1 |
Archer
is
my
new
favorite
unit,
but
being
pretty
much
the
only
Raider/Riot
hybrid
in
the
game,
I
have
no
idea
what
to
think
about
this
combination
of
roles.
|
1 |
Archer
is
my
new
favorite
unit
but
is
pretty
much
the
only
Raider/Riot
hybrid
in
the
game,
I
have
no
idea
what
to
think
about
this
combination
of
roles.
|
2 |
\n
|
2 |
\n
|
3 |
Shield bots with personal shields have a bigger hitbox when it comes to those shields, making them a bigger target, and allowing the Archers to push them and throw them off cliffs easier than normal units
|
3 |
Shield bots with personal shields have a bigger hitbox when it comes to those shields, making them a bigger target, and allowing the Archers to push them and throw them off cliffs easier than normal units
|
4 |
\n
|
4 |
\n
|
5 |
Spiders
and
the
Aspis
are
kinda
dead
against
Archers
to
begin
with,
because
the
Archer
can
very
easily
knock
them
off
cliffs,
and
get
them
insta-killed
by
fall
damage.
The
Crab
is
the
best
bet
with
this,
but
enough
Archers
will
still
shove
them
away
with
dps
and
knock
back
(
even
in
armored
form)
.
This
requires
plenty
of
Archers
to
do
though,
at
least
in
the
Crab's
case.
|
5 |
Spiders
and
the
Aspis
are
kinda
dead
against
Archers
to
begin
with
because
the
Archer
can
very
easily
knock
them
off
cliffs,
and
get
them
insta-killed
by
fall
damage.
The
Crab
is
the
best
bet
with
this,
but
enough
Archers
will
still
shove
them
away
with
dps
and
knockback
(
even
in
armored
form)
.
This
requires
plenty
of
Archers
to
do
though,
at
least
in
the
Crab's
case.
|
6 |
\n
|
6 |
\n
|
7 |
Units like Fencers, Jugglenaut, and Placeholder are the kinds of units that get disabled by the knockback of Archer. However, Jugglenaut is still very effective against them due to the sheer damage and AoE of its jump. Its turrets just don't want to fire due to the knockback system currently.
|
7 |
Units like Fencers, Jugglenaut, and Placeholder are the kinds of units that get disabled by the knockback of Archer. However, Jugglenaut is still very effective against them due to the sheer damage and AoE of its jump. Its turrets just don't want to fire due to the knockback system currently.
|
8 |
\n
|
8 |
\n
|
9 |
If
your
ever
struggling
against
Archer
spam,
there
are
some
factories
that
can
tank
them
or
shred
them.
Tanks
are
tanky
enough
to
survive
long
enough
to
blast
them,
hence
their
job.
Minotaurs,
Ogres,
and
even
Emissary
(
which
can
still
fire,
even
when
being
pushed
by
an
Archer)
are
good
against
Archer
groups.
Gunships
are
also
a
safe
bet
as
well,
as
Nimbus,
Revenant,
and
Krow
all
kite
the
Archer
effectively,
and
have
the
damage
to
clear
them
out.
|
9 |
If
you're
ever
struggling
against
Archer
spam,
there
are
some
factories
that
can
tank
them
or
shred
them.
Tanks
are
tanky
enough
to
survive
long
enough
to
blast
them,
hence
their
job.
Minotaurs,
Ogres,
and
even
Emissary
(
which
can
still
fire,
even
when
being
pushed
by
an
Archer)
are
good
against
Archer
groups.
Gunships
are
also
a
safe
bet
as
well,
as
Nimbus,
Revenant,
and
Krow
all
kite
the
Archer
effectively,
and
have
the
damage
to
clear
them
out.
|
10 |
\n
|
10 |
\n
|
11 |
Ships like Sirens also do ok against Archers, and Scalpels are still as effective against Archers as they are against most other units.
|
11 |
Ships like Sirens also do ok against Archers, and Scalpels are still as effective against Archers as they are against most other units.
|
12 |
\n
|
12 |
\n
|
13 |
However,
Archer's
strength
against
most
units
will
tend
to
be
its
ability
to
launch
enemies
into
the
air
in
order
to
exploit
fall
damage,
which
striders
such
as
Paladins
will
be
vulnerable
to
if
your
not
careful.
|
13 |
However,
Archer's
strength
against
most
units
will
tend
to
be
its
ability
to
launch
enemies
into
the
air
in
order
to
exploit
fall
damage,
which
most
units
that
are
close
to
hills
or
cliffs,
including
striders
such
as
Paladins,
will
be
vulnerable
to
if
you're
not
careful.
|
14 |
\n
|
14 |
\n
|
15 |
Overall,
I
don't
know
what
to
think
about
my
new
favorite
unit,
the
Archer.
With
some
units,
it
makes
sense
for
them
to
be
flung
into
the
air.
There
are
some
cases
where
the
knockback
potential
is
a
big
high
though.
|
15 |
Overall,
I
don't
know
what
to
think
about
my
new
favorite
unit,
the
Archer.
With
some
units,
it
makes
sense
for
them
to
be
flung
into
the
air.
There
are
some
cases
where
the
knockback
potential
is
a
bit
high
though.
|
16 |
\n
|
16 |
\n
|
17 |
Like
seriously.
.
.
how
much
does
a
Paladin
Strider
weight?
53
Archers
with
the
correct
angle
is
able
to
launch
a
lone
Paladin
30-50
feet
into
the
air.
|
17 |
Like
seriously.
.
.
how
much
does
a
Paladin
Strider
weight?
53
Archers
with
the
correct
angle
are
able
to
launch
a
lone
Paladin
30-50
feet
into
the
air.
|