Marksman
Marksman
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Long-range anti-unit bot
Mobility | Ground |
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Giant | No |
Cost | 100 |
Unlock cost | 0 |
Units | 1 |
HP | 1622 |
Attack | 2329 |
Target | Air & Ground |
Attack Interval | 3.1s |
Splash Damage | No |
Burst Damage | 2329 |
Max DPS | 751 |
Range | 140m |
Speed | 8m/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 |
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HP Value |
16.2 |
Burst Value |
23.3 |
DPS Value |
7.5 |
Splash Index |
0.3 |
Summary
The Marksman is an inexpensive unit that specializes in destroying single targets with its powerful long-range attacks. Its main drawback is fragile defenses and its low fire rate - Marksmen are vulnerable to squads with high unit counts such as Crawlers or Mustangs, as well as units capable of rapidly closing distance such as Rhinos. Marksmen are also vulnerable to any unit capable of matching or exceeding its range - by default, only Stormcallers and Fortresses can outrange Marksmen, but many units are able to purchase range upgrades to trade shots with Marksmen. A team of Marksmen deployed in the back of your army can easily rack up kills from a safe distance, although placing them too far back can leave them easily tied down by chaff units placed on the flanks. Since they can be fielded as early as round one, Marksmen can rapidly gain experience and levels given the relative safety from which they kill units. A level two Marksman can take out a Sledgehammer tank in one shot instead of two, halving the time a Marksman needs to destroy the squad, while teams of veteran Marksmen have high enough damage to threaten even giant units, making them a very cost-effective counter to frontline units such as Fortresses and Vulcans if they are levelled up in the late game.
The Marksman's upgrades focus almost entirely on boosting its damage output. Doubleshot boosts its single-target damage still further, and is also an effective answer to Phoenixes upgraded with Portable Shield - the first shot will break the shield and the second will kill the Phoenix. Range Enhancement, while seemingly redundant for one of the longest-range units in the game, is used to maintain ranged superiority against units that have had their range increased. Elite Marksman pairs very well with Marksmen due to their tendency to rack up EXP consistently due to their long range. Quick Reload's main use is against small groups of units (e.g. Sledgehammers, Phoenixes) where attack speed is more important to killing than per-shot damage. The remaining two upgrades are situationally useful at best - Electromagnetic shot is difficult to land on key targets due to the Marksman's low fire rate and single-target attacks, while Shooting Squad is largely redundant, as the player should already have units soaking damage for the Marksman.
Tech Upgrades
Icon | Name | Cost | Description |
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Doubleshot | 300 | Each attack fires 2 bullets in succession but increases reload time by 15%
DPS 1307
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Range Enhancement | 300 | Increases attack range by 40m
Range 180
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Quick Reload | 300 | Multiplies Marksman's attack speed at the cost of lower damage
Attack Interval * 0.5 (1.6s), Attack * 0.5 (1165)
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Electromagnetic Shot | 300 | Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40% | |
Elite Marksman | 400 | The effect increases with unit level, increasing range by 8m and ATK by 23% per level increased | |
Shooting Squad | 250 | At the beginning of the combat, summon 5 Fangs at the same level as Marksman to fight with you |
Unit Stats after Upgrades
Upgrades | Shots per Attack | Damage per Attack | Attack Interval (sec) | DPS | Shots per 10sec |
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Base | 1 | 2329 | 3.1 | 751 | 3.2 |
Quick Reload | 1 | 1165 | 1.6 | 751 | 6.5 |
Double Shot | 2 | 2329 | 3.6 | 1307 | 5.6 |
Quick Reload & Double Shot | 2 | 1165 | 1.8 | 2613 | 11.2 |
Update Notes
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