Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Detriment: Difference between revisions

From Fightorder
zkunitinter>HistidineBot
m Migrated to autoinfobox with DotNetWikiBot
 
m 1 revision imported
 
(5 intermediate revisions by one other user not shown)
Line 1: Line 1:
The '''{{PAGENAME}}''' is an ultimate assault strider from the [[Strider Hub]].{{Autoinfobox zkunit
== Overview ==
| defname = striderdetriment
The Detriment is the heaviest mobile unit able to be deployed on skirmishes, it is a [[Strider]], naturally. It is nigh-invincible, however, [[Ultimatum]]s, anything that can reliably stun it, such as a well-aimed [[Shockely]] or a few [[Widow]]s, and any air units, especially the [[Gunship]]'s [[Gnat]], pose a large threat still. Send a [[Detriment]] with an allied army to mitigate it's weaknesses.
}}==Description==
The Detriment is the single heaviest strider in the field. It can defend itself against air attacks or use its rockets to hit distant targets, but the real meat lies in the massive gauss guns designed for one purpose - to kill other heavy units quickly and efficiently. Remember - the wise commander sends his Detriment out with adequate escorts against light unit swarms and air assaults.


== Tactics and Strategy ==
=== Statistics ===
Think of the Detriment as a game-ender in giant robot format. There are a few tricks that can stop one in their tracks involving heavy aerial bombardment, close-range EMP units, disintegrator gun (found on Ultimatums), and the like, but with a decent escort they're nigh unstoppable and can punch right through everything your enemy has and proceed to merrily blow up their bases.
* Health: 76000
* Movespeed: 36 Elmo/s
* Cost(Metal/Energy): 21000
* Vision Range: 900
*Sonar: 900 Elmos


However, they're very slow and their range is limited, so they suffer from the problem of being an absolutely enormous metal investment that can only be effective at a relatively small area at a time. If your frontlines are already collapsing, a Detriment won't save you: the enemy will simply kill you everywhere where the Detriment isn't. You need to be capable of surviving long enough for the Detriment to actually reach the enemy's economy and do its thing.
*Can Jump: Yes


{{Navbox units}}
==== Triple Gauss Battery ====
* Damage: 200
* Range: 550
* Reloadtime: 2.6s
 
* Deals more damage to Shields
* May fire Underwater
* The [[Detriment]] visually has 2 of these, one at the end of each arm
* Fires 3 projectiles with a delay of 0.2s between projectiles
 
==== Anti-Air Laser Battery ====
*Damage: 20
*Range: 820
*Reloadtime: 0.1s
 
*May only fire at air units
*Deals only 10% damage to ground units if they are hit
*The [[Detriment]] visually has this battery mounted on its right shoulder.
* Alternates which gun its projectile is fired from.
 
==== High-Intensity Green Laser ====
* Damage: 800 per Projectile
* Range: 550
* Reloadtime: 6s
 
* The [[Detriment]] visually has this placed near the top of its head.
* Fires 3 projectiles at the same time.
 
==== Obliteration Blaster ====
* Damage: 1200 per Projectile
* Projectiles: 10
*Delay between projectiles: 1.03s
* Range: 700
* Reloadtime: 40s
 
 
* Must be commanded to fire this special weapon manually. The default key to issue this command is 'D'.
*Visually, this weapon is mounted on the left shoulder of the [[Detriment]], it is only
 
=== Abilities ===
*Water Capable: Amphibious
 
==== Jumping ====
*Jump Amount: 3
*Jump Startlag: 0.9s
*Jump Reload: 120s
 
*When landing, the [[Detriment]] deals damage
*Landing Damage: 2000
*Landing AoE: 500
 
=== Strategy ===
There are many ways to use a [[Detriment]], there are also many ways to ''lose'' a [[Detriment]], however if you screen your Detriment and adequately support it with anti-air protection, it should be very hard to kill for anything that isn't a [[:Categories:Superweapons|Superweapon]]. It may be advised to bring a few allied [[Dante]]s with your [[Detriment]] to act as a riot force to deny swarms of lighter units from killing the [[Detriment]]. Be careful of the damage caused when landing a jump, this can destroy friendly units. If you ever happen to have an unsupported [[Detriment]] and see a swarm of [[Gnat]]s arriving, queue a jump command in the [[Detriment]]'s current position, by the time the [[Gnat]]s arrive, the [[Detriment]] will most likely already be in the air, when it lands the damage caused will obliterate all the [[Gnat]]s, leaving you unstunned.
 
=== Counters ===
By the time the [[Detriment]] reaches the field, the game is usually already over. However, defeating a [[Detriment]] is not an impossible task, utilizing [[Gnat]]s in high numbers is a highly effective way to immobilize an unsupported [[Detriment]], however be wary of anti-air units with area of effect, specifically the [[Tank|Tank Foundry]]'s [[Ettin]], it will obliterate the [[Gnat]]s and you will have donated metal to the enemy in the form of reclaim, watch out for that. Additionally, if [[:Categories:Superweapons|Superweapons]] are in play, having a [[Starlight]] on your team is an easy way to destroy a [[Detriment]], simply target it and it will be beamed to death relatively quickly. Do be careful of it's large explosion upon death, which can kill most things on the lighter side of the end-game units quickly, including [[:Categories:Superweapons|Superweapons]], as they do not tend to prioritize Health.
 
=== Other Information ===
*The [[Detriment]] is the most expensive unit that can be built, the [[Detriment]] is not a building.
*The [[Detriment]] has the highest mass of any unit in [[Zero-K]].
 
[[Category:Striders]]

Latest revision as of 22:16, 23 February 2026

Overview

The Detriment is the heaviest mobile unit able to be deployed on skirmishes, it is a Strider, naturally. It is nigh-invincible, however, Ultimatums, anything that can reliably stun it, such as a well-aimed Shockely or a few Widows, and any air units, especially the Gunship's Gnat, pose a large threat still. Send a Detriment with an allied army to mitigate it's weaknesses.

Statistics

  • Health: 76000
  • Movespeed: 36 Elmo/s
  • Cost(Metal/Energy): 21000
  • Vision Range: 900
  • Sonar: 900 Elmos
  • Can Jump: Yes

Triple Gauss Battery

  • Damage: 200
  • Range: 550
  • Reloadtime: 2.6s
  • Deals more damage to Shields
  • May fire Underwater
  • The Detriment visually has 2 of these, one at the end of each arm
  • Fires 3 projectiles with a delay of 0.2s between projectiles

Anti-Air Laser Battery

  • Damage: 20
  • Range: 820
  • Reloadtime: 0.1s
  • May only fire at air units
  • Deals only 10% damage to ground units if they are hit
  • The Detriment visually has this battery mounted on its right shoulder.
  • Alternates which gun its projectile is fired from.

High-Intensity Green Laser

  • Damage: 800 per Projectile
  • Range: 550
  • Reloadtime: 6s
  • The Detriment visually has this placed near the top of its head.
  • Fires 3 projectiles at the same time.

Obliteration Blaster

  • Damage: 1200 per Projectile
  • Projectiles: 10
  • Delay between projectiles: 1.03s
  • Range: 700
  • Reloadtime: 40s


  • Must be commanded to fire this special weapon manually. The default key to issue this command is 'D'.
  • Visually, this weapon is mounted on the left shoulder of the Detriment, it is only

Abilities

  • Water Capable: Amphibious

Jumping

  • Jump Amount: 3
  • Jump Startlag: 0.9s
  • Jump Reload: 120s
  • When landing, the Detriment deals damage
  • Landing Damage: 2000
  • Landing AoE: 500

Strategy

There are many ways to use a Detriment, there are also many ways to lose a Detriment, however if you screen your Detriment and adequately support it with anti-air protection, it should be very hard to kill for anything that isn't a Superweapon. It may be advised to bring a few allied Dantes with your Detriment to act as a riot force to deny swarms of lighter units from killing the Detriment. Be careful of the damage caused when landing a jump, this can destroy friendly units. If you ever happen to have an unsupported Detriment and see a swarm of Gnats arriving, queue a jump command in the Detriment's current position, by the time the Gnats arrive, the Detriment will most likely already be in the air, when it lands the damage caused will obliterate all the Gnats, leaving you unstunned.

Counters

By the time the Detriment reaches the field, the game is usually already over. However, defeating a Detriment is not an impossible task, utilizing Gnats in high numbers is a highly effective way to immobilize an unsupported Detriment, however be wary of anti-air units with area of effect, specifically the Tank Foundry's Ettin, it will obliterate the Gnats and you will have donated metal to the enemy in the form of reclaim, watch out for that. Additionally, if Superweapons are in play, having a Starlight on your team is an easy way to destroy a Detriment, simply target it and it will be beamed to death relatively quickly. Do be careful of it's large explosion upon death, which can kill most things on the lighter side of the end-game units quickly, including Superweapons, as they do not tend to prioritize Health.

Other Information