CANTOR
HP
9,200
Block
0
Flash
110
Mend
77 under 85%
Reach
90 m
Speed
12 m/s

On the battlefield. The Cantor keeps a front line standing. It is one 3×3 walker (200 to field, 50 to unlock) with 9,200 HP and 6 projector tubes, and every tube is its own gun: each fires a short gold flash every 0.7 s on its own clock at its own target, out to 90 m, ground or air. At an enemy a flash burns for 110; when an ally in reach falls under 85% of its hit points, the next tube that comes round turns on it and mends it for 77, one tube for each hurt ally, while the others keep burning. On its own it is weak: behind a line it does best against the Ridgeback and the Courser, and swarms, fliers, heavy guns and giants beat it: the Skitter, the Hexguard, the Rotor, the Cutter, the Mirage, the Rampart, the Tempest, the Sunspire, the Citadel, the Landship, the Dreadnought and the Archangel. Its worth is in a mixed army: put it behind Templars, Ramparts or Aurochs, inside 90 m of the units you want kept alive, and two Cantors mend each other. Focused Lenses adds 40% to every flash; Mending Light mends 60% more, and Vigil turns a tube on any ally under 98%, not 85%; Long Arrays adds 30 m of reach with a longer hood on every tube; Heavy Plating adds 40% HP and blocks 60 from every hit.

The Cantor as it moves in the game: four legs in a diagonal-pair walk, 0.8 s a cycle, two feet planted at a time, at 12 m/s. In the game each of its 6 tubes aims on its own, up to 70° either side at 160°/s and from -30° to +35°; the figure turns each rack toward its three tubes' targets and lets each tube deflect a few degrees toward its own, and every flash still goes to that tube's own target. The tubes fire on staggered clocks, so the flashes come one after another, never in a volley, each tube kicking back along its length. The allies on the rail are Rampart walkers with 14,000 HP; their gauges fill with every mend and stop at the line. Numbers come from the game's catalog and its animation data; the drawing is an isometric figure, not the game mesh.