Phoenix: Difference between revisions
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{{UnitInfobox|image=Phoenix.png | {{UnitInfobox | ||
| image = Phoenix.png | |||
| type = Long-range strike aircraft | |||
| igdesc = Long range, high damage, and excels at striking high HP targets from afar. | |||
}} | |||
== Summary == | |||
The Phoenix is a long-range, flying unit that excels at dealing high single-target damage to both air and ground units. | |||
{| class="table-dark table-bordered" | The Phoenix shares many similarities to the [[Marksman]] in that they are both fragile, long-range damage dealers designed to take out single targets. However, while more expensive than Marksmen, Phoenixes move much faster and can fly - attacks from units like [[Sledgehammer|Sledgehammers]] and [[Stormcaller|Stormcallers]] that would threaten a marksman won't affect them. Phoenixes also have higher damage per shot than the Marksman, letting Phoenixes kill durable units like Sledgehammers more efficiently. The other main advantage Phoenixes have is access to Quantum Reassembly, which allows destroyed Phoenixes to respawn after a delay; this can all but guarantee a round if the enemy's anti-air units have been crippled or killed after prolonged fighting. | ||
Phoenixes are relatively fragile, and like all long-range units, they are threatened by any unit that can shoot them from beyond its attack range. They are also threatened by [[Mustang|Mustangs]] - their consistent damage and high unit count allowing them to shred Phoenixes while taking few casualties in return. | |||
The Phoenix possesses many of the damage-centric tech upgrades as the Marksman, but also carry several upgrades tailored to increasing its survivability. The aforementioned Quantum Reassembly can allow Phoenixes to respawn faster than they can be shot down if they are taking shots from other units with a low rate of fire, while Energy Shield is a good defense both against Battlefield powers and high-damage attacks from units like Marksmen or opposing Phoenixes. | |||
Range Enhancement is always useful for attacking targets from a safe distance, and Elite Marksman, Charged Shot, and Launcher Overload push its already good damage output even higher. Jump Drive allows Phoenixes to redeploy every round, but this is less useful on Phoenixes as opposed to [[Wasp|Wasps]] - Phoenixes prefer being deployed behind more durable units and make poor flanking units due to their fragility. | |||
=== Tech Upgrades === | |||
{| class="table table-dark table-bordered table-block-last-lg" style="width:auto" | |||
!Icon | !Icon | ||
!Name | !Name | ||
Line 8: | Line 22: | ||
!Description | !Description | ||
|- | |- | ||
| | |{{Icon|type=Tech|file=QuantumReassembly.png}} | ||
|Quantum Reassembly | |Quantum Reassembly | ||
| | |150 | ||
|The cockpit of a destroyed Phoenix will follow behind the nearest allied Phoenix and will be fully restored in | |The cockpit of a destroyed Phoenix will follow behind the nearest allied Phoenix and will be fully restored in 15s. This effect can only be triggered 1 time per battle | ||
|- | |- | ||
| | |{{Icon|type=Tech|file=RangeEnhancement.png}} | ||
|Range Enhancement | |Range Enhancement | ||
|300 | |300 | ||
|Increases attack range by 40 | |Increases attack range by 40m | ||
<div class="note">Range {{#expr: {{#var:range}} + 40}}m</div> | |||
|- | |||
|{{Icon|type=Tech|file=LauncherOverload.png}} | |||
|Launcher Overload | |||
|250 | |||
|Phoenix's attack interval is reduced by 50%, while the range decreased by 25m | |||
<div class="note">DPS {{#expr: {{#var:atk}} / ({{#var:atkint}} * .5)*2 round 0}}, Attack interval {{#expr: {{#var:atkint}} * .5 round 1}}s, Range {{#expr: {{#var:range}} - 25}}m</div> | |||
|- | |- | ||
| | |{{Icon|type=Tech|file=EnergyShield.png}} | ||
| | |Energy Shield | ||
| | |200 | ||
| | |Obtain an energy shield that absorbs damage equal to your HP and can block at least one instance of damage. | ||
|- | |- | ||
| | |{{Icon|type=Tech|file=JumpDrive.png}} | ||
|Jump Drive | |Jump Drive | ||
| | |100 | ||
|Increases | |Increases the Phoenix's movement speed by 5m/s and allows the Phoenix to be freely repositioned during the deployment phase of every round | ||
<div class="note">Speed {{#expr: {{#var:speed}} + 5}}m/s</div> | |||
|- | |- | ||
| | |{{Icon|type=Tech|file=ElectromagneticShot.png}} | ||
|Electromagnetic Shot | |Electromagnetic Shot | ||
|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 4.2 seconds</div> | |||
|- | |- | ||
| | |{{Icon|type=Tech|file=EliteMarksman.png}} | ||
| | |Elite Marksman | ||
| | |400 | ||
| | |The effect increases with unit level, increasing range by 5m and ATK by 20% per level | ||
<div class="note">Range + 5m per rank, Attack + {{#expr: {{#var:atk}} * 0.2 round 0}} per rank</div> | |||
|- | |- | ||
| | |{{Icon|type=Tech|file=ChargedShot.png}} | ||
| | |||
| | |||
|Charged Shot | |Charged Shot | ||
|200 | |200 | ||
|Phoenix's damage increased by 175%, while the range decreased by 25 | |Phoenix's damage increased by 175%, while the range decreased by 25m | ||
<div class="note">DPS {{#expr: ({{#var:atk}}*2.75) / {{#var:atkint}}*2 round 0}}, Attack {{#expr: {{#var:atk}} * 2.75 round 0}}, Range {{#expr: {{#var:range}} - 25}}m</div> | |||
|} | |} | ||
==Update Notes== | ==Update Notes== | ||
0.7.0 | {{Collapsed| | ||
;0.7.40: | |||
* HP reduced from 1541 to 1464. | |||
;0.7.34: | |||
* HP reduced from 1623 to 1541 | |||
;0.7.31: | |||
* ATK reduced by 3%. | |||
;0.7.30: | |||
* Attack adjusted from 3367 to 3169. | |||
* Attack interval adjusted from 3.4 seconds to 3.2 seconds. | |||
;0.7.25: | |||
* Attack interval adjusted from 3.3s to 3.4s | |||
* Attack adjusted from 3268 to 3367 | |||
;0.7.17: | |||
* [Launcher Overload]: Price adjusted from 300 to 250 | |||
* ([Elite Marksman]: Attack bonus adjusted from 23% to 20%) | |||
;0.7.8: | |||
* Phoenix's attack interval adjusted from 3.2 seconds to 3.3 seconds. | |||
;0.7.7: | |||
* Adjusted the attack bonus of all [Elite Marksman] tech from 30% per level to 23% per level | |||
;0.7.0: | |||
* Adjusted speed from 15m/s to 16m/s | |||
;0.6.179: | |||
* New Tech: Charged Shot, Launcher Overload | |||
0.6. | ;0.6.176: | ||
* Energy Shield tech added | |||
0.6. | ;0.6.175: | ||
* Page created | |||
}} | |||
[[Category:Units]] | [[Category:Units]] |
Latest revision as of 15:18, 28 October 2024
Phoenix
|
Long-range strike aircraft
Mobility | Air |
---|---|
Giant | No |
Cost | 200 |
Unlock cost | 50 |
Units | 2 |
HP | 1464 |
Attack | 2981 |
Target | Air & Ground |
Attack Interval | 3.2s |
Splash Damage | No |
Burst Damage | 5962 |
Max DPS | 1863 |
Range | 120m |
Speed | 16m/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 - 125 |
---|---|
HP Value |
11.7 - 14.6 |
Burst Value |
23.8 - 29.8 |
DPS Value |
7.5 - 9.3 |
Splash Index |
0.6 |
Summary
The Phoenix is a long-range, flying unit that excels at dealing high single-target damage to both air and ground units.
The Phoenix shares many similarities to the Marksman in that they are both fragile, long-range damage dealers designed to take out single targets. However, while more expensive than Marksmen, Phoenixes move much faster and can fly - attacks from units like Sledgehammers and Stormcallers that would threaten a marksman won't affect them. Phoenixes also have higher damage per shot than the Marksman, letting Phoenixes kill durable units like Sledgehammers more efficiently. The other main advantage Phoenixes have is access to Quantum Reassembly, which allows destroyed Phoenixes to respawn after a delay; this can all but guarantee a round if the enemy's anti-air units have been crippled or killed after prolonged fighting.
Phoenixes are relatively fragile, and like all long-range units, they are threatened by any unit that can shoot them from beyond its attack range. They are also threatened by Mustangs - their consistent damage and high unit count allowing them to shred Phoenixes while taking few casualties in return.
The Phoenix possesses many of the damage-centric tech upgrades as the Marksman, but also carry several upgrades tailored to increasing its survivability. The aforementioned Quantum Reassembly can allow Phoenixes to respawn faster than they can be shot down if they are taking shots from other units with a low rate of fire, while Energy Shield is a good defense both against Battlefield powers and high-damage attacks from units like Marksmen or opposing Phoenixes.
Range Enhancement is always useful for attacking targets from a safe distance, and Elite Marksman, Charged Shot, and Launcher Overload push its already good damage output even higher. Jump Drive allows Phoenixes to redeploy every round, but this is less useful on Phoenixes as opposed to Wasps - Phoenixes prefer being deployed behind more durable units and make poor flanking units due to their fragility.
Tech Upgrades
Icon | Name | Cost | Description |
---|---|---|---|
Quantum Reassembly | 150 | The cockpit of a destroyed Phoenix will follow behind the nearest allied Phoenix and will be fully restored in 15s. This effect can only be triggered 1 time per battle | |
Range Enhancement | 300 | Increases attack range by 40m
Range 160m
| |
Launcher Overload | 250 | Phoenix's attack interval is reduced by 50%, while the range decreased by 25m
DPS 3726, Attack interval 1.6s, Range 95m
| |
Energy Shield | 200 | Obtain an energy shield that absorbs damage equal to your HP and can block at least one instance of damage. | |
Jump Drive | 100 | Increases the Phoenix's movement speed by 5m/s and allows the Phoenix to be freely repositioned during the deployment phase of every round
Speed 21m/s
| |
Electromagnetic Shot | 200 | Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Debuff duration 4.2 seconds
| |
Elite Marksman | 400 | The effect increases with unit level, increasing range by 5m and ATK by 20% per level
Range + 5m per rank, Attack + 596 per rank
| |
Charged Shot | 200 | Phoenix's damage increased by 175%, while the range decreased by 25m
DPS 5124, Attack 8198, Range 95m
|
Update Notes
|