1 |
True, Felon completely changes how you handle shieldbots. Felons are countered differently depending on whether they are (almost) alone, in a small group, or in a large group of shield units. However, all regular shield-counters mentioned earlier also help a bit once Felons are out.
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1 |
True, Felon completely changes how you handle shieldbots. Felons are countered differently depending on whether they are (almost) alone, in a small group, or in a large group of shield units. However, all regular shield-counters mentioned earlier also help a bit once Felons are out.
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3 |
Spamming
1hp
blueprints
can
help
with
all
of
them,
but
fails
if
there's
an
Outlaw,
or
when
Felons
are
set
to
hold
fire.
Same
for
closed
Razor/Halberd/Dirtbag
spam.
Assault
units
are
always
useful,
unless
the
shieldball
has
grown
to
XXXL,
Zeus
is
probably
best
here
as
EMP
also
damages
shields
and
emped
units
don't
regenerate
shields.
Stilettos
work
when
you
have
MORE
than
enough
to
one-shot
the
ball,
if
you
have
just
enough
then
Felons
will
kill
some
or
all
of
your
Stilettos.
Skuttles
feel
like
they
are
very
much
based
on
luck
-
a
random
explosion,
Outlaw
wave
or
unit
accidentally
walking
near
are
enough
to
uncloak
it,
Felon
then
kills
it
in
less
than
a
second.
Same
for
Roaches
and
Ticks.
Racketeers,
Tremors,
Catapults
and
other
artillery
can
be
useful
if
you
manage
not
to
lose
them.
For
large
shieldballs
the
only
cost
efficient
counter
I
can
think
of
is
a
nuke
-
the
nightmare
of
any
XXXL-shieldball.
|
3 |
Spamming
1hp
blueprints
can
help
with
all
of
them,
but
fails
if
there's
an
Outlaw,
or
when
Felons
are
set
to
hold
fire.
Same
for
closed
Razor/Halberd/Dirtbag
spam.
Assault
units
are
always
useful,
unless
the
shieldball
has
grown
to
XXXL,
Zeus
is
probably
best
here
as
EMP
also
damages
shields
and
emped
units
don't
regenerate
shields.
Stilettos
work
when
you
have
MORE
than
enough
to
one-shot
the
ball,
if
you
have
just
enough
then
Felons
will
kill
some
or
all
of
your
Stilettos.
Skuttles
feel
like
they
are
very
much
based
on
luck
-
a
random
explosion,
Outlaw
wave
or
unit
accidentally
walking
near
are
enough
to
uncloak
it,
Felon
then
kills
it
in
less
than
a
second.
Same
for
Roaches
and
Ticks.
Racketeers,
Tremors,
Catapults
and
other
artillery
can
be
useful
if
you
manage
not
to
lose
them.
For
large
shieldballs
the
only
cost
efficient
counter
I
can
think
of
is
a
nuke
-
the
nightmare
of
any
XXXL-shieldball.
Finally:
never
let
shieldballs
grow
too
large
and
go
around
and/or
kill
energy
to
potentially
lower
shield-regen.
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