Hacker: Difference between revisions
(update 0.7.13) |
(Added unit summary in line with the other unit pages.) |
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| igdesc = Emits light waves to seize control of enemy units. Its long control interval makes it less efficient at controlling light units. | | igdesc = Emits light waves to seize control of enemy units. Its long control interval makes it less efficient at controlling light units. | ||
}} | }} | ||
==Summary== | |||
You can use Hackers for two purposes; just as a barrier for your [[Fang]]s/[[Mustang]]s or as a response to medium sized units ([[Steel ball]], [[Sledgehammer]], [[Rhino]], [[Arclight]]). | |||
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. | |||
==Tech Upgrades== | |||
{| class="table table-dark table-bordered table-block-last-lg" style="width:auto" | {| class="table table-dark table-bordered table-block-last-lg" style="width:auto" | ||
|+Hacker Tech Upgrades | |+Hacker Tech Upgrades | ||
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|Barrier | |Barrier | ||
|300 | |300 | ||
|Generates a large-scale shield that protects all allies within it. Shield HP increases by | |Generates a large-scale shield that protects all allies within it. Shield HP increases by 20,000 per unit level | ||
|- | |- | ||
|{{Icon|type=Tech|file=RangeEnhancement.png}} | |{{Icon|type=Tech|file=RangeEnhancement.png}} | ||
Line 37: | Line 52: | ||
|100 | |100 | ||
|Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40% | |Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40% | ||
<div class="note">Debuff duration 1 second</div> | |||
|} | |} | ||
==Update Notes== | ==Update Notes== | ||
{{Collapsed| | {{Collapsed| | ||
;0.7.17: | |||
* [Protection Barrier]: Shield HP adjusted from 25000 to 20000 | |||
;0.7.13: | ;0.7.13: | ||
* Tech [Multiple Control] cost adjusted from 300 to 250. | * Tech [Multiple Control] cost adjusted from 300 to 250. |
Latest revision as of 11:28, 12 November 2023
Hacker
|
Hacker bot
Mobility | Ground |
---|---|
Giant | No |
Cost | 200 |
Unlock cost | 100 |
Units | 1 |
HP | 3249 |
Attack | 585 |
Target | Ground Only |
Attack Interval | 0.3s |
Splash Damage | No |
Burst Damage | 585 |
Max DPS | 1950 |
Range | 110m |
Speed | 8m/s |
|
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. |
|
Unit Cost |
200 - 300 |
---|---|
HP Value |
10.8 - 16.2 |
Burst Value |
2 - 2.9 |
DPS Value |
6.5 - 9.8 |
Splash Index |
0.3 |
Summary
You can use Hackers for two purposes; just as a barrier for your Fangs/Mustangs or as a response to medium sized units (Steel ball, Sledgehammer, Rhino, Arclight).
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.
Tech Upgrades
Icon | Name | Cost | Description |
---|---|---|---|
Multiple Control | 250 | 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
Range 85m
| |
Barrier | 300 | Generates a large-scale shield that protects all allies within it. Shield HP increases by 20,000 per unit level | |
Range Enhancement | 300 | Increases attack range by 40m
Range 150m
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Enhanced Control | 300 | Units under Hacker's control will immediately recover their maximum HP | |
Electromagnetic Interference | 100 | Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration 1 second
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Update Notes
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