Arclight: Difference between revisions
(update 0.7.13) |
|||
(17 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{UnitInfobox | {{UnitInfobox|image=Arclight.png|type=Standard Crowd Control Bot|igdesc=Fires an energy beam that can make short work of light units.}} | ||
== Summary == | |||
The Arclight is a slow-moving ground unit that specializes in killing groups of fragile units with its ranged AoE attack. | |||
}} | Arclights serve one of two main purposes in a player's army. The first is as a cheap way to kill chaff units - the Arclight has enough damage to kill a [[Crawler]], [[Fang]], [[Mustang]], and [[Wasp]] (using the Anti-Aircraft Ammunition upgrade) in a single shot, and has high enough attack speed and range to destroy a chaff unit before they can deal significant damage or draw too much fire from your stronger units. The second is as a damage dealer (the "carry" Arclight) - with enough levels and offensive tech upgrades, Arclights become long-range, high-DPS units capable of attacking ground and air units. Fully upgraded Arclights are similar in function to [[Marksman|Marksmen]]. except Arclights fire significantly faster and aren't countered by chaff units. However, it takes an enormous amount of investment in order to make Arclights this powerful, and typically isn't worth the investment if your opponent has invested in anti-Arclight units early on. | ||
The Arclight is a slow moving ground unit, | |||
Non-upgraded Arclights have a number of weaknesses. They can't hit air units without Anti-Aircraft Ammunition and struggle to damage non-chaff units (eg. [[Sledgehammer|Sledgehammers]], opposing Arclights). Their slow speed also makes them vulnerable to [[Stormcaller|Stormcallers]]. Lastly, Arclights have low enough HP that they are vulnerable to units able to deal good single-target damage (e.g. Marksman, Sledgehammers). | |||
=== 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" | ||
!Icon | !Icon | ||
!Name | !Name | ||
Line 22: | Line 24: | ||
|200 | |200 | ||
|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 1.7 seconds</div> | |||
|- | |- | ||
|{{Icon|type=Tech|file=ChargedShot.png}} | |{{Icon|type=Tech|file=ChargedShot.png}} | ||
|Charged Shot | |Charged Shot | ||
| | |200 | ||
|Increases ATK by 200% | |Increases ATK by 200% but also increases Attack Interval by 35% | ||
<div class="note">Attack {{#expr: {{#var:atk}} * 3 round 0}}</div> | <div class="note">Attack {{#expr: {{#var:atk}} * 3 round 0}}</div> | ||
|- | |- | ||
Line 32: | Line 35: | ||
|Armor Enhancement | |Armor Enhancement | ||
|150 | |150 | ||
|HP is increased by | |HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level | ||
<div class="note">HP {{#expr: {{#var:hp}} * 1. | <div class="note">HP {{#expr: {{#var:hp}} * 1.35 round 0}}</div> | ||
|- | |- | ||
|{{Icon|type=Tech|file=AntiAircraftAmmunition.png}} | |{{Icon|type=Tech|file=AntiAircraftAmmunition.png}} | ||
Line 43: | Line 46: | ||
|Elite Marksman | |Elite Marksman | ||
|300 | |300 | ||
|The effect increases with unit level, increasing range by | |The effect increases with unit level, increasing range by 5m and ATK by 22% per level | ||
<div class="note">Range + 5m per rank, Attack + {{#expr: {{#var:atk}} * 0.22 round 0}} per rank</div> | |||
|} | |} | ||
== Update Notes == | == Update Notes == | ||
{{Collapsed| | {{Collapsed| | ||
;0.7.40: | |||
* The HP bonus of Tech <del>[Armor Strengthening]</del><ins>[Armor Enhancement]</ins> has been increased from 20% to 35%. | |||
;0.7.38: | |||
* Attack interval reduced from 1.1 seconds to 1 second. | |||
;0.7.17: | |||
* Range adjusted from 90 to 93 | |||
* [Elite Marksman]: Attack bonus adjusted from 23% to 20% | |||
;0.7.13: | ;0.7.13: | ||
* Technology [Armor Enhancement] adds an additional 20% HP, and the price is adjusted from 100 to 150. | * Technology [Armor Enhancement] adds an additional 20% HP, and the price is adjusted from 100 to 150. |
Latest revision as of 17:53, 15 October 2024
Arclight
|
Standard Crowd Control Bot
Mobility | Ground |
---|---|
Giant | No |
Cost | 100 |
Unlock cost | 0 |
Units | 1 |
HP | 4414 |
Attack | 347 |
Target | Ground Only |
Attack Interval | 0.9s |
Splash Damage | 7.0m |
Burst Damage | 347 |
Max DPS | 386 |
Range | 93m |
Speed | 7m/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 |
100 |
---|---|
HP Value |
44.1 |
Burst Value |
3.5 |
DPS Value |
3.9 |
Splash Index |
7.7 |
Summary
The Arclight is a slow-moving ground unit that specializes in killing groups of fragile units with its ranged AoE attack.
Arclights serve one of two main purposes in a player's army. The first is as a cheap way to kill chaff units - the Arclight has enough damage to kill a Crawler, Fang, Mustang, and Wasp (using the Anti-Aircraft Ammunition upgrade) in a single shot, and has high enough attack speed and range to destroy a chaff unit before they can deal significant damage or draw too much fire from your stronger units. The second is as a damage dealer (the "carry" Arclight) - with enough levels and offensive tech upgrades, Arclights become long-range, high-DPS units capable of attacking ground and air units. Fully upgraded Arclights are similar in function to Marksmen. except Arclights fire significantly faster and aren't countered by chaff units. However, it takes an enormous amount of investment in order to make Arclights this powerful, and typically isn't worth the investment if your opponent has invested in anti-Arclight units early on.
Non-upgraded Arclights have a number of weaknesses. They can't hit air units without Anti-Aircraft Ammunition and struggle to damage non-chaff units (eg. Sledgehammers, opposing Arclights). Their slow speed also makes them vulnerable to Stormcallers. Lastly, Arclights have low enough HP that they are vulnerable to units able to deal good single-target damage (e.g. Marksman, Sledgehammers).
Tech Upgrades
Icon | Name | Cost | Description |
---|---|---|---|
Range Enhancement | 300 | Increases attack range by 40m
Range 133m
| |
Electromagnetic Shot | 200 | Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration 1.7 seconds
| |
Charged Shot | 200 | Increases ATK by 200% but also increases Attack Interval by 35%
Attack 1041
| |
Armor Enhancement | 150 | HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level
HP 5959
| |
Anti-Aircraft Ammunition | 300 | Can be used against aerial units | |
Elite Marksman | 300 | The effect increases with unit level, increasing range by 5m and ATK by 22% per level
Range + 5m per rank, Attack + 76 per rank
|
Update Notes
|