ARCHANGEL
Buy a tech below to see its parts
HP
21,000
Shield
—
Block
0
Bolt
5,027
Targets
3
Discharge
15,081 / 4.6 s
Range
110 m
Jumps
—

On the battlefield. The Archangel is a flying giant for 400 supply (unlocked for 200), 4 by 4 tiles, with 21,000 HP. Every 4.6 s it charges and throws 3 lightning bolts at 3 different targets at once, 5,027 damage each, at air and ground out to 110 m. Most ground units can't shoot up at it, so it beats nearly the whole field, the Landship and the Dreadnought included. What brings it down is massed anti-air: the Hexguard, the Courser, the Heron and the Sunspire. Keep it behind your front line, where its reach still covers the fight, and scout for anti-air before you buy. At 10 m/s it is slow, so place it where it will stay useful. Pick its tech by what you face. Against swarms: Forked Bolts fires at 5 targets instead of 3, and Arc Jump makes every bolt jump on to 2 more enemies within 60 m, each jump carrying 25% of the hit before it (1,257, then 314). Against giants and titans: Overvolt cuts the bolt to 1,508 but adds 50% of the target's current HP to every hit. Pulse Charge slows everything it hits to 60% speed for 3 s; Shield Cell adds a 16,065-point shield; Long Barrels add 40 m of range; Heavy Plating adds 40% HP and 60 block.

The Archangel as it flies in the game: about 50 m long, it floats level on ten lift discs with a slow bob and never lands. Nothing on it aims: before each discharge the core and the coil rows along the gap charge for 0.7 s, the hull sinks a little, and the bolts leave together from their own rod tips, the core's lens and the two hull tips (with Forked Bolts, the two spikes as well), each a bundle of jagged strands that fan apart and rejoin on the target; the hull kicks nose-up and settles. In cruise the nozzles burn brighter. It turns at 60°/s in battle (drawn at 30°/s). Numbers come from the game's catalog and its animation data; the drawing is an isometric figure, not the game mesh.