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Diffuse

CategoryTurrets
diffuse
Category
Turrets
Planet
Serpulo
Footprint
3x3
Health
1890
Official description

Fires bursts of bullets in a wide cone. Pushes enemy targets back.

Weapons

{| class="article-table" |+ !Ammo

!Stats
30pxGraphite
  • 30.75 damage (30.75-461.25 per round)
  • -80.0% building damage (30.75 → 6.15)
  • 4 knockback
    Silicon
  • 26.25 damage (26.25-393.75 per round)
  • -80.0% building damage (26.25 → 5.25)
  • 3 knockback
  • Homing
    Oxide
  • 67.5 damage (67.5-1012.5 per round)
  • -80.0% building damage (90 → 13.5)
  • 2 ammo/item
  • 3 knockback |} {| class="mw-collapsible mw-collapsed article-table" |+Expanded ammo details !Ammo
    !Stats
    30pxGraphite
  • Type: ''BasicBulletType''
  • 30.75 damage (30.75-461.25 per round)
  • -80.0% building damage (30.75 → 6.15)
  • 4 knockback
    Silicon
  • Type: ''BasicBulletType''
  • 26.25 damage (26.25-393.75 per round)
  • -80.0% building damage (26.25 → 5.25)
  • 3 knockback
  • Homing: ** 0.045 power
    ** 6.25 tiles range
    Oxide
  • Type: ''BasicBulletType''
  • 67.5 damage (67.5-1012.5 per round)
  • -80.0% building damage (67.5 → 13.5)
  • 2 ammo/item
  • 3 knockback |}

Source: Fandom: Diffuse (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Overview

Diffuse is a short-range cone-firing turret that shoots rapid bullets and pushes enemies back. It was added in Build 136 and later received description and balance adjustments; water boosting now increases its fire rate by 250% (up from 160%). Diffuse is designed as a frontline suppression gun: it excels when enemies are forced to cluster and walk directly over or very near the turret, turning concentrated waves into quick kills while using its knockback to disrupt enemy movement.

The turret has a firing and radar reach of about 15.63 tiles (125 world units). Its ammunition selection strongly shapes its role: Graphite is the easiest to supply and provides the greatest knockback; Silicon is homing and performs well at range for tracking targets but has lower raw damage against high-armor vehicles; Oxide deals the highest damage per shot (and per second when clustered) but is the most expensive to produce and consumes fewer items per shot than other ammo types. All ammo types deal reduced damage to buildings (-80% building damage). Silicon’s homing makes it more consistent against mobile targets; Oxide consumes 2 ammo per shot and provides the highest burst DPS. Water boosting doubles or better (250%) its rate of fire and multiplies theoretical DPS and ammo consumption accordingly.

Tactical use and interactions:

  • Place Diffuses at choke points, turns, and narrow entrances where enemies are funneled; small notches or one-tile gaps in walls reliably concentrate ground units and maximize the turret’s damage and knockback utility.
  • Diffuse hard-counters certain campaign enemies whose pathing forces them to cross the turret directly (examples: Merui and Cleroi behavior in campaign scenarios), because those units will take full sustained fire rather than exploiting range.
  • Use Reinforced Containers or otherwise prioritize steady ammo supply and transport. The turret’s high fire rate, especially when boosted with water, rapidly consumes ammunition—Oxide is especially demanding to supply despite higher damage.
  • Oxide is the best pure damage option for wiping clusters, particularly when water-boosted; Graphite trades damage for superior knockback useful for interrupting assaults or preventing units from trawling over walls; Silicon’s homing increases effective hits on agile targets but struggles versus heavy-armored tanks due to lower base damage.
  • Diffuse cannot extend its range via ammo; long-range units such as Anthicus, Quell, Disrupt, and Obviate typically outrange it and may require complementary long-range defenses or support weapons (for example, Breach to cover or stall flying/long-range threats).

Practical numbers and behavior to consider:

  • Ammo examples: Graphite ~30.75 damage with 4 knockback; Silicon ~26.25 damage with 3 knockback and homing; Oxide ~67.5 damage (after Build 151 nerf) with 3 knockback and uses 2 items per shot. Building damage for each ammo is reduced to 20% of listed damage.
  • Typical sustained ammo consumption (unboosted / water-boosted): Graphite and Silicon roughly 6 / 15 items per second; Oxide roughly 3 / 7.5 items per second. Water boosting multiplies fire rate (and ammo use) by 2.5x; water consumption for maintaining boost is significant (boost inlet rate ~15/sec listed in booster table).
  • Diffuse benefits from rate upgrades (overdrive/parallel placement) and supply stability; placing multiple turrets in overlapping fields with adequate ammo throughput maximizes its performance.

Weaknesses and counters:

  • Its limited range makes it vulnerable to being picked off by longer-range units (Stell, Merui) and to siege tactics that disable its supply lines. Removing transport or power to Diffuse will quickly deplete internal ammo and neutralize it.
  • Air or very long-range units that do not enter its cone are difficult for Diffuse to handle alone; pair it with stalling or long-range anti-air/support systems for full coverage.

Diffuse fits as a short-range, high-rate suppression turret that rewards careful positioning, sustained logistical support, and appropriate ammo choice to either control movement with knockback or deliver concentrated damage with Oxide.

Official description

Fires bursts of bullets in a wide cone. Pushes enemy targets back.

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