Angle versus power: which one to change
Range comes from two inputs, angle and power. Ignoring wind and elevation, a given power carries farthest at around 45 degrees and falls shorter above or below that. So there are usually two ways to hit the same spot: a flat, fast low shot and a lobbed high shot.
Change only one thing at a time. If you move angle and power together, you cannot tell which one caused the miss. Cannon Duel lets you set the angle from 5 to 85 degrees and power up to 100; locking the angle and adjusting distance with power is the easiest method to learn.
Reading the wind
The wind indicator shows direction and strength. Wind pushes the shell sideways for its whole flight, so the longer a shot stays in the air, the more it drifts. The same wind bends a high arc far more than a low one.
In Cannon Duel the wind is re-rolled every turn, so the numbers that hit last turn may miss this turn. Check the indicator before every shot. With a tailwind take a little power off, into a headwind add a little. In strong wind, a lower arc cuts flight time and shrinks the drift.
Bracketing: zeroing in from your last shot
Instead of expecting to hit with the first shot, treat it as a range finder. Like real artillery crews, you land one long and one short, then close the gap.
- Pick one angle and fire; note whether you landed long or short.
- If short, raise power clearly; if long, lower it clearly so the next shot lands on the other side.
- The target is now between your two shots, so fire the third at the midpoint power.
- If the wind changed, nudge power in the wind's direction.
- Remember the angle and power that hit, and only adjust for wind afterwards.
High arc or low shot?
Low shots arrive fast and drift less, but a hill in between will stop them. High arcs drop over hills but hang in the air and pick up more wind error. Use a high arc when terrain is in the way and a low shot on open ground.
Terrain in Cannon Duel is destructible: every shell digs a crater. A few shots can carve away the hill an opponent hides behind and open a low line of fire, and digging under their tank can drop them into a pit for fall damage. The hill protecting you can disappear too, so check the terrain every turn. A short trajectory preview appears in front of the barrel, but it only shows the start of the flight, so you still have to judge where the shell comes down.
Dump, Skip, Boom, Snipe, and special shells
Dump has high health and firepower but moves only a short way each turn. It is a big target, so it wins by holding a good spot and trading shots; its Driller special digs a huge crater that can sink an opponent. Skip has low health and weak shells but moves far and is a small target, though its light shells drift most in wind; its Triple shot fires three shells in a fan to cover aiming error.
Boom has the widest splash and is less affected by wind, so aiming at the ground near a hard-to-hit target works well, and its Cluster special scatters four bomblets. Snipe has long range and heavy direct hits but tiny splash, so it rewards precise aim, and its Precision round ignores wind. Each special can be fired twice per match. Hard AI tends to counter-pick: Skip against Dump, Boom against Skip, Snipe against Boom, and Boom against Snipe.
When to move and how far
In Cannon Duel your movement gauge refills every turn, and each character can travel a different distance. Moving changes both the distance and the height difference to your opponent, so last turn's angle and power will no longer be right. If you have already found the numbers that hit, staying put and firing again is often the surest play.
If your opponent has started landing hits on you, move even a little to throw off their calculation. High ground helps range and visibility, but an edge position leaves less room to dodge, and very steep slopes may stop you from climbing, so check the terrain in the direction you want to go. Turning to face the other way does not use the movement gauge.
Common mistakes and practicing on Playfulo
Splash damage also hits the shooter. If you are right next to your opponent, a shot at their feet can hurt you too, so keep some distance. If the match reaches its turn limit without a knockout, the side with more health wins, so when you are ahead, steady hits beat risky moves.
You can play Cannon Duel on Playfulo free with no sign-up against AI on easy, normal, or hard, and on phones you can drag on the battlefield to aim. Practice bracketing against easy AI, then try mission mode, starting with the no-wind Calm range mission.
- Changing angle and power together and learning nothing from the miss
- Reusing last turn's numbers after the wind changed
- Insisting on high arcs in strong wind
- Shelling a nearby opponent's feet and taking your own splash
- Staying in a deep crater under your tank and taking fall damage