HEAVENSTEEL

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.

In game, Caelis livery

On the battlefield

In battle, Caelis livery

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.

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

TechCostWhat it does
Arc Jump300Each hit arcs on to 2 more targets within 60 m, each jump dealing 25% of the hit before it
Overvolt300−70% damage per hit, each hit also takes 50% of the target's current HP
Forked Bolts300Fires at 5 targets at once, each on its own
Pulse Charge150Each hit slows to 60% speed for 3 s
Shield Cell250A 16,065-point shield on each machine
Long Barrels200+40 m range
Heavy Plating250+40% HP, blocks 60 damage from every hit

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