Jump/Specialist Plant

From Zero-K
Jump to: navigation, search

The Jump/Specialist Plant is a factory that produces jumpjets and special walkers.

Jump/Specialist Plant
Produces Jumpjets and Special Walkers, Builds at 10 m/s
Cost 600
Hit Points 4000
Energy (E/s) 0.3
Vision Radius (elmo) 273
Build Power 10

Range (elmo) 400
Reload (s) 10
Speed (elmo/s) 6
Midair jump No


The esoteric Jumpjet/Specialist Plant offers unique tactical options for rapidly closing the distance in a knife fight, or getting over hills and rivers to cut a path through enemy lines. Key units: Pyro, Moderator, Jack, Firewalker, Sumo

The Jump/Specialist Plant builds:

Tactics and Strategy[edit]

The Jump and Specialist Bots combine a wide array of gimmicks into a potent force. The Constable, Pyro, Jack, Archangel, Skuttle, and Sumo can jump over obstacles, allowing them to attack from unexpected directions or escape from enemies, and the Sumo turns the jump itself into a deadly weapon. The Moderator, Placeholder and Firewalker are specialists which contribute utility effects from longer range.

The Jump and Specalist bots rely on their unique characterisics in battle and therefore require a great deal of attention for effective use. Furthermore, if your opponent is setting the terms of engagement such that your advantages do not come fully into play, the Jumpers and Specialists are at a disadvantage in a direct fight. Combining the utility of the Jumpers and Specialists with more directly powerful units such as Amphibious Bots or Shield Bots nullfies this weakness and leaves you with a truly fearsome force.

Example Unit Combinations[edit]

In addition to their construction role, Constables have a slow beam. Use this in combination with Pyros to easily clear out enemy raiders.

Use Placeholders in combination with Moderators or Firewalkers to keep enemy units at long range and destroy them safely. This also works with cheaper skirmishers of other factories, such as the Rogue or Recluse.

Use Jacks in combination with a Sumo to destroy enemy units and buildings while the Sumo throws the enemy army into disarray.

Protect your Firewalkers with Placeholders, shields or cloaks.

Get your Skuttles close to the enemy with an Eraser or an air transport.

Use a Sumo or Placeholder to prevent enemies from running away from bigger threats such as a Dante.

Beating Jump/Specialist Bots[edit]

In general the Jump and Specialist bots are not particularly good against static defences. Firewalkers can slowly chip away from long range and Jacks can tear down turrets if it's safe for them to get that close, but their options are pretty limited.

The Pyro is a fearsome raider if it sneaks into your base by jumping, but it is quite expensive and rather flimsy. Engaging it at close range with your own raiders can be dicey, but a pair of Defenders will easily polish off a Pyro.

If you're getting aggressive in enemy territory, be very careful not to run into Placeholders. If your army is caught by Placeholders, it will be unable to retreat - not only will you lose your army, but its wreckage will be in enemy territory.

If there is a lot of wreckage to reclaim on the map, keep an eye on it and prevent the Jump/Specialist player from sucking it all up to create a mass of Puppies.

Sumos and Jacks are very tough and are frequently able to retreat to repair using their jump. Try to kill at least one when they attack to inflict permanent damage on your opponent's army.

The Sumo is a scary opponent but it's ineffective against structures. Stingers or a larger number of Lotuses will force it to retreat. If it is disabled or disarmed the Sumo cannot jump, push or pull, and so it can be caught and defeated easily. It also doesn't do much on its own against heavier opponents such as Striders.