Difference between pages "Jumpbot Factory" and "Jugglenaut"

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The '''{{PAGENAME}}''' is a factory that produces jumpjet equipped robots.{{Autoinfobox zkunit
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The '''{{PAGENAME}}''' is a heavy riot jumper with gravity guns from the [[Jumpbot Factory]].{{Autoinfobox zkunit
| defname = factoryjump
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| defname = jumpsumo
 
}}==Description==
 
}}==Description==
The esoteric Jumpbot Factory 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, Jugglenaut.
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The Jugglenaut's impressive armor makes it a near-unstoppable sphere of death. It slowly advances on enemy units to break up their formation with its Gravity Beams and stomp them into ground using its jump. Its stomp is the only way it can damage buildings.
  
The Jumpbot Factory builds:<dl>
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== Tactics and Strategy ==
{{icon unit def|jumpcon|Constable|Jumpjet Constructor}}
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The Jugglenaut is a beast of a unit and certainly a highlight of [[Jumpbot Factory]]. Classified as a heavy riot, it can fulfill a number of roles of which you couldn't even think, utilizing its impressive health pool, gravity-manipulation weaponry and adorable looks. Using the Jugglenaut requires quite a bit of finesse and an understanding of some of the more in-depth game mechanics.
{{icon unit def|jumpscout|Puppy|Walking Missile}}
 
{{icon unit def|jumpraid|Pyro|Raider/Riot Jumper}}
 
{{icon unit def|jumpblackhole|Placeholder|Black Hole Launcher}}
 
{{icon unit def|jumpskirm|Moderator| Disruptor Skirmisher Walker}}
 
{{icon unit def|jumpassault|Jack|Melee Assault Jumper}}
 
{{icon unit def|jumpsumo|Jugglenaut|Heavy Gravity Riot Jumper}}
 
{{icon unit def|jumparty|Firewalker|Saturation Artillery Walker}}
 
{{icon unit def|jumpaa|Toad|Heavy Anti-Air Jumper}}
 
{{icon unit def|jumpbomb|Skuttle|Cloaked Jumping Anti-Heavy Bomb}}
 
</dl>{{clear}}
 
Placeholder, Moderator and Firewalker have no jumping ability. While the factory itself is not able to [[Jump Command|jump]], either, its Jump command can be used to set a rally point to which any jumping unit will jump instead of walking. It will still walk until it reaches its minimum required jumping distance from the destination.
 
  
Constable, Pyro and Jack are equipped with jets that allow them to jump even while they are in the air, while other jumping units have to rely on the strength of their legs, which, of course, need solid ground under them to work.
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The main weaponry of the Jugglenaut is represented by twin gravity guns, with a force equivalent of two [[Newton]] turrets. They can work in one of two modes: push (repulsing) [[File:push alt.png|22px|top]] or pull (attraction) [[File:pull alt.png|22px|top]]. This can be switched in unit's panel, default key being {{key press|O}}. Applied to an enemy (or even a friendly unit), causes the Jugglenaut to shift the target along the ground, or even lift it off completely. Effectiveness largely depends on a unit's mass, which can be viewed in its description. Each unit is affected differently. Most, however, will go flying right into the Jugglenaut, causing collision damage. This will damage the jumper, but also often results in the death of the enemy.
  
==Tactics and Strategy==
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Gravity guns have a number of applications, from scattering lightweight units like [[Glaive]]s and pushing away [[Snitch]]es, to tearing off [[Crab]]s, to which the Jugglenaut is a natural predator, or singling out units like [[Felon]]s from a group of enemies. This, however, can be turned into a weakness. In pull mode [[File:pull alt.png|22px|top]], the Jugglenaut can take quite a bit of collision damage, greatly decreasing its health and battle readiness. If your opponent is distracted from its white sphere of death, a good tactic is either feeding it a few walking bombs to either disable or cripple enemy formation, or units like [[Dirtbag]]s, dealing cheap damage. Attacking from the side of the Jugglenaut can bear greater success, as its guns can point together only at its front or back, and a strike from a side will meet only half its firepower. It also struggles against static defences.
  
The Jumpbots combine a wide array of gimmicks into a potent force. The Constable, Pyro, Jack, Toad, Skuttle, and Jugglenaut can jump over obstacles, allowing them to attack from unexpected directions or escape from enemies, and the Jugglenaut turns the jump itself into a deadly weapon. The Moderator, Placeholder and Firewalker are specialists which contribute utility effects from longer range.
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While the Jugglenaut is a walking fortress, for the reasons listed above it will usually traverse the battlefield wounded. A good idea is keeping a few builders, like [[Constable]]s, on the ready to heal it, or to periodically pull it off the front lines.
  
The Jump and Specalist bots rely on their unique characteristics 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 Jumpbots are at a disadvantage in a direct fight. Combining the utility of the Jumpers and Specialists with more directly powerful units such as [[Amphibious Bot Plant|Amphibious Bots]] or [[Shield Bot Factory|Shield Bots]] nullifies this weakness and leaves you with a truly fearsome force.
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In a desperate situation for retreat, while dealing with buildings, or to start a new space program for enemy units, the Jugglenaut can jump. This will cause it to momentarily come to a full stop in order to prepare, after which it will lunge into air and deal a huge amount of damage in its landing spot. Landing amidst friendlies will cause friendly losses.
  
=== Example Unit Combinations ===
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Fighting enemy Jugglenauts can be tricky. Generally, you want to use its gravity weaponry against it, strike at a greater range, or simply outmaneuver it.
  
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]].
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{{Navbox units}}
 
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[[Category:Riots]]
Use Jacks in combination with a Jugglenaut to destroy enemy units and buildings while the Jugglenaut throws the enemy army into disarray.
 
 
 
Protect your Firewalkers with Placeholders, shields or cloaks.
 
 
 
Get your Skuttles close to the enemy with an [[Iris]] or an air transport.
 
 
 
Use a Jugglenaut or Placeholder to prevent enemies from running away from bigger threats such as a [[Dante]].
 
 
 
=== Beating Jumpbots ===
 
 
 
In general the Jumpbots are not particularly good against static defenses. 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 [[Picket]]s 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 Jumpbot player from sucking it all up to create a mass of Puppies.
 
 
 
Jugglenauts 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 Jugglenaut 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 Jugglenaut 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 [[Strider Hub|Striders]].
 
 
 
Jumping units set to [[retreat]] will automatically jump toward the nearest retreat zone when damaged. A retreating Jugglenaut can damage allied units and structures.
 
 
 
 
 
{{Navbox buildings}}
 

Latest revision as of 22:36, 7 October 2025

The Jugglenaut is a heavy riot jumper with gravity guns from the Jumpbot Factory.

Jugglenaut
(jumpsumo)
Heavy Riot Jumper
Jugglenaut t3jumpjetriot
Stats
Cost 1700
Hit Points 13500
Mass 717
Movement Speed (elmo/s) 34
Turn Rate (deg/s) 98
Vision Radius (elmo) 480
Transportable Heavy
Abilities
Jumping
Range (elmo) 360
Reload (s) 15
Speed (elmo/s) 180
Midair jump No
Weapons
Attractive Gravity × 2
Damage 0 × 6
Reload Time (s) 0.2
Damage per Second 0
Range (elmo) 440
Projectile Speed (elmo/s) 2200
Firing arc (deg) 222
Ignores shields
Potential friendly fire
Repulsive Gravity × 2
Damage 0 × 6
Reload Time (s) 0.2
Damage per Second 0
Range (elmo) 440
Projectile Speed (elmo/s) 2200
Firing arc (deg) 222
Ignores shields
Potential friendly fire
Jugglenaut Landing
Damage 1001
Reload Time (s) 13
Damage per Second 77
Range (elmo) 5
Area of Effect (elmo) 170
Projectile Speed (elmo/s) 5

Description

The Jugglenaut's impressive armor makes it a near-unstoppable sphere of death. It slowly advances on enemy units to break up their formation with its Gravity Beams and stomp them into ground using its jump. Its stomp is the only way it can damage buildings.

Tactics and Strategy[edit]

The Jugglenaut is a beast of a unit and certainly a highlight of Jumpbot Factory. Classified as a heavy riot, it can fulfill a number of roles of which you couldn't even think, utilizing its impressive health pool, gravity-manipulation weaponry and adorable looks. Using the Jugglenaut requires quite a bit of finesse and an understanding of some of the more in-depth game mechanics.

The main weaponry of the Jugglenaut is represented by twin gravity guns, with a force equivalent of two Newton turrets. They can work in one of two modes: push (repulsing) Push alt.png or pull (attraction) Pull alt.png. This can be switched in unit's panel, default key being O. Applied to an enemy (or even a friendly unit), causes the Jugglenaut to shift the target along the ground, or even lift it off completely. Effectiveness largely depends on a unit's mass, which can be viewed in its description. Each unit is affected differently. Most, however, will go flying right into the Jugglenaut, causing collision damage. This will damage the jumper, but also often results in the death of the enemy.

Gravity guns have a number of applications, from scattering lightweight units like Glaives and pushing away Snitches, to tearing off Crabs, to which the Jugglenaut is a natural predator, or singling out units like Felons from a group of enemies. This, however, can be turned into a weakness. In pull mode Pull alt.png, the Jugglenaut can take quite a bit of collision damage, greatly decreasing its health and battle readiness. If your opponent is distracted from its white sphere of death, a good tactic is either feeding it a few walking bombs to either disable or cripple enemy formation, or units like Dirtbags, dealing cheap damage. Attacking from the side of the Jugglenaut can bear greater success, as its guns can point together only at its front or back, and a strike from a side will meet only half its firepower. It also struggles against static defences.

While the Jugglenaut is a walking fortress, for the reasons listed above it will usually traverse the battlefield wounded. A good idea is keeping a few builders, like Constables, on the ready to heal it, or to periodically pull it off the front lines.

In a desperate situation for retreat, while dealing with buildings, or to start a new space program for enemy units, the Jugglenaut can jump. This will cause it to momentarily come to a full stop in order to prepare, after which it will lunge into air and deal a huge amount of damage in its landing spot. Landing amidst friendlies will cause friendly losses.

Fighting enemy Jugglenauts can be tricky. Generally, you want to use its gravity weaponry against it, strike at a greater range, or simply outmaneuver it.