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The Dante is an assault/riot strider from the Strider Hub.

Dante (striderdante)
Assault/Riot Strider
Cost 3500
Hit Points 11000
Mass 812
Movement Speed (elmo/s) 52
Turn Rate (deg/s) 118
Vision Radius (elmo) 600
Transportable Heavy
Napalm Rockets
Damage 120 × 2
Reload Time (s) 2
Damage per Second 120
Afterburn (s) 37.5 (15 DPS)
Range (elmo) 460
Area of Effect (elmo) 114
Projectile Speed (elmo/s) 800
Inaccuracy (deg) 2
Wobbly (maximum, deg/s) 54
Heat Ray
Damage 49 × 2
Reload Time (s) 0.1
Damage per Second 980
Range (elmo) 416
Projectile Speed (elmo/s) 500
Damage falls off with range
Napalm Rocket Salvo
Damage 120 × 20
Reload Time (s) 20
Damage per Second 120
Afterburn (s) 37.5 (15 DPS)
Range (elmo) 460
Area of Effect (elmo) 114
Projectile Speed (elmo/s) 800
Inaccuracy (deg) 16
Wobbly (maximum, deg/s) 43
Arcing shot (deg) 10.2
Potential friendly fire
Damage 15
Reload Time (s) 0.13
Damage per Second 112
Afterburn (s) 15 (15 DPS)
Range (elmo) 320
Area of Effect (elmo) 48
Projectile Speed (elmo/s) 800
Potential friendly fire
Passes through ground
Damage increase vs large units


The Dante is a heavy combat unit that specializes in getting close and melting its target. Its flamethrower and twin heatrays aren't extraordinary, but its incendiary rockets can be fired in a salvo of twenty that devastates a wide swath of terrain.

Tactics and Strategy

Like most striders, the key to using Dantes effectively is to not only attack frequently with them, but also to keep them alive whenever possible. As durable as Dantes are, they're expensive to build, and thus, expensive to replace in the event that they're destroyed, so be sure to set up a fallback point for your Dantes to automatically retreat to when their health drops below a certain point. (Setting them to retreat when under 65% health is recommended if the game progresses to the point where striders are more common.)

If your opponent is unprepared, and does not have any strong anti-strider units (such as large amounts of Phantoms, Lances, or Widows, or a Scorpion), a Dante can easily end the game. It is armed and armored well enough to be able to break through modest lines of defense (such as a line of Fencers, or a handful of Stingers), giving other units, especially raiders, an opportunity to exploit the opening to go on a rampage behind enemy lines (in a similar manner to Blitzkrieg, or Soviet Deep Battle doctrine). However, if your opponent is prepared, and has built significant amounts of anti-strider units, your Dante becomes, at best, a large paperweight, and at worst, a donation of metal, since it's rather slow, and doesn't deal well with getting paralyzed by Widows or Scorpions, or getting picked off by Phantoms or Lances.

To better improve the survivability of your Dantes, especially in the face of enemy anti-strider units like Lances, Phantoms, or Merlins, try escorting them with an Iris, so that the enemy's anti-strider units will have a more difficult time picking the Dantes off.

If enemy Scorpions threaten your Dantes, try escorting them with anti-heavy units, or even other striders, since the Scorpion needs to wait a long time to use its electro-stunner attack again.