Giant anti-unit bot
|1 - 6721
|Air & Ground
|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.
400 - 600
68.5 - 102.8
0 - 0
56 - 84
The Melting Point is essentially a giant walking death ray - it specializes in dealing unparalleled single-target damage to high-HP units, and is an excellent answer to the other three giant units due to their large health pool and slow speed.
Similar to the Steel Ball, the Melting Point attacks using a laser that deals more damage the longer it fires, though it has a much longer range and can target air units as well as ground. The damage of the Melting Point needs time to build up. It takes about 36 seconds to deal a total of 1,000,000 damage - about 5s longer than a fully charged laser would take. That shows the the build up to max DPS requires more than 5s. As rule of thumb, it takes about 4 seconds for the laser to deal its first instance of maximum damage and 2 seconds for the next - after that, maximum damage is applied on every subsequent instance of damage.
The Melting Point is also a good answer to enemy shields and barriers, as its laser will typically shred through them before they absorb too many attacks from the rest of the player's forces. The Melting Point struggles to kill units with high unit counts such as Fangs, but are also vulnerable to units with good single-target damage that outrange it such as the Marksman or the Stormcaller - having high damage doesn't matter if the Melting Point is destroyed before it can fire. Despite their size and ability to regain health with Energy Absorption, Melting Points are best placed behind other units - partly to give your army time to clear your opponent's chaff, and partly for your chaff to divert fire away from your Melting Points
The Melting Point's upgrades mainly focus on altering its standard attack in different ways. Energy Absorption gives the Melting Point a flat HP boost along with the ability to heal itself as it attacks - this upgrade can allows it to defeat several squads at once as long as there aren't too many individual units to target. Range Enhancement is key for fighting other long-range units that would otherwise threaten the Melting Point. Energy Diffraction alters its beam attack to be more effective against small groups of durable enemies such as Steel Balls or Sledgehammers, while Electromagnetic Barrage allows the Melting Point to fire long-range EMP missiles at enemy forces, potentially slowing and disabling the tech of multiple units at once.
|Increases HP by 40% and converts dmage dealt to HP
|Increases attack range by 40m
|Melting range reduced by 30m, but can fire 5 rays for 17% damage each
If this Tech gets disabled (for example by another Electromagnetic Shot Tech), only one of the beams keeps melting. This beam also only has 17% (max 5713 DPS) of the normal damage. Range 85m
|Launches 16 electromagnetic shots at the enemy every 13s. Each electromagnetic shot deals 4,000 damage to shields, slows all hit units, and disables their Tech for 13s. Electromagnetic shots have a range of 180m
Total damage 64000, missiles can be intercepted
Debuff duration 13 seconds
|Produces 10 Crawlers to join the combat every 32s
|HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.