake projectile.
- The Silo is weak in terms of close combat, so get concentrated, fast fire tanks like Machine Gunner, and then try to close the distance with the Silo, dodging any of it's powerful snakes, then kill it.
- Rammer-branch is extremely effective against the Silo. Do not feel discouraged after getting a few hits: The Silo is considerably weaker at close range. It's trajectory is not worrying, as even if the snakes are powerful, you can tank those easily. Also note that the Sidewinder has a weak recoil, and thus a slow escape.
- Overseer both counters, and gets countered by Silo. Your drones can do the signature claw technique, killing the Silo easily. as it cannot defend itself properly from two sides where the drones would clamp together. The player should be cautious though, if it cannot shoot the drones, it will most likely shoot the player's tank, and the fact that the Silo has the FoV of a Sniper. Slowly advance, try to predict the trajectory of the snakes, then attack from multiple directions against the Silo.
- The Sniper branch, as noted above, may outperform the Silo in long-ranged combat. Even if the Sidewinder adopts the mentioned strategy, a Predator can still suppress a Sidewinder for its zooming ability and its powerful third bullet which easily penetrates a Snake Bullet wall.
Upgrades[]
- Sidewinder: The 4 back bullets on the main snake is removed, but in place of it are 3 back cannons that propell it, creating a powerful line like a snake. The Sidewinder's bullet can't do the triangle wave.
- Silowind:Adds another, small inner barrel. The snakes's segments are increased from 4 to 9.
- Leecher:Can't do the triangular wave movement anymore, but it acts more like an Undertow. The snake head are stronger, but slower. It attracts anything close to it.
- Afflict: When the main snake gets destroyed, splits into 2 small, homing snakes that has 2 segments. It has the extra triangular detail as on the Repeater.
- Snaker: The snakes now twirl, in a Spike shell-like formation, like the Twirler.
Trivia[]
- Not much.