HEAVENSTEEL

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.

In game, Caelis livery

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

TechCostWhat it does
Chorus250Range 110 m → 85 m, −83% control per hit, 5 beams at once, each on its own target
Dome Projector300Deploys with a 16,000-point dome shield over allies within 30 m
Full Restore300A unit it takes heals to 100% HP
Pulse Charge100Each hit slows to 60% speed for 1 s
Long Barrels300+40 m range
Heavy Plating200+40% HP, blocks 60 damage from every hit

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