Giant · Air · ×1
Archangel
Lightning gunship giant, three targets a discharge
A giant twin-hulled lightning gunship: each discharge throws bolts at three targets.
- HP
- 21,000
- Damage
- 5,027 ×3
- Targets
- Air & ground
A giant twin-hulled lightning gunship. Each discharge throws bolts at three targets.
On the battlefield
The Archangel is a flying lightning gunship: each discharge throws bolts at three targets at once, at air and ground, out to 110 m. Most ground units can't shoot back, so in the launch tests it beats nearly the whole field, the Landship and Dreadnought included. What it fears is massed anti-air: the Hexguard, the Courser and the Heron all bring it down, and the Sunspire's beam, which hits air, burns through it.
Wins against
From equal-supply battles of each pair at 400, 800 and 1,600 supply (no techs, 20 seeds each). Real armies mix units, so read these as tendencies.
Where to deploy
Behind your front line: its bolts reach 110 m and hit air and ground, three targets at once, so it thins out swarms and fliers alike. Flying, it ignores ground blockers, but it is a big target for anti-air.
Early and late rounds
A giant with no round gate: 400 supply plus a 200 unlock. Strong from the mid game; pick its tech by what you face: Forked Bolts and Arc Jump for swarms, Overvolt for giants and titans.
Techs that change its job
Forked Bolts fires at five targets instead of three. Arc Jump makes each bolt jump to two more targets within 60 m, each jump dealing a quarter of the hit before it. Overvolt trades 70% of the bolt's damage for half the target's current HP a hit, the answer to giants and titans. Pulse Charge slows everything it hits to 60% speed for 3 s; Shield Cell adds a 16,065-point shield; Long Barrels (+40 m) and Heavy Plating (+40% HP, 60 off each hit) round it out.
Anatomy
Drag, hover and tap the parts. Open it full screen.
Stats
- Deploy cost
- 400
- supply
- Unlock
- 200
- supply, once a match
- Squad
- ×1
- one machine
- HP
- 21,000
- per machine
- Damage
- 5,027 ×3
- 3 guns, each picking its own target
- Attack interval
- 4.6 s
- Squad DPS
- 3,278
- whole squad, before armor
- Range
- 110 m
- Speed
- 10 m/s
- Targets
- Air & ground
- Splash
- None
- Layer
- Air
- Footprint
- 4×4
- tiles of 10 m
Level 1, no techs. Distances in metres (one board tile is 10 m).
Techs
| Tech | Cost | What it does |
|---|---|---|
| Arc Jump | 300 | Each hit arcs on to 2 more targets within 60 m, each jump dealing 25% of the hit before it |
| Overvolt | 300 | −70% damage per hit, each hit also takes 50% of the target's current HP |
| Forked Bolts | 300 | Fires at 5 targets at once, each on its own |
| Pulse Charge | 150 | Each hit slows to 60% speed for 3 s |
| Shield Cell | 250 | A 16,065-point shield on each machine |
| Long Barrels | 200 | +40 m range |
| Heavy Plating | 250 | +40% HP, blocks 60 damage from every hit |