Rhino: Difference between revisions
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{{UnitInfobox | === Summary === | ||
The Rhino is a fast, durable melee unit that charges into enemy units in order to deal devastating damage with its dual sawblade arms. The Rhino's attacks are powerful and have a reasonably high attack speed, making it effective at destroying small groups of units (e.g. [[Sledgehammer|Sledgehammers]], [[Steel Ball|Steel Balls]]), as well as single targets (e.g. [[Vulcan|Vulcans]]). The Rhino's attacks also have a small area of effect that make it decent at killing high unit-count squads such as [[Fang|Fangs]], although its AoE doesn't cover a wide enough area to clear a unit of chaff in only a few swings. The Rhino is also fast enough to outrun unguided rockets from the [[Stormcaller]] and the [[Overlord]], limiting the damage it takes from those units, and its speed and damage make it an effective unit to place on enemy flanks. It is relatively difficult to effectively counter a Rhino with a single unit - it can trade with most enemy units reasonably well, while air units will need to constantly move to catch up with it as it sprints past them. A [[Melting Point]] can effectively kill a Rhino, but they are an expensive answer at 400 supply. Rhinos also have good synergy with [[Crawler|Crawlers]] - they share similar speed and range, and Crawlers can absorb the high-damage attacks that would normally threaten a Rhino. | |||
As powerful as they are, Rhinos have a number of key weaknesses. Rhinos can't attack air units and require support from the player's other units to remove. Their other main weakness is their short range. The Rhino needs to charge headlong into enemy fire in order to begin attacking, which becomes harder to do the longer a game lasts - if your Rhinos need to sustain fire from 5 or 6 enemy units, it becomes far less likely that they'll make it into melee range and deal damage.{{UnitInfobox | |||
| image = Rhino.png | | image = Rhino.png | ||
| type = Heavy melee bot | | type = Heavy melee bot | ||
| igdesc = High speed, high HO, and capable of causing massive splash damage at close range. | | igdesc = High speed, high HO, and capable of causing massive splash damage at close range. | ||
}} | }} | ||
=== 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 |
Revision as of 23:05, 14 July 2023
Summary
The Rhino is a fast, durable melee unit that charges into enemy units in order to deal devastating damage with its dual sawblade arms. The Rhino's attacks are powerful and have a reasonably high attack speed, making it effective at destroying small groups of units (e.g. Sledgehammers, Steel Balls), as well as single targets (e.g. Vulcans). The Rhino's attacks also have a small area of effect that make it decent at killing high unit-count squads such as Fangs, although its AoE doesn't cover a wide enough area to clear a unit of chaff in only a few swings. The Rhino is also fast enough to outrun unguided rockets from the Stormcaller and the Overlord, limiting the damage it takes from those units, and its speed and damage make it an effective unit to place on enemy flanks. It is relatively difficult to effectively counter a Rhino with a single unit - it can trade with most enemy units reasonably well, while air units will need to constantly move to catch up with it as it sprints past them. A Melting Point can effectively kill a Rhino, but they are an expensive answer at 400 supply. Rhinos also have good synergy with Crawlers - they share similar speed and range, and Crawlers can absorb the high-damage attacks that would normally threaten a Rhino.
As powerful as they are, Rhinos have a number of key weaknesses. Rhinos can't attack air units and require support from the player's other units to remove. Their other main weakness is their short range. The Rhino needs to charge headlong into enemy fire in order to begin attacking, which becomes harder to do the longer a game lasts - if your Rhinos need to sustain fire from 5 or 6 enemy units, it becomes far less likely that they'll make it into melee range and deal damage.
Rhino
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Heavy melee bot
Mobility | Ground |
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Giant | No |
Cost | 200 |
Unlock cost | 50 |
Units | 1 |
HP | 19297 |
Attack | 3297 |
Target | Ground Only |
Attack Interval | 0.9s |
Splash Damage | 6.0m |
Burst Damage | 3297 |
Max DPS | 3663 |
Range | Melee |
Speed | 16m/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 |
200 - 250 |
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HP Value |
77.2 - 96.5 |
Burst Value |
13.2 - 16.5 |
DPS Value |
14.7 - 18.3 |
Splash Index |
6.7 |
Tech Upgrades
Icon | Name | Cost | Description |
---|---|---|---|
Whirlwind | 250 | When there are multiple enemies around, Rhino will use Whirlwind to attack all surrounding enemies, dealing 1.5 times the damage of Rhino's attack power over a long time
"long time" sound worse then it is. Attack interval 1.5s, splash area around Rhino
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Photon Coating | 300 | Covers the unit with a photon coating, reducing damage received by 50% for the first 16s of battle and grants immunity to electromagnetic, ignition and acid effects | |
Field Maintenance | 300 | Automatically restores 4.5% Max HP per second upon taking damage
Heal 868
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Final Blitz | 300 | Rhino activates a self-destruct mechanism at 0 HP, dealing damage equivalent to Rhino's Max HP to all units within 48m | |
Mechanical Rage | 200 | Increases the movement speed of units by 5m/s and reduces attack interval by 0.3s
Speed 21m/s - Attack interval 0.6s
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Wreckage Recycling | 100 | Upon destroying an enemy, recovers HP equal to the enemies HP | |
Power Armor | 300 | Increases HP by 25% and grants immunity to slow
HP 24121
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Armor Enhancement | 200 | HP is increased by 20% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level
HP 23156
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Update Notes
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