Phoenix
Phoenix
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Long-range strike aircraft
Mobility | Air |
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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 |
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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 - 125 |
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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 |
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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
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Launcher Overload | 250 | Phoenix's attack interval is reduced by 50%, while the range decreased by 25m
DPS 4770, Attack interval 1.6s, Range 95m
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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
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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 4.2 seconds
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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
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Charged Shot | 200 | Phoenix's damage increased by 175%, while the range decreased by 25m
DPS 2562, Attack 8198, Range 95m
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Update Notes
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