|Values are normalized to the supply cost of the unit to make it easier to compare units.
The Splash Index tries to calculate the effectiveness vs spam by multiply attacks with slash area and a penalty for damage below 350.
200 - 300
10.8 - 16.2
2 - 2.9
6.5 - 9.8
They can also hack giants but require a lot of support in doing so. Your board state must be dominant in these situations. Only exception is when facing a Vulcan, the hacker barrier prevents the Vulcan from doing damage and it's an easy hack. I use them also vs isolated bigger units, such as a flanking Rhino. They are also good early vs highly leveled units. such as Steel Ball lvl 2 or 3.
If you are defending something like a Steel Ball push with Hackers, don't get them too early. You need to stabilize a little bit first and have good damage dealing units for the Hackers to work.
If your enemy is countering your Hackers with Stormcallers, consider purchasing the anti missile devices. Hackers also work in surprising situations, such as in a long range sniper war game as a late game unit. It provides barrier and steals enemy Crawlers and Fangs, thus distracting the enemy damage dealers.
|The range of the hacker is reduced by 25 meters, but it can launch 5 control beams at the same time, and the control efficiency of each beam is 17% of the original
|Generates a large-scale shield that protects all allies within it. Shield HP increases by 20,000 per unit level
|Increases attack range by 40m
|Units under Hacker's control will immediately recover their maximum HP
|Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration 1 second