|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.
16.7 - 20.8
14.5 - 18.1
9.7 - 12.1
6.9 - 8.7
Wasps can be played in many different ways depending on the board state and your technology choices.
In early game you can use Wasps as a harassment unit with jump drive and mobile beacon. It's very effective if the enemy has holes in his defense. Later on you can add Rhinos in front of them to power through the defenses or just switch to defensive formation and jump drive the wasps back and tech shields for them and use them as meat shields.
You can use them as your main damage deal unit as they deal insane amount of damage with good item and ground specialization. They are very squishy though and you need to protect them by throwing something like Rhinos in front of them. The key in this strategy is to get early levels on the Wasps so they are a menace with items. In later rounds you can't block damage coming to them with front line units and the only way is to go elite marksmen/range on them to keep them safe.
Most often Wasps are just used as meat shields. They are good vs leveled Marksmen and Melting Points in particular. One good trick is also to use them to block sentry missiles. The missiles have a big splash radius and if you have clumped up ground units who would all die, you can tank the missile with wasps and the splash will hit only air units.
|Obtain an energy shield that absorbs damage equal to your HP and can block at least one instance of damage.
|Increases attack range by 40m
|Increases Wasp's movement speed by 5m/s and allows Wasp's to be freely repositioned during the deployment phase of every round
|ATK increases by 200% to ground units
Attack 606 vs ground, vs air no change
|The effect increases with unit level, increasing range by 8m and ATK by 20% per level increased
|Attacks have a chance to ignite the target unit. Ignited units lose 6% HP per second for 2s
|Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration 2 seconds
|Increases splash damage range by 7m, but reduces ATK by 40%
Attack 121, Splash 7m
|Increases ATK by 50%
|Attack against air units is increased by 90%, and the range when attacking air units is increased by 30m
Attack 384 and Range 80m vs air, vs ground no change