Loading...
  OR  Zero-K Name:    Password:   

Post edit history

THE HERMIT MANUAL V1.0.0

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
5/13/2026 7:47:15 AMAUrankSmokeDragon before revert after revert
5/13/2026 7:46:26 AMAUrankSmokeDragon before revert after revert
5/13/2026 7:45:51 AMAUrankSmokeDragon before revert after revert
5/13/2026 7:45:00 AMAUrankSmokeDragon before revert after revert
Before After
1 i will remove this (copy paste) when @Qrow posts it 1 i will remove this (copy paste) when @Qrow posts it
2 do not upvote this post! upvote original guide post as this is just a copy of @Qrow 's work 2 do not upvote this post! upvote the original guide post at the top as this is just a copy of @Qrow 's work
3 \n 3 \n
4 [spoiler] 4 [spoiler]
5 THE HERMIT MANUAL 5 THE HERMIT MANUAL
6 An exhaustively long guide to everyone’s least favorite spider 6 An exhaustively long guide to everyone’s least favorite spider
7 \n 7 \n
8 Written by Qrow 8 Written by Qrow
9 \n 9 \n
10 Accurate to patch v1.14.5.0, or whenever 10 Accurate to patch v1.14.5.0, or whenever
11 11
12 Special thanks to authors of widgets needed for techniques in this document 12 Special thanks to authors of widgets needed for techniques in this document
13 \n 13 \n
14 \n 14 \n
15 \n 15 \n
16 \n 16 \n
17 \n 17 \n
18 Forenote 18 Forenote
19 \n 19 \n
20 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. 20 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.
21 \n 21 \n
22 Special addendum for this addition: Due to certain game and human limitations, widgets are needed for some techniques used in this mod. Approach at your own risk, as the legality of such widgets may be questionable at best. 22 Special addendum for this addition: Due to certain game and human limitations, widgets are needed for some techniques used in this mod. Approach at your own risk, as the legality of such widgets may be questionable at best.
23 \n 23 \n
24 \n 24 \n
25 \n 25 \n
26 Introduction 26 Introduction
27 \n 27 \n
28 Welcome to the Hermit Manual! This guide details every aspect of the Hermit unit from the spider factory in quite possibly way too much detail. However, if you plan to solo Hermit (a viable strategy at the time of writing this guide) this should give you everything you need to know to have a relatively strong impact on team games. This guide mainly focuses on team games, but most information is applicable to 1v1 as well. 28 Welcome to the Hermit Manual! This guide details every aspect of the Hermit unit from the spider factory in quite possibly way too much detail. However, if you plan to solo Hermit (a viable strategy at the time of writing this guide) this should give you everything you need to know to have a relatively strong impact on team games. This guide mainly focuses on team games, but most information is applicable to 1v1 as well.
29 \n 29 \n
30 \n 30 \n
31 \n 31 \n
32 Calcs (aka the Code, Math and You: A Beginner’s Guide) 32 Calcs (aka the Code, Math and You: A Beginner’s Guide)
33 \n 33 \n
34 \n 34 \n
35 \n 35 \n
36 A lot of the discussion in this guide involves a lot of math, so we need to talk about how Zero-K approaches unit fall damage and collision damage first in order to get some calculations down. 36 A lot of the discussion in this guide involves a lot of math, so we need to talk about how Zero-K approaches unit fall damage and collision damage first in order to get some calculations down.
37 \n 37 \n
38 1. Unit-vs-Unit Collision 38 1. Unit-vs-Unit Collision
39 Handled by the DoCollisionDamage() function, triggered when weaponDefID == -3 and an attackerID is present. 39 Handled by the DoCollisionDamage() function, triggered when weaponDefID == -3 and an attackerID is present.
40 Step 1, Speed check: Collision damage only activates if either unit's speed exceeds UNIT_UNIT_SPEED (5.5 elmos/frame). GitHub 40 Step 1, Speed check: Collision damage only activates if either unit's speed exceeds UNIT_UNIT_SPEED (5.5 elmos/frame). GitHub
41 Step 2, Relative speed: The relative velocity between the two units is calculated as: 41 Step 2, Relative speed: The relative velocity between the two units is calculated as:
42 relativeSpeed = sqrt((oVx-myVx)² + (oVy-myVy)² + (oVz-myVz)²) 42 relativeSpeed = sqrt((oVx-myVx)² + (oVy-myVy)² + (oVz-myVz)²)
43 Step 3, Damage per unit: Each unit's damage is calculated using LocalSpeedToDamage(): 43 Step 3, Damage per unit: Each unit's damage is calculated using LocalSpeedToDamage():
44 if relativeSpeed > velocityDamageThreshold (3): 44 if relativeSpeed > velocityDamageThreshold (3):
45 damage = (relativeSpeed - 3) × (mass × 0.6) 45 damage = (relativeSpeed - 3) × (mass × 0.6)
46 Buildings get a ×10 multiplier on their velocityDamageScale since they're treated as far more massive. 46 Buildings get a ×10 multiplier on their velocityDamageScale since they're treated as far more massive.
47 Step 4, Final damage dealt: The game deals the lesser of the two units' computed damages, multiplied by UNIT_UNIT_DAMAGE_FACTOR (0.8) so the smaller/lighter unit sets the damage ceiling. Both units take this same amount. GitHub 47 Step 4, Final damage dealt: The game deals the lesser of the two units' computed damages, multiplied by UNIT_UNIT_DAMAGE_FACTOR (0.8) so the smaller/lighter unit sets the damage ceiling. Both units take this same amount. GitHub
48 Step 5, Multipliers & immunity: The final damage is scaled by each unit's collisionDamageMult (set per-unit by other gadgets). Units can be immune (e.g. during jump/teleport), and allied units are protected from "no-ally-damage" flags. 48 Step 5, Multipliers & immunity: The final damage is scaled by each unit's collisionDamageMult (set per-unit by other gadgets). Units can be immune (e.g. during jump/teleport), and allied units are protected from "no-ally-damage" flags.
49 Step 6, Velocity correction: After collision, both units' velocities are blended toward a shared momentum-conserving average (a weighted sum based on their masses), simulating an inelastic collision. GitHub 49 Step 6, Velocity correction: After collision, both units' velocities are blended toward a shared momentum-conserving average (a weighted sum based on their masses), simulating an inelastic collision. GitHub
50 \n 50 \n
51 2. Unit-vs-Ground Collision (Fall Damage) 51 2. Unit-vs-Ground Collision (Fall Damage)
52 Triggered when weaponDefID == -2 with no attacker. This is the classic "fall damage." 52 Triggered when weaponDefID == -2 with no attacker. This is the classic "fall damage."
53 Step 1, Decompose velocity into normal and tangent: The unit's velocity is split into a component normal to the terrain surface and a tangential component (sliding along it). 53 Step 1, Decompose velocity into normal and tangent: The unit's velocity is split into a component normal to the terrain surface and a tangential component (sliding along it).
54 Step 2, Bounce physics: The normal component is reflected and scaled by elasticity (default 0.3), and the tangential component is scaled by friction (default 0.8), then an impulse is applied to simulate the bounce. GitHub 54 Step 2, Bounce physics: The normal component is reflected and scaled by elasticity (default 0.3), and the tangential component is scaled by friction (default 0.8), then an impulse is applied to simulate the bounce. GitHub
55 Step 3, Damage speed calculation: 55 Step 3, Damage speed calculation:
56 damageSpeed = magnitude of (normal + tangent × TANGENT_DAMAGE) 56 damageSpeed = magnitude of (normal + tangent × TANGENT_DAMAGE)
57 where TANGENT_DAMAGE = 0.5, so sliding impacts count for half. 57 where TANGENT_DAMAGE = 0.5, so sliding impacts count for half.
58 Step 4, Convert speed to damage (same LocalSpeedToDamage() as above): 58 Step 4, Convert speed to damage (same LocalSpeedToDamage() as above):
59 if damageSpeed > 3: 59 if damageSpeed > 3:
60 damage = (damageSpeed - 3) × (mass × 0.6) 60 damage = (damageSpeed - 3) × (mass × 0.6)
61 Step 5, Out-of-map bonus damage: If the unit is outside the map boundaries, additional damage is added proportional to how far out of bounds the unit is, scaled by unit.health / 800. GitHub 61 Step 5, Out-of-map bonus damage: If the unit is outside the map boundaries, additional damage is added proportional to how far out of bounds the unit is, scaled by unit.health / 800. GitHub
62 Step 6, Multiplier applied: Final damage × collisionDamageMult[unitID] (or 1 if unset). 62 Step 6, Multiplier applied: Final damage × collisionDamageMult[unitID] (or 1 if unset).
63 \n 63 \n
64 3. Unit-vs-Wreck/Feature Collision 64 3. Unit-vs-Wreck/Feature Collision
65 Triggered when weaponDefID == -3 and attackerID == nil (no unit attacker — a feature like debris). 65 Triggered when weaponDefID == -3 and attackerID == nil (no unit attacker — a feature like debris).
66 The engine's native damage value is taken and multiplied by DEBRIS_SPRING_DAMAGE_MULTIPLIER = 10 (described in the code as "tweaked arbitrarily"), then scaled by collisionDamageMult. The unit also gets a velocity-scaling impulse of 0.3 (i.e. it loses 70% of its speed). GitHub 66 The engine's native damage value is taken and multiplied by DEBRIS_SPRING_DAMAGE_MULTIPLIER = 10 (described in the code as "tweaked arbitrarily"), then scaled by collisionDamageMult. The unit also gets a velocity-scaling impulse of 0.3 (i.e. it loses 70% of its speed). GitHub
67 Note: Feature collisions still use the native engine value as a base, unlike unit-unit and ground collisions which are calculated entirely from scratch. 67 Note: Feature collisions still use the native engine value as a base, unlike unit-unit and ground collisions which are calculated entirely from scratch.
68 \n 68 \n
69 Key Constants 69 Key Constants
70 Constant 70 Constant
71 Value 71 Value
72 Purpose 72 Purpose
73 UNIT_UNIT_SPEED 73 UNIT_UNIT_SPEED
74 5.5 74 5.5
75 Minimum speed to trigger unit-unit damage 75 Minimum speed to trigger unit-unit damage
76 UNIT_UNIT_DAMAGE_FACTOR 76 UNIT_UNIT_DAMAGE_FACTOR
77 0.8 77 0.8
78 Scales final unit-unit damage down 78 Scales final unit-unit damage down
79 velocityDamageThreshold 79 velocityDamageThreshold
80 3 80 3
81 Speed floor before any damage is dealt 81 Speed floor before any damage is dealt
82 velocityDamageScale 82 velocityDamageScale
83 mass × 0.6 83 mass × 0.6
84 How hard a hit converts to damage 84 How hard a hit converts to damage
85 TANGENT_DAMAGE 85 TANGENT_DAMAGE
86 0.5 86 0.5
87 Sliding/grazing impact weight 87 Sliding/grazing impact weight
88 elasticity (default) 88 elasticity (default)
89 0.3 89 0.3
90 How much units bounce off the ground 90 How much units bounce off the ground
91 friction (default) 91 friction (default)
92 0.8 92 0.8
93 How much lateral speed is kept on impact 93 How much lateral speed is kept on impact
94 DEBRIS_SPRING_DAMAGE_MULTIPLIER 94 DEBRIS_SPRING_DAMAGE_MULTIPLIER
95 10 95 10
96 Wreck collision damage multiplier 96 Wreck collision damage multiplier
97 \n 97 \n
98 \n 98 \n
99 Zero-K ignores the engine's native input for fall and unit collisions entirely and calculates damage from scratch, but the gadget-calculated value still ignores armor (so a unit with armorMult = 0 can still take collision damage). Feature collisions are separate and still use the native engine value. GitHub 99 Zero-K ignores the engine's native input for fall and unit collisions entirely and calculates damage from scratch, but the gadget-calculated value still ignores armor (so a unit with armorMult = 0 can still take collision damage). Feature collisions are separate and still use the native engine value. GitHub
100 Units can be granted temporary fall damage immunity (e.g. during a jump) via SetUnitFallDamageImmunity. 100 Units can be granted temporary fall damage immunity (e.g. during a jump) via SetUnitFallDamageImmunity.
101 \n 101 \n
102 \n 102 \n
103 Stats 103 Stats
104 \n 104 \n
105 \n 105 \n
106 Listed below are the relevant stats as of time of writing. 106 Listed below are the relevant stats as of time of writing.
107 \n 107 \n
108 \n 108 \n
109 \n 109 \n
110 Stats 110 Stats
111 Cost 111 Cost
112 145 112 145
113 Hit Points 113 Hit Points
114 1550 114 1550
115 Mass 115 Mass
116 185 116 185
117 Movement Speed (elmo/s) 117 Movement Speed (elmo/s)
118 54 118 54
119 Turn Rate (deg/s) 119 Turn Rate (deg/s)
120 316 120 316
121 Vision Radius (elmo) 121 Vision Radius (elmo)
122 420 122 420
123 Transportable 123 Transportable
124 Light 124 Light
125 Abilities 125 Abilities
126 \n 126 \n
127 Improved Regen 127 Improved Regen
128 Idle Regen (HP/s) 128 Idle Regen (HP/s)
129 10 129 10
130 Time to enable (s) 130 Time to enable (s)
131 10 131 10
132 \n 132 \n
133 \n 133 \n
134 \n 134 \n
135 Weapons 135 Weapons
136 \n 136 \n
137 Light Plasma Cannon 137 Light Plasma Cannon
138 Damage 138 Damage
139 141 139 141
140 Reload Time (s) 140 Reload Time (s)
141 2.6 141 2.6
142 Damage per Second 142 Damage per Second
143 54 143 54
144 Range (elmo) 144 Range (elmo)
145 350 145 350
146 Area of Effect (elmo) 146 Area of Effect (elmo)
147 18 147 18
148 Projectile Speed (elmo/s) 148 Projectile Speed (elmo/s)
149 280 149 280
150 \n 150 \n
151 \n 151 \n
152 \n 152 \n
153 \n 153 \n
154 \n 154 \n
155 \n 155 \n
156 \n 156 \n
157 If you’re new here, Hermit is a “spider assault”, which really just means you can spam the hell out of it and get a lot of value in most scenarios. Hermit mainly excels at this job due to a few factors: 157 If you’re new here, Hermit is a “spider assault”, which really just means you can spam the hell out of it and get a lot of value in most scenarios. Hermit mainly excels at this job due to a few factors:
158 \n 158 \n
159 \n 159 \n
160 \n 160 \n
161 Big chonky HP pool (1500 is a lot!) That allows you to walk down most factories with large numbers 161 Big chonky HP pool (1500 is a lot!) That allows you to walk down most factories with large numbers
162 \n 162 \n
163 Great autoregen that helps out a lot (10hp/s after 10s) 163 Great autoregen that helps out a lot (10hp/s after 10s)
164 164
165 Being a spider means you can retreat to advantageous positions very easily 165 Being a spider means you can retreat to advantageous positions very easily
166 166
167 You beat most other assault at their own game, and even skirmishers due to decent move speed and good firing angles 167 You beat most other assault at their own game, and even skirmishers due to decent move speed and good firing angles
168 168
169 With micro or widgets, you can use hermits as long range artillery, make Jugglenaut into a REAL strider, pond skip units out of bounds at light speed and clip through terrain (and live) - the possibilities are endless! 169 With micro or widgets, you can use hermits as long range artillery, make Jugglenaut into a REAL strider, pond skip units out of bounds at light speed and clip through terrain (and live) - the possibilities are endless!
170 Build Order/Early Game Strategy 170 Build Order/Early Game Strategy
171 \n 171 \n
172 Early game is immensely important when attempting to do the main hermit strategy, which is 66% autoretreat fight-move (henceforward referred to as 66). When considering your build order, it is important to consider the following: 172 Early game is immensely important when attempting to do the main hermit strategy, which is 66% autoretreat fight-move (henceforward referred to as 66). When considering your build order, it is important to consider the following:
173 \n 173 \n
174 \n 174 \n
175 \n 175 \n
176 How fast am I going to be approached by my opponent? Small numbers of hermit don’t fare too well against micro’d raiders in the early game. 176 How fast am I going to be approached by my opponent? Small numbers of hermit don’t fare too well against micro’d raiders in the early game.
177 How much E will I need to prepare for repair stations? 177 How much E will I need to prepare for repair stations?
178 Do I need to focus on expansion or units first for taking ground on smaller maps? 178 Do I need to focus on expansion or units first for taking ground on smaller maps?
179 \n 179 \n
180 \n 180 \n
181 \n 181 \n
182 *Protip! Keep a calculator by your desk for doing E and damage calculations if you aren’t good at math. 182 *Protip! Keep a calculator by your desk for doing E and damage calculations if you aren’t good at math.
183 \n 183 \n
184 Starting Queue 184 Starting Queue
185 Usually, your starting queue looks something like this: 185 Usually, your starting queue looks something like this:
186 \n 186 \n
187 s. denotes starting to build a unit (placing nanoframe). 187 s. denotes starting to build a unit (placing nanoframe).
188 spc. denotes placing an item in the middle of your existing queue with space + left click. 188 spc. denotes placing an item in the middle of your existing queue with space + left click.
189 r. denotes resume. 189 r. denotes resume.
190 \n 190 \n
191 \n 191 \n
192 [Token]Factory -> s.Solar1 (wind if better) -> spc.4xFlea~loop.Hermit* -> r.Solar1 -> Solar2 -> Mex -> Storage -> Caretaker… 192 [Token]Factory -> s.Solar1 (wind if better) -> spc.4xFlea~loop.Hermit* -> r.Solar1 -> Solar2 -> Mex -> Storage -> Caretaker…
193 \n 193 \n
194 *Remember to set 66% autoretreat post Flea. 194 *Remember to set 66% autoretreat post Flea.
195 \n 195 \n
196 Usually you will want to get a builder in there at some point. 196 Usually you will want to get a builder in there at some point.
197 \n 197 \n
198 Generally, a good rule is that you want to get about 5 hermits up before using them to hold ground, as smaller numbers tend to still get trounced by microed raiders before making it to a repair station. 198 Generally, a good rule is that you want to get about 5 hermits up before using them to hold ground, as smaller numbers tend to still get trounced by microed raiders before making it to a repair station.
199 \n 199 \n
200 \n 200 \n
201 Caretaker Placement, and E and You 201 Caretaker Placement, and E and You
202 \n 202 \n
203 Besides Hermits, the other most important thing you will need to consider building are Caretakers, and by extension building repair stations. 203 Besides Hermits, the other most important thing you will need to consider building are Caretakers, and by extension building repair stations.
204 \n 204 \n
205 Caretakers are 10BP, and consume 10E/s for a total duration of a Hermit repair. Auto-regen is free, but caretakers do consume E, so having an appropriate supply for repairs and also for using your metal is very important. Consider capping an early Geothermal or building a fusion in order to secure your E needs. 205 Caretakers are 10BP, and consume 10E/s for a total duration of a Hermit repair. Auto-regen is free, but caretakers do consume E, so having an appropriate supply for repairs and also for using your metal is very important. Consider capping an early Geothermal or building a fusion in order to secure your E needs.
206 \n 206 \n
207 Repair Stations 207 Repair Stations
208 \n 208 \n
209 We mentioned repair stations earlier, but what do repair stations actually need? 209 We mentioned repair stations earlier, but what do repair stations actually need?
210 \n 210 \n
211 Anywhere on the map can be set as a retreat zone, which will be denoted for you only as a red circle with a wrench on the map. Other players cannot see your personal retreat zones, so communicate accordingly. 211 Anywhere on the map can be set as a retreat zone, which will be denoted for you only as a red circle with a wrench on the map. Other players cannot see your personal retreat zones, so communicate accordingly.
212 \n 212 \n
213 Repair stations usually need 3 things: 213 Repair stations usually need 3 things:
214 \n 214 \n
215 - BP source for repairs 215 - BP source for repairs
216 \n 216 \n
217 - Some source of protection while repairing (from Air/etc, usu. in form of terrain) 217 - Some source of protection while repairing (from Air/etc, usu. in form of terrain)
218 \n 218 \n
219 - Some way to ensure that the area does not murder hermits on the way out (i.e. don’t put retreat zones in chokepoints) 219 - Some way to ensure that the area does not murder hermits on the way out (i.e. don’t put retreat zones in chokepoints)
220 \n 220 \n
221 Following these three rules will generally ensure your hermits live as long as possible. 221 Following these three rules will generally ensure your hermits live as long as possible.
222 \n 222 \n
223 On flat maps, terrain where it is convenient to place a RS may be in short supply, so terraforming a hollow box and putting stuff inside may be useful, and also gives you privacy from your enemies’ radar. 223 On flat maps, terrain where it is convenient to place a RS may be in short supply, so terraforming a hollow box and putting stuff inside may be useful, and also gives you privacy from your enemies’ radar.
224 \n 224 \n
225 \n 225 \n
226 \n 226 \n
227 Other Units 227 Other Units
228 \n 228 \n
229 Spider Factory 229 Spider Factory
230 \n 230 \n
231 Venom 231 Venom
232 \n 232 \n
233 Useful to deal with some raiders, but rarely used otherwise. Mass hermit fairs pretty well against raiders already. Occasionally useful when you need things to not move, although Widow also does this job. 233 Useful to deal with some raiders, but rarely used otherwise. Mass hermit fairs pretty well against raiders already. Occasionally useful when you need things to not move, although Widow also does this job.
234 \n 234 \n
235 Redback 235 Redback
236 \n 236 \n
237 Useful for anti-raider or anti-flea properties in the mirror match. Not used a whole lot otherwise. 237 Useful for anti-raider or anti-flea properties in the mirror match. Not used a whole lot otherwise.
238 \n 238 \n
239 Recluse 239 Recluse
240 \n 240 \n
241 Solves some problems in awkward spots you might find yourself in regarding range. Usually quite fragile so they have to be micro’d separately from your Hermit wall. Worth considering in the mirror, sometimes. 241 Solves some problems in awkward spots you might find yourself in regarding range. Usually quite fragile so they have to be micro’d separately from your Hermit wall. Worth considering in the mirror, sometimes.
242 \n 242 \n
243 Widow 243 Widow
244 \n 244 \n
245 Useful for stunning certain heavies that are annoying, or tempo fixing when the enemy somehow conjures up a crab from nowhere. Also useful as a way to work around DDMs, which are quite strong against hermit. 245 Useful for stunning certain heavies that are annoying, or tempo fixing when the enemy somehow conjures up a crab from nowhere. Also useful as a way to work around DDMs, which are quite strong against hermit.
246 \n 246 \n
247 Crab 247 Crab
248 \n 248 \n
249 If you lose tempo to build this in the mirror, it is losing. If you can get this for free from reclaim while also keeping hermit tempo, it’s very good in the mirror. 249 If you lose tempo to build this in the mirror, it is losing. If you can get this for free from reclaim while also keeping hermit tempo, it’s very good in the mirror.
250 \n 250 \n
251 Useful outside the mirror in all sorts of situations where you need a bit more punch to your offensive, or for holding ground. 251 Useful outside the mirror in all sorts of situations where you need a bit more punch to your offensive, or for holding ground.
252 \n 252 \n
253 \n 253 \n
254 \n 254 \n
255 Other Compositions 255 Other Compositions
256 (Listed as compositions here and not individual units or factories) 256 (Listed as compositions here and not individual units or factories)
257 \n 257 \n
258 Scapel/Dagger/Lance 258 Scapel/Dagger/Lance
259 \n 259 \n
260 Combining Hermit with the hover factory gets you a lot of good options in terms of DPS projection and threat removal before the majority of the hermits have to walk up to the target. By moving behind a hermit wall, a player can get a lot of value out of the range of Scalpel, and also help hermits by providing daggers for raider management and Lance for threat removal. 260 Combining Hermit with the hover factory gets you a lot of good options in terms of DPS projection and threat removal before the majority of the hermits have to walk up to the target. By moving behind a hermit wall, a player can get a lot of value out of the range of Scalpel, and also help hermits by providing daggers for raider management and Lance for threat removal.
261 \n 261 \n
262 Sling 262 Sling
263 \n 263 \n
264 Useful for combining with hermit balls in order to either force your opponent to clear out of an area or for forcing them to fight you when you have superior numbers. Also very cheap and good. 264 Useful for combining with hermit balls in order to either force your opponent to clear out of an area or for forcing them to fight you when you have superior numbers. Also very cheap and good.
265 \n 265 \n
266 Iris 266 Iris
267 \n 267 \n
268 Walking a cloaked Hermit ball into your opponent’s base generally wins the game. Also useful for dealing with some tricky artillery or sniper situations. 268 Walking a cloaked Hermit ball into your opponent’s base generally wins the game. Also useful for dealing with some tricky artillery or sniper situations.
269 \n 269 \n
270 Thug/Iris/Rogue 270 Thug/Iris/Rogue
271 \n 271 \n
272 Provides some more beef to the hermit wall and also boosts its protection versus things like planes. Rogue offers some decent damage projection in the same way that Scalpel does. Usually quite expensive. 272 Provides some more beef to the hermit wall and also boosts its protection versus things like planes. Rogue offers some decent damage projection in the same way that Scalpel does. Usually quite expensive.
273 \n 273 \n
274 Badger/Impaler 274 Badger/Impaler
275 \n 275 \n
276 Useful for the same reason as sling, but at more of a cost. Badger has the slight upside of being quite mobile, so it can effectively help retreating hermits more. 276 Useful for the same reason as sling, but at more of a cost. Badger has the slight upside of being quite mobile, so it can effectively help retreating hermits more.
277 \n 277 \n
278 Juggle 278 Juggle
279 \n 279 \n
280 See most of the entire tech section later. 280 See most of the entire tech section later.
281 \n 281 \n
282 Newton 282 Newton
283 \n 283 \n
284 Vitally important to late game and tech based solutions for problems. Being able to flash build these is valuable. If only we had Newton with legs. 284 Vitally important to late game and tech based solutions for problems. Being able to flash build these is valuable. If only we had Newton with legs.
285 \n 285 \n
286 Placeholder 286 Placeholder
287 \n 287 \n
288 You sometimes need to placeholder your own hermits for certain tech. Also helps against tanks. 288 You sometimes need to placeholder your own hermits for certain tech. Also helps against tanks.
289 \n 289 \n
290 Lobster 290 Lobster
291 \n 291 \n
292 Also needed for certain loop-recycle tech. 292 Also needed for certain loop-recycle tech.
293 \n 293 \n
294 \n 294 \n
295 \n 295 \n
296 Tech 296 Tech
297 \n 297 \n
298 Easy (Essential) Tech 298 Easy (Essential) Tech
299 this is where it all begins 299 this is where it all begins
300 \n 300 \n
301 \n 301 \n
302 \n 302 \n
303 Retreat Zoning 303 Retreat Zoning
304 Don’t like it? HIT DA BRICKS 304 Don’t like it? HIT DA BRICKS
305 \n 305 \n
306 This isn’t really tech, but putting your Hermits on 66% autoretreat and having safe areas for them to back up to is by far the easiest “tech” you need to know with them. Just doing this makes them much stronger and more annoying to deal with for the enemy. 306 This isn’t really tech, but putting your Hermits on 66% autoretreat and having safe areas for them to back up to is by far the easiest “tech” you need to know with them. Just doing this makes them much stronger and more annoying to deal with for the enemy.
307 \n 307 \n
308 \n 308 \n
309 Warpgate 309 Warpgate
310 Go Places Fast! 310 Go Places Fast!
311 \n 311 \n
312 By using a newton turret and a low angle ramp, you can effectively zip hermits to anywhere on a map! Simply build a newton turret, push your hermit and set an auto retreat zone where they land. Hermits have free autoregen, so if you have some excess E or just some time for them to heal, this can get them around much faster. 312 By using a newton turret and a low angle ramp, you can effectively zip hermits to anywhere on a map! Simply build a newton turret, push your hermit and set an auto retreat zone where they land. Hermits have free autoregen, so if you have some excess E or just some time for them to heal, this can get them around much faster.
313 \n 313 \n
314 If you want even faster travel, you can set up a warpgate setup with pull newtons at the end that will slow the hermit down enough for it to land safely. Consult the math at the beginning of this guide for appropriate calculations. 314 If you want even faster travel, you can set up a warpgate setup with pull newtons at the end that will slow the hermit down enough for it to land safely. Consult the math at the beginning of this guide for appropriate calculations.
315 \n 315 \n
316 Puck Shot 316 Puck Shot
317 Throw a rock at em’ 317 Throw a rock at em’
318 \n 318 \n
319 Because hermits have so much HP, a primary use for hermits becomes using them as a way to abuse Zero-K’s unit collision damage. We will explore this more later, but for now the easiest way to do damage with hermits is simply to impulse them into enemy structures or units with a newton. Remember - the damage ceiling is set by the smaller unit! 319 Because hermits have so much HP, a primary use for hermits becomes using them as a way to abuse Zero-K’s unit collision damage. We will explore this more later, but for now the easiest way to do damage with hermits is simply to impulse them into enemy structures or units with a newton. Remember - the damage ceiling is set by the smaller unit!
320 \n 320 \n
321 This tech can be easily aimed with a small newton array and ramp. 321 This tech can be easily aimed with a small newton array and ramp.
322 \n 322 \n
323 \n 323 \n
324 \n 324 \n
325 Intermediate Level 325 Intermediate Level
326 \n 326 \n
327 Pond Skipping 327 Pond Skipping
328 For when you need some extra bounce in your step 328 For when you need some extra bounce in your step
329 \n 329 \n
330 By throwing hermits at a low enough angle to the ground, you can abuse the retrograde impulse applied to terrain collision and effectively skip hermits across the map at a low cost to their HP. 330 By throwing hermits at a low enough angle to the ground, you can abuse the retrograde impulse applied to terrain collision and effectively skip hermits across the map at a low cost to their HP.
331 \n 331 \n
332 For this on average, you will need: 332 For this on average, you will need:
333 \n 333 \n
334 * an extremely low angle ramp 334 * an extremely low angle ramp
335 \n 335 \n
336 * 2 newtons 336 * 2 newtons
337 \n 337 \n
338 \n 338 \n
339 Try playing around with it until you get the hang of it, it’s not too hard. 339 Try playing around with it until you get the hang of it, it’s not too hard.
340 \n 340 \n
341 \n 341 \n
342 \n 342 \n
343 Out of Bounds Skip-Clipping (a.k.a. Watari) 343 Out of Bounds Skip-Clipping (a.k.a. Watari)
344 \n 344 \n
345 \n 345 \n
346 Spiders through space-time 346 Spiders through space-time
347 \n 347 \n
348 For this tech, we need to understand a few things about how out of bounds units work in Zero-K, and how they are repositioned when they are detected as out of bounds. 348 For this tech, we need to understand a few things about how out of bounds units work in Zero-K, and how they are repositioned when they are detected as out of bounds.
349 \n 349 \n
350 \n 350 \n
351 Damage is applied via a OOB modifier as discussed earlier. Generally the math considers: 351 Damage is applied via a OOB modifier as discussed earlier. Generally the math considers:
352 \n 352 \n
353 \n 353 \n
354 The unit itself 354 The unit itself
355 355
356 How far OOB you were 356 How far OOB you were
357 357
358 Some speed math 358 Some speed math
359 \n 359 \n
360 Units are generally repositioned on the map in a straight path to the border if they do not die, as often seen with wrecks. 360 Units are generally repositioned on the map in a straight path to the border if they do not die, as often seen with wrecks.
361 \n 361 \n
362 By abusing the earlier skip tech to barely skip hermits off the map, we can use the skip angle to bypass certain terrain features such as hills or other pesky things at the map edge in order to pass out hermits up the map and have them skip the obstacle. Because of the nature of how skipping works, besides the OOB damage penalty, hermits do not take much damage for doing this, and you can use it to scout or hit certain hard to reach targets. 362 By abusing the earlier skip tech to barely skip hermits off the map, we can use the skip angle to bypass certain terrain features such as hills or other pesky things at the map edge in order to pass out hermits up the map and have them skip the obstacle. Because of the nature of how skipping works, besides the OOB damage penalty, hermits do not take much damage for doing this, and you can use it to scout or hit certain hard to reach targets.
363 \n 363 \n
364 \n 364 \n
365 \n 365 \n
366 Spinning Top (a.k.a. Wiggle) 366 Spinning Top (a.k.a. Wiggle)
367 SPEEEN *widget only 367 SPEEEN *widget only
368 \n 368 \n
369 This tech actually isn’t very hard, but due to the fact you need an autopress widget to pull it off and the fact that it is quite inconsistent even if you do have the widget, I’m putting it here essentially just as a sidenote. 369 This tech actually isn’t very hard, but due to the fact you need an autopress widget to pull it off and the fact that it is quite inconsistent even if you do have the widget, I’m putting it here essentially just as a sidenote.
370 \n 370 \n
371 If you have hermits trapped in a placeholder ball, you can abuse momentum and unit collision by rapidly (beyond human clicking) trying to move the hermits in a random direction. If successful, the hermits will turn upside down in the placeholder ball, collide, and bounce out (taking some damage on the way). I do not know why this works or sometimes doesn’t work, please don’t ask. 371 If you have hermits trapped in a placeholder ball, you can abuse momentum and unit collision by rapidly (beyond human clicking) trying to move the hermits in a random direction. If successful, the hermits will turn upside down in the placeholder ball, collide, and bounce out (taking some damage on the way). I do not know why this works or sometimes doesn’t work, please don’t ask.
372 \n 372 \n
373 \n 373 \n
374 REAL Tech (Hard) 374 REAL Tech (Hard)
375 \n 375 \n
376 Tech in this section is usually extremely case specific and in some cases very finicky. Many require high APM or custom widgets you need to develop yourself. Proceed at your own risk. 376 Tech in this section is usually extremely case specific and in some cases very finicky. Many require high APM or custom widgets you need to develop yourself. Proceed at your own risk.
377 \n 377 \n
378 \n 378 \n
379 Recycle-Bounce Damage Negation Lobster Loops (RBDNLLs) 379 Recycle-Bounce Damage Negation Lobster Loops (RBDNLLs)
380 \n 380 \n
381 \n 381 \n
382 What are these names anymore 382 What are these names anymore
383 \n 383 \n
384 By throwing a hermit into an enemy unit and just in time after applying damage lobstering your units back, you can apply a state of damage invuln to your own hermits upon being thrown by lobster. This takes advantage of the fall damage negation trigger that hermit applies. The command order goes as follows: 384 By throwing a hermit into an enemy unit and just in time after applying damage lobstering your units back, you can apply a state of damage invuln to your own hermits upon being thrown by lobster. This takes advantage of the fall damage negation trigger that hermit applies. The command order goes as follows:
385 \n 385 \n
386 \n 386 \n
387 \n 387 \n
388 Impulse hermit 388 Impulse hermit
389 Hit Target 389 Hit Target
390 Immediately Lobster Back 390 Immediately Lobster Back
391 Heal, Recycle, Loop tech 391 Heal, Recycle, Loop tech
392 Profit 392 Profit
393 \n 393 \n
394 \n 394 \n
395 This tech, if done effectively, essentially can let you transform your frontline hermits into massive amounts of burst damage if done and micro’d well. 395 This tech, if done effectively, essentially can let you transform your frontline hermits into massive amounts of burst damage if done and micro’d well.
396 \n 396 \n
397 \n 397 \n
398 \n 398 \n
399 Nebula 399 Nebula
400 \n 400 \n
401 \n 401 \n
402 Isn’t that another unit 402 Isn’t that another unit
403 \n 403 \n
404 \n 404 \n
405 With custom widgets, you can use Jugglenauts to juggle (push pull) hermits in an orbit around the jugglenaut, thus creating a constant ring of collision damage around the Juggle to wipe out pesky raiders and such. 405 With custom widgets, you can use Jugglenauts to juggle (push pull) hermits in an orbit around the jugglenaut, thus creating a constant ring of collision damage around the Juggle to wipe out pesky raiders and such.
406 \n 406 \n
407 Figure out the math on this one yourself. 407 Figure out the math on this one yourself.
408 \n 408 \n
409 \n 409 \n
410 \n 410 \n
411 PoolShot 411 PoolShot
412 For when placeholders need to die 412 For when placeholders need to die
413 \n 413 \n
414 By shooting your own hermit at a ball of your hermits in a placeholder ball, you can effectively kick all of them out of being placeheld and at the same time turn your hermits into living grapeshot! This one is easy to understand, but the aiming is hard. 414 By shooting your own hermit at a ball of your hermits in a placeholder ball, you can effectively kick all of them out of being placeheld and at the same time turn your hermits into living grapeshot! This one is easy to understand, but the aiming is hard.
415 \n 415 \n
416 [/spoiler] 416 [/spoiler]