Arclight: Difference between revisions
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|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> | |||
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|{{Icon|type=Tech|file=ChargedShot.png}} | |{{Icon|type=Tech|file=ChargedShot.png}} | ||
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|The effect increases with unit level, increasing range by 8m and ATK by 23% per level | |The effect increases with unit level, increasing range by 8m and ATK by 23% per level | ||
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== Update Notes == | == Update Notes == |
Revision as of 12:29, 25 July 2023
Arclight
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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 |
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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. |
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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 aren't effectively 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 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
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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
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Charged Shot | 300 | Increases ATK by 200%
Attack 1041
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Armor Enhancement | 150 | HP is increased by 20% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level
HP 5297
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Anti-Aircraft Ammunition | 300 | Can be used against aerial units | |
Elite Marksman | 300 | The effect increases with unit level, increasing range by 8m and ATK by 23% per level |
Update Notes
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