Medium · Ground · ×1
Siren
Control walker: turns enemy machines to your side
No gun: an override beam that takes the enemy's biggest machine and turns it on its own army.
- HP
- 4,874
- Range
- 110 m
- Targets
- Ground
An elegant walker with a dish crown that broadcasts an override beam. Whatever she holds long enough fights for her side.
On the battlefield
The Siren carries no gun. Her crown opens and broadcasts an override beam that builds control on one enemy machine, pulse by pulse; when the control passes the target's current HP, the machine switches to her side for the rest of the round and fights its old army. That makes her the answer to expensive single bodies: in the slot tests (one 200-supply slot added behind an escort) she does best against the Breaker, the Weaver, the Anvil, the Torch and the Landship, where one capture swings the whole fight. She is weak where a beam on one body is wasted: chaff soaks her one drone at a time (Skitters, Hexguards), she cannot touch air, the Aurochs's single shell kills her before a capture, and the Cutter's beam melts her.
From the slot test (one 200-supply Siren slot behind an escort, against each launch unit at 400, 800 and 1,600 supply). A unit that does no damage can't win a lineup of its own, so she is rated by what she adds to an army.
Where to deploy
Just behind the front line, facing the enemy's most valuable ground machine, with chaff in front to take the first shots and anti-air beside her. She does no damage herself, so never field her alone.
Early and late rounds
She costs 200 supply and a 100 unlock, and gains as the enemy's units grow: early armies of chaff waste her beam, while mid- and late-game heavies and titans are what she is built to take.
Techs that change its job
Chorus splits the beam into five weaker ones on five targets, at shorter range: it turns her from a heavy-taker into a crowd tool. Full Restore heals every machine she takes to full HP, so a captured heavy arrives fresh. Dome Projector raises a dome shield over her and her escort, and Pulse Charge slows whatever she holds.
Anatomy
Drag, hover and tap the parts. Open it full screen.
Stats
- Deploy cost
- 200
- supply
- Unlock
- 100
- supply, once a match
- Squad
- ×1
- one machine
- HP
- 4,874
- per machine
- Control
- 1.5 → 900
- control a 0.3 s pulse, ramping while it holds a target after a 0.9 s lock-on; the target changes sides when control reaches its HP
- Attack interval
- 0.3 s
- Control per second (peak)
- 3,000
- deals no damage: it takes units
- Range
- 110 m
- Speed
- 8 m/s
- Targets
- Ground
- Splash
- None
- Layer
- Ground
- Footprint
- 3×3
- tiles of 10 m
Level 1, no techs. Distances in metres (one board tile is 10 m).
Techs
| Tech | Cost | What it does |
|---|---|---|
| Chorus | 250 | Range 110 m → 85 m, −83% control per hit, 5 beams at once, each on its own target |
| Dome Projector | 300 | Deploys with a 16,000-point dome shield over allies within 30 m |
| Full Restore | 300 | A unit it takes heals to 100% HP |
| Pulse Charge | 100 | Each hit slows to 60% speed for 1 s |
| Long Barrels | 300 | +40 m range |
| Heavy Plating | 200 | +40% HP, blocks 60 damage from every hit |