
Plasma Cannon
Weapon · WeaponRocketLauncher4★Throws out high-output energy projectiles that touch off an energy explosion where they land.
Plasma Cannon is 7th of 39 rocket launchers by attack, at 13,000 against the 16,800 of Beam Launcher.
This is where the crafting chain ends — nothing downstream consumes it, so a stockpile earns you nothing.
Details
At 50 weight each it eats carry capacity fast, so bring a mount or park a chest nearby. At 2,401,630 gold it is worth real money to a merchant.
Plasma Cannon Crafting Recipe
Crafting it takes 592 materials across 5 types.
Where to Find Plasma Cannon
The recipe is not on the Technology tree — it is locked behind a schematic you have to find first. The best single source is crates on the large oil rig at 1.3% per container, and the table below lists every tier and where each one drops.
Two routes carry the top schematic and they are not the same shape. Frostallion — a level 60 alpha with no wild spawn points of its own, so it is a fixed arena you return to rather than a Pal you run into — gives up Schematic 4 on 3% of kills, a finished copy with nothing to fuse. The large oil rig's grade 5 crates carry the whole ladder instead: Schematic 2 on 14.75% of that slot's rolls, Schematic 3 on 9.00%, Schematic 4 on only 1.25%. Five of a tier combine into one of the next at the drafting table, so the rig's three entries together come to roughly 3.6 Legendary-equivalents per hundred rolls against the boss's flat 3.0 — near enough that the choice is about patience rather than odds, while for a single attempt at a ready-to-use copy the boss is about two and a half times likelier. The Feybreak is the only place Schematic 1 appears at all, 3.82% from grade 5 chests and 4.04% from fishing, and at 125 of those per Legendary it is not a route to this weapon, only a way to feed a fusion stack you already have going.
The Frostallion trip pays twice. Every kill returns 6 to 8 Ancient Civilization Parts on a guaranteed roll, and that material is precisely what separates the schematic builds from the tech-tree one — the plain Plasma Cannon asks for none, while the four schematic tiers want 5, 6, 7 and 8. So a single clean kill covers a Legendary build's entire requirement of the one ingredient no node, crop or merchant supplies, on top of the 3% roll for the schematic itself. Before you make the trip back: the copy has to be in your own inventory when you stand at the bench, because one left in a base chest keeps the build off the menu.
Using Plasma Cannon Well
Feeding it is the cheap part. A batch of Plasma Cartridges is 1 Thermal Core and 2 Hexolite for 10 rounds at 200,000 work, so a hundred rounds cost about two percent of the 96,000,000 the launcher itself takes to build — nobody runs dry for lack of materials here. Plan around the weight instead. Each round is 0.5, so 40 in the bag is 20 units of capacity — the same 20 the Legendary already added over the tech-tree version, meaning a stocked Plasma Cannon runs 70 before you have carried anything else. Thermal Core is the pinch point, since it goes into both: the 8 the Legendary build consumes would otherwise have printed 80 rounds. And with a 2-round magazine you reload after every second shot, so the practical unit of a fight is a pair of hits, not a sustained stream.
What the climb costs is bench time and carry weight, not materials. Work runs 3,000,000 for the tech-tree build against 12, 24, 48 and 96 million across the schematic tiers — doubling at every step to 32 times the base — while the bulk goods only double, 300 Plasteel and 260 Hexolite against 150 and 130. The quieter cost is that the weapon itself gets heavier: the tech-tree Plasma Cannon is 30 weight and every schematic tier is 50, so the upgrade permanently takes 20 units of carrying capacity off whatever else you were hauling, and this is already one of the heaviest things you can equip. Magazine never moves across the whole ladder, so what you are buying is how long the launcher survives between rebuilds rather than how much you can put downrange before reloading.
Put numbers on what the tiers return and the ladder stops looking uniform. Damage goes 10,000 at the tech-tree build, then 11,000, 11,500, 12,000 and 13,000; durability goes 300, then 450, 600, 900 and 1,200. End to end that is 30% more damage and four times the lifespan for 32 times the work, but the two middle steps carry it badly — Schematic 2 buys a full 1,000 damage and half again the durability over the base gun, while Schematic 3 and Schematic 4 add only 500 damage apiece. So a Schematic 2 in hand is worth building the moment you have the Ancient Civilization Parts rather than banking five of them toward the next tier; the fusion route only pays off again at the top, where the last step adds another 1,000 damage and the biggest durability jump on the ladder. Worth knowing that the tech-tree version behind all of this sits at level 61 and costs 5 technology points, so the base gun is not something you unlock early and upgrade at leisure.
Every Tier of Plasma Cannon
The same piece exists at 5 rarities, and the gap is not cosmetic: attack runs 10000 to 13000, a 1.3x swing. Which one you end up with is decided by the rarity of the schematic you built from, not by the recipe — so a legendary copy of this is worth more than the next item up built from a common one.
| Rarity | Item | Attack | Durability |
|---|---|---|---|
| 0★ | Plasma Cannon | 10000 | 300 |
| 1★ | Plasma Cannon | 11000 | 450 |
| 2★ | Plasma Cannon | 11500 | 600 |
| 3★ | Plasma Cannon | 12000 | 900 |
| 4★ | Plasma Cannon (this one) | 13000 | 1200 |
Ammunition Plasma Cannon Uses
Plasma Cannon fires Plasma Cartridge, and nothing else — running dry mid-fight is the usual way this weapon lets you down, so keep the recipe unlocked before you rely on it.
| Ammo | Yield | Craft cost |
|---|---|---|
| ×10 | Thermal Core ×1, Hexolite ×2 |
Schematics That Unlock Plasma Cannon
The Technology tree hands you the plain Plasma Cannon at level 61 for 5 Technology points, but nothing above that base version — the rarer builds are schematic-only. One schematic grants the recipe, and they are world loot — chests, boss Pals and the late-game pools — rather than anything you research. Higher-rarity copies of the same schematic raise the quality of what you end up crafting.
Fastest route. The fastest route is crates on the large oil rig, and the reason is the ladder rather than the top rung: that pool stocks every tier, so the common copies it hands you fuse upward into the one you want. Counting them, a top-tier Plasma Cannon schematic works out at roughly 27 containers against the 33 the 4★ drop rate alone suggests. Spare low tiers are progress, not clutter. Schematics fuse five-to-one, so a lower tier with better odds can beat the top tier outright. Counts are containers of that source, not time.
| Schematic | Rarity | Where it comes from |
|---|---|---|
| 4★ | Crates on the large oil rig — best 1.3% (grade 5) · Frostallion (3%) |
Alternatives and Upgrades
Step up from here and you get Beam Launcher at 14,000 attack; step down and it is Rocket Launcher at 13,000. How far apart those two sit tells you whether to spend now or keep what you have.
Other rocket launchers at a similar tier, for when you want to weigh this against the rest of its class: