- This page is about the normal Missile. For the magic petal variant, see Magic Missile.
The Missile is a legacy petal in florr.io. Upon a left click, it is shot as a projectile and travels in a straight line until it dies to a mob or an amount of time passes. The Missile is dropped by Hel Wasps, Hornets and Wasps.
Appearance[]
The Missile is pretty similar to the Stinger, however, not only it looks bigger, but also one of its sides has been elongated, so the Missile is an isosceles triangle rather than an equilateral triangle. It maintains the gray palette of the Stinger.
Function[]
Note: The "A + B" respawn format means that the petal takes A seconds to respawn and B seconds after respawning to do its special action/have its special action enabled.
Rarity | Obtainable? | Damage | Health | Respawn |
---|---|---|---|---|
Common | No | 25 HP | 2 HP | 1.5 + 0.5 seconds |
Unusual | Yes | 75 HP | 6 HP | |
Rare | 225 HP | 18 HP | ||
Epic | 675 HP | 54 HP | ||
Legendary | 2025 HP | 162 HP | ||
Mythic | 6,075 HP | 486 HP | ||
Ultra | 18,225 HP | 1,458 HP | ||
Super | 54,675 HP | 4,374 HP | ||
Unique | 164,025 HP | 13,122 HP |
Once you press the left button of your mouse (attacking position), the Missile ejects itself from your petal orbit then proceeds to travel in a straight line for 15 tiles or until it hits something and dies to it, disappearing in both cases. Damage and durability are the same regardless of whether the petal is fired or not. Missiles also have an "auto-target system": this petal can horizontally angle slightly towards the closest target in said direction before they are launched.
Obtainment[]
Hel Wasp[]
Mob Rarity | Unusual | Rare | Epic | Legendary | Mythic | Ultra |
---|---|---|---|---|---|---|
Common | 42.8 | |||||
Unusual | 89.3 | |||||
Rare | 58.1 | 41.9 | ||||
Epic | 67.4 | 32.6 | ||||
Legendary | 85.6 | 14.4 | ||||
Mythic | 97.7 | 2.3 | ||||
Ultra | 62.8 | 37.1 | 0.2 | |||
Super | 46.2 | 53.8 |
Hornet[]
Mob Rarity | Unusual | Rare | Epic | Legendary | Mythic | Ultra |
---|---|---|---|---|---|---|
Common | 16.4 | |||||
Unusual | 51.2 | |||||
Rare | 83.4 | 16.5 | ||||
Epic | 6.7 | 81.0 | 12.3 | |||
Legendary | 7.2 | 87.7 | 5.0 | |||
Mythic | 7.5 | 91.7 | 0.8 | |||
Ultra | 85.6 | 14.3 | 0.05 | |||
Super | 77.3 | 22.7 |
Wasp[]
Mob Rarity | Unusual | Rare | Epic | Legendary | Mythic | Ultra |
---|---|---|---|---|---|---|
Common | 42.8 | |||||
Unusual | 89.3 | |||||
Rare | 58.1 | 41.9 | ||||
Epic | 67.4 | 32.6 | ||||
Legendary | 85.6 | 14.4 | ||||
Mythic | 97.7 | 2.3 | ||||
Ultra | 62.8 | 37.1 | 0.2 | |||
Super | 46.2 | 53.8 |
Purchasing[]
On certain days, Missile can be purchased in the Shop.
Note: This table shows the amount of Stars that can be spent. Also, the stars can be awarded through challenges or purchases. For more information, go to this page: Stars
Rarity | Cost |
---|---|
Legendary | ★ 20 |
Mythic | ★ 500 |
Ultra | ★ 15000 |
Super | ★ 750000 |
Strategy[]
- When the Missile is compared to the Stinger, it has a lower damage statistic, however, it is more durable, recharges quicker and is also shootable (a ranged petal). The Missile will usually be more reliable than a Stinger, however, it could struggle fighting with Blood Stingers instead, whereas its shorter recharge timer (75% of Stingers) may lead to said petal being a better choice even though it deals some damage to you.
- Missiles will work as a pretty durable wall against anything, as they recharge quickly (0s timer if you maxed your Reload Talent) and damage enemies for enough damage.
- Their ranged ability can also work well, as you can hit enemies from afar without worrying about dying to body damage, specially since most mobs will try to ram you.
- Bringing Light and/or Pollen with Missiles will stick more Missiles together, which means more projectiles to deal more damage to enemies. Usually, 3 or 4 Mythic+ Lights/Pollens with the Duplicator Talent will be enough.
- Another good petal to pair with Missiles is the Bubble. If timed correctly, you can shoot your Missiles behind you just after you activate the Bubble, as the latter's ability will cause all petals to be behind you. In that time frame, your Missiles will face backwards, and can be shot to enemies behind you so you can both run from them and hit them.
- Fasters and Missiles are also a good duo. Although it may require more accuracy on activating the Missiles, Fasters will bring them to their intended location more often. Skilled players will find use in said combo to hit enemies more frequently.
Obtaining[]
- Hornets will bring you a hard time if you don't dodge their missiles. However, they are the easiest of the mobs who drop this petal: not only they only fire one missile per shot while it can only go straight, but also the mobs here will be easier to fight (though beware of Bees and Spiders).
- Wasps are in the middle ground: they are harder to take due to their zigzag missiles, and Jungle can get pretty tough (Leafbugs and Mantises can prove to be a hazard), but they're still not that devastating, and their rewards are better, not only the Blood Stinger, but also they have a better chance of dropping better Missiles on any rarity. A Super Wasp will give you Ultra Missiles more often than Mythic Missiles.
- Hel Wasps are the hardest to take out: while their missiles are straight and small, they shoot multiple missiles, are quick, tough and spawn in Hel, a very hard place with mobs like the Hel Beetle to quickly end your run. Their drop rates aren't any better than other mobs that share their petal drops (Wasp has the same Missile drop rates as Hel Wasp, Hel Beetle and Hel Spider have the same Mark drop rates and Gamblers have a better Chip drop rate).
- All three mobs that have a Missile drop will be most easily dealt with ranged combat (like Third Eye buffs or Wing), but one can also try to fend their missiles with something like Jelly or Plank. Using Salt will also damage them back if their missiles do hit you.
Garden
- The Missile is a good attacker and defender petal here, as it lets you damage Hornets from afar, deal decent damage to anything here and fend off mobs very close to you.
- When hitting Bees from far away, one must be aware that they move in a zigzag movement, leading you to miss the Missiles and potentially dying from the Bee. However, the petal's respawn is very short and it can also angle to the Bee, so you have less chances of missing. If all else fails, don't trigger any Missiles, just let them hit the Bee from the petal orbit range.
- Bumble Bees will always move quickly, meaning that you will have less chances of hitting them. At least they won't actually chase you if you do hit them.
- Missiles can help you against Centipedes: if you're facing as many segments as you can and you are using multiple Missiles with Light/Pollen, you can heavily damage multiple segments. Just beware to not hit their head or the segment connected to the head or the whole Centipede will begin chasing you.
- The strategy for any other neutral mob (plus the Spider) should be: shoot at them from far away until they get to your petal orbit range. Then, don't trigger any Missiles, letting them naturally hit any close mobs.
Desert
- Missiles, just like in Garden, are a great hybrid petal, working both on ranged attacks and on fending off mobs in your petal orbit. However, it may be harder to do the latter due to some mobs here having particular movement speed characteristics.
- Staying away from Scorpions is vital to not get poisoned and/or severely hurt. They will also help you in fending the Scorpion's stingers (if its stinger hits you anyways, bring Lotus to mitigate the poison damage).
- However, you will notice that this is best used against Sandstorms. Their ranged characteristic means that you don't need to get close to kill the Sandstorm, meaning that the mob can't heavily damage or kill you. If the Sandstorm does move, keep yourself away from it so you don't risk dying. The Missiles' horizontal angles will also help hitting it with more accuracy.
- This is harder to use against Beetles due to their movement speed. However, if one manages to make the Beetle "stuck" in a permanent turning around position, you can infinitely damage it with untriggered Missiles, leading to an easy win.
- Desert Centipedes can be treated like their Garden counterparts, but beware of their extreme speed which could catch you off-guard. You can still kill them with close-ranged Missiles if you manage to outheal them or not get heavily damaged by them.
Ocean
- Yet again, Missiles will prove to be a good petal in the present scenario. Attacker and defender Missiles alike will find their uses against all Ocean mobs.
- Bubbles will quickly die from any Missiles, letting you easily loot them. Using Light/Pollen to concentrate fire on a certain area or using 10 Missiles will both work very well.
- Jellyfish can cause trouble to you, since their ranged projectiles aren't physical (lightning discharges) and they can be pretty far from you. However, Missiles are still a great counter against them (even outranging them), and Jellyfish have weak stats, so they will be easily killed by Missiles. If you can't withstand the discharges, though, make sure to bring passive healing petals and/or Rubber with you. Concentrating fire with Light/Pollen will give you an easier time, both against singular and multiple Jellyfish.
- They will also prove to be pretty efficient against Crabs. If one manages to pass through your petal orbit radius, Missiles will damage them a lot, leaving the Crab in a weakened state. Timing Yin Yang to hit the most Missiles you can is also viable, but harder (as Yin Yang strategies are pretty hard to master in general). Alternatively, you can use a Yin Yang, then concentrate fire with Light/Pollen and shoot at where you think the Crab will charge, so you don't risk taking damage from the mob while still possibly hitting it.
- Shells might be the most resistant mob against Missiles. They are pretty tough, and higher rarities will shoot Pearls at you, possibly tanking or diverting the Missiles. Still, it's worth the shot.
- Missiles will do good damage against Starfish, specially if you corner them (so they aren't physically able to escape), outranging them without having you worry about its healing. If the Missiles are shot on separate time frames, you can also continuously hit the mob from afar for a chance to outdamage them. Using Dandelion is encouraged regardless of strategy, and other burst petals such as the Stinger may be better on cornering strategies.
Ant Hell
- There are no particularly strong or quick mobs here. As such, Missiles will deal nice damage both from afar and if a mob reaches your petal orbit range.
- Against normal Ants, Missiles will likely aggro many Soldier and Worker Ants to your location while dealing normal damage against Baby Ants, allowing you to take multiple mobs with ease.
- Against Queen Ants, you can use a Missile to hit multiple of her spawned Soldier Ants, even though Lightning might be a better choice overall. They also have the potential to successfully damage her enough so that you can pick up her loot.
- Fire Ants will play effectively like normal Ants. However, take note of their double damage statistic, which will take Missiles twice as fast. Still, they will take a decent amount of damage before the Missile dies, and the petal can always quickly recharge into action.
- Against Termites, one must be always aware that hitting one Termite from afar will aggro many Termites at once due to their Psyonic Connection mechanic. This is dangerous as they can soak more damage and can potentially corner and kill you. However, they will still take quite a lot of damage from a Missile, so they'll die quicker than usual.
- Against a Termite Overmind, it moves slowly, so you can hit them from far away and in close combat. Both will work as good, and both will aggro many Termites at once for you to kill. However, if it's a Super Termite Overmind, beware that you can suddenly get defenseless from the mob disabling some of your petals. This means that you will lose both your ranged combat petals and your last-resort shield if you don't adapt to the situation quickly enough. Still, Termite Overminds by themselves are weak as they're only tough, not speedy at all, so if you manage to work around the situation, counter the Termites aggroed and loot the mob(s), you'll be good even if some of your petals get disabled.
Hel
PvE[]
- You can use Missiles to damage Hel Beetles from afar before they begin teleporting to your location. Once they get close to you (due to a combination of teleport and high speed), you can use Missiles defensively instead, so it keeps hitting your Missiles and have its HP depleted quicker, decreasing your chances of death.
- Missiles can kill at least one Hel Wasp missile of the same rarity, as they're supposed to be weaker than a normal missile (as the Hel Wasp already shoots multiple of them). Other than having to worry about multiple missiles, the same strategies for fighting a Hornet can be used here, though the mobs fought here can get more annoying than Garden. Be prepared to bring other petals to aid you, specially Blood Stingers.
- You won't have many chances of hitting Hel Spiders from afar, as they're very quick and can aggro on you before you can even think of shooting them. They will also spend much less time in your petal orbit radius before beginning to ram you (thus heavily damaging you for both poison and ram damage). Bringing petals to keep it away (like Jelly or Heavy) or picking glass petals over Missiles is preferred.
- Hel Centipedes, while speedy, are fragile, due to their multiple segments. Strategies similar to fighting a normal Centipede or a Desert variant should apply to the Hel Centipede, though it may aggro on you before you hit multiple of its segments for maximum Missile value.
- Gamblers can be very tough to fight close, since their dangerous petals could heavily damage you (Card in the red colored Suits, Chip if it evades a lot of damage and Dice if it hits a critical hit assisted by Clover). Although close-range strategies can still apply to a Gambler, ranged petals should do the job more reliably and specially if you're constantly aggroing other Hel mobs with you. As such, Missile will find its place against the Gambler if it doesn't die to the mob's petals. Try to stay not too close to it (so you can't get hit by the Gambler's petals) or too far from it (so you don't lose its aggro or aggro other Hel mobs with you).
Using[]
- Skilled players can snipe others from far away using missiles. However, it'll struggle to get through players with high health petals or high petal density.
- Using Bubbles with missiles is effective. The bubbles can be used to boost a player into someone else while the missiles serve as a ramming force, dealing massive damage. Using bubbles makes it easy to bypass a defensive petal shield, but attackers should be wary of any high damage petals opponents have since they'll have to pass through those.
- This strategy is good on the defense too. Right after using the bubbles, the player can fire their missiles. The sudden momentum boost causes the missiles to be fired behind the player, dealing damage to chasers.
- Pairing missiles with Light or Pollen can cram them closer together, creating a tighter bullet field or shield that is more effective on both offense and defense.
- With the right timing, you can kind of make a constant barrage of missile shooting all in one direction.
Against[]
- If the missile user if far away, they can be dodged.
- Use high health petals or high petal density to block incoming missiles.
- Missiles cannot extend out like other petals can, but they will fire, so they're still a threat at moderate range.
- Try to use Bubbles to quickly attack a missile user right after they have fired them.
- Use Salt to punish missile players with reflected damage.
Jungle
Sewers
Gallery[]
Trivia[]
- Missile reload has been buffed by 1.67%.
- It's one of the only petals that can be obtained in 3 zones (Garden, Jungle, Hel).
- The missile has the second lowest health out of any petal, with only the Bubble being lower.
- The Unusual Missile has 4 HP while bubbles have 1 HP.
- The missile is one of the few petals that has a change in respawn depending on rarity.
- Interestingly, the bubble is also one of these petals.
- Missiles only do 20% damage when not fired. This is likely due to the shape of the missile, which is designed to shoot rather than orbit the flower.
- On an unknown update, all Missile rarites have a subtle aim assist.
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