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| cost = 750
 
| cost = 750
 
| hitpoints = 560
 
| hitpoints = 560
| movespeed = 42
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| movespeed = 44
| turnrate = 412
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| turnrate = 363
 
| sight = 400
 
| sight = 400
| transportable = Medium
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| transportable = Light
 
| weapons =  
 
| weapons =  
 
{{ Infobox zkweapon
 
{{ Infobox zkweapon
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}}
 
}}
 
}}==Description==
 
}}==Description==
The Phantom's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however the shaped explosion of its projectile betrays the direction from which a shot was made. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Phantom is by sweeping the area with many cheap units.
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The Phantom's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however its visible round betrays its position. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Phantom is by sweeping the area with many cheap units.
  
= Tactics and Strategy =
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== Tactics and Strategy ==
 
The Phantom has low damage-per-second compared to its cost, but since it remains cloaked even while firing it can deliver its damage very safely. Try to kill enemies with a single attack (from more than one Phantom, if necessary) to deny your opponent the opportunity to repair their unit. The enemy can still decloak and kill your Phantom by bringing a unit nearby (such as a [[Flea]] or [[Glaive]]), so make sure you have forces ready to protect your Phantoms' retreat if necessary.
 
The Phantom has low damage-per-second compared to its cost, but since it remains cloaked even while firing it can deliver its damage very safely. Try to kill enemies with a single attack (from more than one Phantom, if necessary) to deny your opponent the opportunity to repair their unit. The enemy can still decloak and kill your Phantom by bringing a unit nearby (such as a [[Flea]] or [[Glaive]]), so make sure you have forces ready to protect your Phantoms' retreat if necessary.
  
Since Phantoms have a low rate of fire and high damage per shot, you might want to set them to hold fire mode (or return fire mode) if you want to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Phantoms stopping in front of unidentified targets.
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Since Phantoms have such low rate-of-fire ratings, and such high damage-per-shot ratings, you might want to set them to hold fire mode (or return fire mode) if you want to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Phantoms stopping in front of unidentified targets.
  
 
{{Navbox units}}
 
{{Navbox units}}

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