As there is a new Magpie, thus shall there also be a new book.
(After numerous complaints from people that are too lazy to press a link to a google doc, I am writing this one in the forums, much to my discontent)
MAGPIE MANUAL v2(now with purple flavor)
Written By Qrow
Accurate to 2026/10/05 (New Magpie rev. 1)
Forenote While numbers that are cited in this guide are all accurate and techniques listed should be able to be performed by any given player, connection and other factors may make things more difficult or downright impossible under given circumstances. Similarly, some opinions regarding balance and matchups in this guide are mine, so take them with a grain of salt.
Introduction Welcome to the Magpie Manual! This guide details every aspect of the Magpie unit from the planes factory in quite possibly way too much detail.
In recent history, magpie has seen a pretty substantial overhaul. This guide mostly focuses on how we are adapting to play new Magpie from old Magpie, at least in a very solo-unit viable sense.
StatsHere are the relevant numerical details:
| Stat | Value | Notes |
| Cost | 250 metal | |
| Health | 900 | Regenerates 5 HP/s after 60 s idle |
| Speed | 252 | Cruises at about 262 altitude, strafe dives go down to 80-235 |
| Turn radius | 10 (200 auto-strafe) | 200 only after 2 s with no command; any click resets it |
| Weapon | Disruption EMG | 16 dmg x 2 projectiles x burst 2 = 64 per volley |
| Reload | 0.8 s | 24 frames |
| DPS | 80 | While firing continuously |
| Slow DPS | 320 | Slow x4, max 50%, 2 s overslow |
| Range | 580 | 610 from 60 up, 658 from 175 up, 688 from cruise |
| Shell speed | 820 | |
| Splash radius | 12 | areaOfEffect 24 is a diameter; edge damage 0.5 |
| Spread | 4.2 deg max | Median 2.5 deg, rolled separately per shell |
| Ammo | 30 volleys | 120 shells, 23.3 s of fire, 1920 dmg / 7680 slow per sortie |
| Rearm | 5 s | 10 E/s, 50 E per rearm |
| Repair | 13.5 HP/s | Airpad or Plant; Reef 54 HP/s |
| Sight | 760 | |
| Targets | Ground and air | acquires targets out to 780 |
| Fire state | Fire at Will | Set Target works |
| Vs shields | 37.3 per shell | Slow does not pen sheilds |
If you’re new here, Magpie is a “disruption fighter”, which really just means you can spam the hell out of it and get a lot of value in most scenarios. Compared to the previous magpie that people used for this purpose, the new value-generator-supreme Magpie has some important different strengths:
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New Magpie has to spend longer in fights to get value, but has high potential damage out of a run than previous Magpie.
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Blobs of new Magpie can take extended engagements against AA easier.
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Fighting raiders is still a huge easy way to generate value, but takes longer.
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You don't have to micro runs as carefully, but have less direct control over what's going on, and the time we previously spent on managing economy for runs has now been replaced with managing input/output of units in ongoing fights.
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You gotta speak to your teammates now, because technically you're still playing a support unit. Sad, I know.
To summarize: Magpie is a unit with a variety of uses, covering almost any situation you can be put in, but usually excels in anti-raider and com hunting, as well as target spot removal for heavy units in the late game.
How the weapon worksNew Magpie weapon is a little more complicated than it appears on the surface, so here's a rundown of how it works.
converts to a deviation vector equal to 0.073. The weapon itself has no extra error, but the weapon adds a point out from a ball that it randomizes spread for. The maximum angle the shot can spread out is 4.18 degrees. The mean is about 2.47, from testing.
Every round in a total "shot" is rolled separately, so shots will all have some various offset between exactly on target and 4.18 degrees out. The shots then reaim 2 seconds later after the volley, but there is no carried over randomness, so everything just resets and rerolls on the next go around. This means that being close to the target is essentially, or at least having enough Magpie for the randomness to be evened out is.
However, leading is exact, meaning that a moving target will not suffer from additional aiming inaccuracy beyond what the target itself can cause with movement.
makes the shots detonate on a fuse, randomized up to +/-1 frame. Interesting we benefit a small amount of net gain in performance from this against some tall targets (up to a range of +10%!)
At an averaged strafe shot,(179 up, 457 slant): half the shells land within 26 elmos, 90% land within 50. At the Loopback shot (207 up, 689 slant): we land approx. 39 and 79, on average.
Performance and Hit RatesAs expected, we see a higher ratio of bullets hit proportional to size, and strafe mode generally greatly benefits DPS at the cost of keeping the Magpie closer to danger. See the below table for averages on
stationary targets:
| Target | Shell hit % | Dmg / volley | Slow / volley | Dmg / Strafe run (~3 volleys) | Strafe sustained DPS | Loopback sustained DPS | Dmg / run (sortie) |
| Chainsaw | 93 | 61.1 | 245 | 183 | 32.4 | 17.3 | 1834 |
| Artemis | 92 | 61.5 | 246 | 184 | 32.6 | 17.2 | 1846 |
| Guardian Commander | 76 | 54.5 | 218 | 164 | 28.9 | 12.7 | 1634 |
| Razor | 73 | 51.9 | 207 | 156 | 27.5 | 10.6 | 1556 |
| Thresher | 71 | 51.2 | 205 | 154 | 27.2 | 11.9 | 1537 |
| Hacksaw | 70 | 51.1 | 204 | 153 | 27.1 | 11.2 | 1532 |
| Stinger | 69 | 49.4 | 198 | 148 | 26.2 | 10.4 | 1482 |
| Strike Commander | 65 | 49.0 | 196 | 147 | 26.0 | 11.0 | 1469 |
| Minotaur | 68 | 48.2 | 193 | 145 | 25.6 | 9.0 | 1447 |
| Faraday | 61 | 46.2 | 185 | 139 | 24.5 | 10.0 | 1385 |
| Gauss | 62 | 46.1 | 184 | 138 | 24.4 | 9.8 | 1383 |
| Knight | 62 | 45.9 | 183 | 138 | 24.3 | 9.3 | 1376 |
| Lotus | 58 | 44.2 | 177 | 133 | 23.4 | 9.1 | 1326 |
| Stardust | 58 | 43.7 | 175 | 131 | 23.2 | 8.3 | 1312 |
| Reaver | 47 | 36.8 | 147 | 110 | 19.5 | 5.7 | 1103 |
| Picket | 46 | 35.7 | 143 | 107 | 18.9 | 6.6 | 1071 |
| Scorcher | 43 | 34.6 | 138 | 104 | 18.3 | 4.9 | 1038 |
| Bandit | 41 | 32.8 | 131 | 98 | 17.4 | 4.4 | 985 |
| Dagger | 32 | 29.7 | 119 | 89 | 15.8 | 3.9 | 892 |
| Glaive | 30 | 25.9 | 104 | 78 | 13.7 | 3.3 | 777 |
Optimizing DPSHow do you get more DPS out of Magpie? The single biggest player is strafe mode.
In testing, strafe mode saw higher damage and an overall 2-5 to 4x sustained DPS improvement versus loopback. However, you have to fly inside Hacksaw (490), Gauss (560), Picket (610) and Stinger (620) ranges, so the improved DPS will cost some Magpies unless you can pass the DPS check.
Additionally, in testing, some other obvious ways to optimize uptime:
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Picking large, easier to hit or stationary targets is a way to get easy value and raise your consistent damage output by 60-85% or so, compared to mobile targets.
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One Strafe Magpie holds the slow uptime on targets up to about 3250 HP, but loopback only guarantees up to about 1800~ in testing
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Otherwise, don't fly into stupid targets, avoid shields (although mass magpie murders shields now), etc
Understanding SlowSlow is Magpie's new main mechanic, and what lets it take some otherwise disadvantageous fights against AA that it would otherwise lose. Understanding how it works is key to playing the unit optimally.
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Slow is 4x the actual DPS of the unit. However, it's still damage, and can be affected by anything that would reduce damage, etc.
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Slow % is current stored slow value divided by current HP, meaning a damaged unit suffers more from slow than one at full health will.
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Slow is capped at 50% HP plus some (2s of overslow)
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Slow only slows the following: reload and burst rate (reloads in progress are modified), movement, turning, build, and hp regen. It does affect turrets for Razor, Thresher, Lotus, Stinger, Stardust and Gauss, because they have scripts that actually see and read current slow %. It does not touch range, damage, projectile speed or missiles that were already in the air and locked onto something, or just flying (i.e, it does not touch independent non-child projectiles)
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Shields don't care about slow.
Heres some specific info for volleys to 50% slow while fighting AA and other statics:
Strafe:
| Turret | HP | Volleys to 50% (all shells hit) | Volleys to 50% (realistic hits) | Closed armoured (all hit) |
| Picket | 375 | 1 | 2 | - |
| Hacksaw | 580 | 2 | 2 | - |
| Lotus | 785 | 2 | 3 | - |
| Stardust | 1500 | 3 | 5 | - |
| Faraday | 1600 | 4 | 5 | 10 |
| Stinger | 2250 | 5 | 6 | - |
| Chainsaw | 2500 | 5 | 6 | - |
| Razor | 3000 | 6 | 8 | 18 |
| Thresher | 3000 | 6 | 8 | - |
| Gauss | 3000 | 6 | 9 | 18 |
| Artemis | 3200 | 7 | 7 | - |
| Lucifer | 6000 | 12 | 14* | 36 |
| Desolator | 10000 | 20 | 22* | 59 |
Loopback:
| Turret | HP | Dmg factor | Slow / volley | Volleys to 50% (realistic hits) | Closed armoured |
| Picket | 375 | 0.32 | 81 | 3 | - |
| Lotus | 785 | 0.44 | 113 | 4 | - |
| Hacksaw | 580 | 0.54 | 138 | 3 | - |
| Stardust | 1500 | 0.40 | 102 | 8 | - |
| Faraday | 1600 | 0.48 | 124 | 7 | 20 |
| Stinger | 2250 | 0.50 | 129 | 9 | - |
| Chainsaw | 2500 | 0.84 | 214 | 6 | - |
| Razor | 3000 | 0.51 | 131 | 12 | 35 |
| Thresher | 3000 | 0.58 | 147 | 11 | - |
| Gauss | 3000 | 0.47 | 122 | 13 | 38 |
| Artemis | 3200 | 0.83 | 213 | 8 | - |
| Lucifer | 6000 | 0.83* | 212 | 15 | 43 |
| Desolator | 10000 | 0.83* | 212 | 24 | 71 |
(Assuming a perfect hitrate, divide by average hit rates for better estimates, but safely assume 1 or 2 more volleys than stated)
How much slow cuts incoming damage versus statics, averages based on attempts (strafe):
| Turret | N=1 | N=2 | N=3 | N=4 | N=6 | N=8 | N=12 |
| Razor | -45% | -47% | -47% | -46% | -44% | -41% | -40% |
| Thresher | -42% | -44% | -44% | -42% | -40% | -37% | -35% |
| Chainsaw | -41% | -40% | -37% | -38% | -33% | -25% | -25% |
| Artemis | -38% | -39% | -36% | -33% | -25% | -27% | -12% |
| Hacksaw | -50% | 0% | 0% | 0% | 0% | 0% | 0% |
| Picket | 0% | 0% | -50% | -50% | 0% | 0% | 0% |
| Stinger | -46% | -43% | -40% | -50% | -50% | -50% | 0% |
| Gauss | -36% | -39% | -38% | -38% | -50% | -33% | -33% |
| Stardust | -48% | -49% | -48% | -49% | -48% | -50% | -50% |
| Lotus | -49% | -49% | -48% | -47% | -42% | -43% | -43% |
| Lucifer | -14% | -43% | -43% | -40% | -50% | -33% | -50% |
| Desolator | -13% | -21% | -41% | -45% | -47% | -46% | -47% |
Loopback:
| Turret | N=1 | N=2 | N=3 | N=4 | N=6 | N=8 | N=12 |
| Razor | -14% | -33% | -46% | -47% | -48% | -47% | -47% |
| Thresher | -5% | -32% | -44% | -46% | -45% | -45% | -43% |
| Chainsaw | -21% | -42% | -44% | -41% | -39% | -33% | -33% |
| Artemis | -5% | -41% | -41% | -41% | -39% | -35% | -31% |
| Hacksaw | -33% | 0% | 0% | 0% | no fire | no fire | no fire |
| Picket | -47% | -43% | -50% | 0% | 0% | -33% | -50% |
| Stinger | 0% | -27% | -42% | -33% | -33% | -25% | -33% |
| Gauss | 0% | 0% | 0% | 0% | -11% | 0% | 0% |
| Stardust | no fire | no fire | no fire | no fire | no fire | no fire | no fire |
| Lotus | -34% | -36% | -40% | -50% | no fire | no fire | no fire |
| Lucifer | -9% | -9% | -36% | -40% | -43% | -40% | -50% |
| Desolator | 0% | 0% | 0% | -17% | -45% | -43% | -40% |
Strafe mode kill breakpoints and loss rates for statics, with slow taken into account (strafe):
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For these, we take 1 pass to be 3 volleys/shots
(Assuming no splash from AA)
| Turret | Dmg factor | 1 pass | 2 passes | 3 passes | 5 passes | 1 run |
| Picket | 0.56 | 4 (lose 0) | 2 (lose 0) | 2 (lose 0) | 1 (lose 0) | 1 (lose 0) |
| Lotus | 0.69 | 6 (lose 0) | 3 (lose 0) | 2 (lose 0) | 2 (lose 0) | 1 (lose 0) |
| Hacksaw | 0.80 | 5 (lose 1) | 3 (lose 1) | 3 (lose 1) | 2 (lose 1) | 2 (lose 1) |
| Stardust | 0.68 | 12 (lose 0) | 6 (lose 1) | 5 (lose 1) | 4 (lose 2) | 4 (lose 2) |
| Faraday | 0.72 | 12 (lose 0) | 7 (lose 0) | 5 (lose 0) | 3 (lose 0) | 2 (lose 0) |
| Stinger | 0.77 | - | 8 (lose 0) | 6 (lose 1) | 4 (lose 1) | 4 (lose 1) |
| Gauss | 0.72 | - | 11 (lose 0) | 8 (lose 0) | 5 (lose 1) | 4 (lose 1) |
| Razor | 0.81 | - | 10 (lose 0) | 7 (lose 1) | 5 (lose 2) | 4 (lose 3) |
| Thresher | 0.80 | - | 11 (lose 1) | 8 (lose 2) | 6 (lose 4) | 6 (lose 4) |
| Chainsaw | 0.96 | - | 9 (lose 2) | 7 (lose 3) | 6 (lose 3) | 6 (lose 3) |
| Artemis | 0.96 | - | - | - | 12 (lose 10) | 12 (lose 10) |
| Lucifer | 0.90* | - | - | - | 9 (lose 2) | 6 (lose 3) |
| Desolator | 0.90* | - | - | - | - | 12 (lose 9) |
Loopback:
| Turret | Dmg factor | 1 pass | 2 passes | 3 passes | 5 passes | 1 run |
| Picket | 0.32 | - | 10 (lose 0) | 7 (lose 0) | 4 (lose 0) | 1 (lose 0) |
| Lotus | 0.44 | - | - | 10 (lose 0) | 6 (lose 0) | 1 (lose 0) |
| Hacksaw | 0.54 | - | 9 (lose 0) | 6 (lose 0) | 4 (lose 1) | 2 (lose 1) |
| Stardust | 0.40 | - | - | - | 12 (lose 0) | 2 (lose 0) |
| Faraday | 0.48 | - | - | - | - | 3 (lose 0) |
| Stinger | 0.50 | - | - | - | - | 5 (lose 2) |
| Gauss | 0.47 | - | - | - | - | 5 (lose 2) |
| Razor | 0.51 | - | - | - | - | 7 (lose 4) |
| Thresher | 0.58 | - | - | - | - | 9 (lose 6) |
| Chainsaw | 0.84 | - | - | - | 11 (lose 3) | 7 (lose 6) |
| Artemis | 0.83 | - | - | - | - | - |
| Lucifer | 0.83* | - | - | - | - | 8 (lose 4) |
| Desolator | 0.83* | - | - | - | - | - |
Slow not taken into account (strafe):
| Turret | Dmg factor | 1 pass | 2 passes | 3 passes | 5 passes | 1 run |
| Picket | 0.56 | 4 (lose 0) | 2 (lose 0) | 2 (lose 0) | 1 (lose 0) | 1 (lose 0) |
| Lotus | 0.69 | 6 (lose 0) | 3 (lose 0) | 2 (lose 0) | 2 (lose 0) | 2 (lose 0) |
| Hacksaw | 0.80 | 5 (lose 1) | 3 (lose 1) | 3 (lose 1) | 3 (lose 1) | 3 (lose 1) |
| Stardust | 0.68 | 12 (lose 0) | 7 (lose 2) | 6 (lose 3) | 5 (lose 4) | 5 (lose 4) |
| Faraday | 0.72 | 12 (lose 0) | 7 (lose 0) | 5 (lose 0) | 3 (lose 0) | 2 (lose 0) |
| Stinger | 0.77 | - | 9 (lose 1) | 6 (lose 2) | 5 (lose 2) | 5 (lose 2) |
| Gauss | 0.72 | - | 11 (lose 0) | 8 (lose 1) | 6 (lose 1) | 5 (lose 2) |
| Razor | 0.81 | - | 11 (lose 1) | 8 (lose 2) | 6 (lose 3) | 6 (lose 3) |
| Thresher | 0.80 | - | 11 (lose 2) | 9 (lose 4) | 8 (lose 6) | 8 (lose 6) |
| Chainsaw | 0.96 | - | 9 (lose 3) | 7 (lose 4) | 7 (lose 4) | 7 (lose 4) |
| Artemis | 0.96 | - | - | - | - | - |
| Lucifer | 0.90* | - | - | - | 9 (lose 3) | 7 (lose 6) |
* Deso is absent from this list because it is stupid to attempt it without taking slow into account.
Loopback:
| Turret | Dmg factor | 1 pass | 2 passes | 3 passes | 5 passes | 1 sortie |
| Picket | 0.32 | - | 10 (lose 0) | 7 (lose 0) | 4 (lose 0) | 2 (lose 0) |
| Lotus | 0.44 | - | - | 10 (lose 0) | 6 (lose 0) | 1 (lose 0) |
| Hacksaw | 0.54 | - | 9 (lose 0) | 6 (lose 0) | 4 (lose 1) | 3 (lose 1) |
| Stardust | 0.40 | - | - | - | 12 (lose 0) | 2 (lose 0) |
| Faraday | 0.48 | - | - | - | - | 3 (lose 0) |
| Stinger | 0.50 | - | - | - | - | 6 (lose 4) |
| Gauss | 0.47 | - | - | - | - | 5 (lose 2) |
| Razor | 0.51 | - | - | - | - | 9 (lose 8) |
| Thresher | 0.58 | - | - | - | - | 12 (lose 9) |
| Chainsaw | 0.84 | - | - | - | 12 (lose 4) | 9 (lose 7) |
| Artemis | 0.83 | - | - | - | - | - |
| Lucifer | 0.83* | - | - | - | - | 10 (lose 6) |
| Desolator | 0.83* | - | - | - | - | - |
I will update this guide as I do more testing, but I feel like I was already able to gather the substantial amount of information here, so it may take longer to find more stuff.
EDIT: Forgot some tables