Difference between revisions of "Iris"
(→Tactics and Strategy: Try using it to cloak your striders.) |
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== Tactics and Strategy == | == Tactics and Strategy == | ||
− | Having no weapons of its own, the Iris acts as a force multiplier for your other units. Assaults (such as [[Knight]]), riots (such as [[Reaver]]), and even striders (such as [[Dante]] or [[Detriment]]) under the cloaking field can close the distance to enemy static defenses (such as [[Stinger]] or [[Picket]]) without being fired upon, or even with little warning for the enemy player (if any), until the last moment. Against enemy skirmishers and artillery, this tactic is even more effective, as it prevents the enemy units from directly targeting your units until they break cloak, preventing them from effectively kiting your units, and thus, nullifying the enemy skirmishers' and artillery's range advantage. | + | Having no weapons of its own, the Iris acts as a force multiplier for your other units. Assaults (such as [[Knight]]), riots (such as [[Reaver]]), and even striders (such as [[Dante]] or [[Detriment]]) under the cloaking field can close the distance to enemy skirmishers (such as [[Ronin]] or [[Fencer]], and even anti-heavy units like [[Phantom]] or [[Lance]]), artillery (such as [[Firewalker]] and [[Merlin]]), and static defenses (such as [[Stinger]] or [[Picket]]) without being fired upon, or even with little warning for the enemy player (if any), until the last moment. Against enemy skirmishers and artillery, this tactic is even more effective, as it prevents the enemy units from directly targeting your units until they break cloak, preventing them from effectively kiting your units, and thus, nullifying the enemy skirmishers' and artillery's range advantage. |
Note that the Iris itself is very fragile, and if it is killed you may find your units in dangerous positions outside the safety of your lines. | Note that the Iris itself is very fragile, and if it is killed you may find your units in dangerous positions outside the safety of your lines. |
Revision as of 15:39, 7 May 2018
The Iris is an area cloaker/jammer walker from the Cloakbot Factory.
Iris (cloakjammer) | |||||||||||||||||
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Area Cloaker/Jammer Walker | |||||||||||||||||
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Stats | |||||||||||||||||
Cost | 600 | ||||||||||||||||
Hit Points | 600 | ||||||||||||||||
Movement Speed (elmo/s) | 57 | ||||||||||||||||
Turn Rate (deg/s) | 346 | ||||||||||||||||
Energy (E/s) | -1.5 | ||||||||||||||||
Vision Radius (elmo) | 400 | ||||||||||||||||
Transportable | Light | ||||||||||||||||
Abilities | |||||||||||||||||
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Weapons | |||||||||||||||||
None |
Description
The Iris has a jamming device to conceal your units' radar returns. It also has a small cloak shield to hide friendly nearby units from enemy sight.
Tactics and Strategy
Having no weapons of its own, the Iris acts as a force multiplier for your other units. Assaults (such as Knight), riots (such as Reaver), and even striders (such as Dante or Detriment) under the cloaking field can close the distance to enemy skirmishers (such as Ronin or Fencer, and even anti-heavy units like Phantom or Lance), artillery (such as Firewalker and Merlin), and static defenses (such as Stinger or Picket) without being fired upon, or even with little warning for the enemy player (if any), until the last moment. Against enemy skirmishers and artillery, this tactic is even more effective, as it prevents the enemy units from directly targeting your units until they break cloak, preventing them from effectively kiting your units, and thus, nullifying the enemy skirmishers' and artillery's range advantage.
Note that the Iris itself is very fragile, and if it is killed you may find your units in dangerous positions outside the safety of your lines.
In addition to its traditional role, the Iris can also be used to deliver bombs (such ash Imp and Snitch) to the heart of enemy unit clusters. When used correctly, this can be a very efficient counter to shield balls.