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Detriment: Difference between revisions

From Fightorder
zkunitinter>HistidineBot
m Migrated to autoinfobox with DotNetWikiBot
 
Created page with "== 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 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 *Can Jump: Yes ==== Triple Gauss Batter..."
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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 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


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
 
=== Abilities ===
Put abilities here, cloaks, shields, radar, radar jam, stuff like that
*Sonar: 900
 
==== Jumping ====
*Jump Amount: 3
*Jump Startlag: 0.9s
*Jump Reload: 120s
*Landing Damage: 2000
*Landing AoE: 500
 
=== Strategy ===
place strategies here
 
=== 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
 
=== Other Information ===
place information that isnt too important here, stuff like trivia or something idk
 
[[Category:Templates]]

Revision as of 23:25, 11 November 2025

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 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
  • 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

Abilities

Put abilities here, cloaks, shields, radar, radar jam, stuff like that

  • Sonar: 900

Jumping

  • Jump Amount: 3
  • Jump Startlag: 0.9s
  • Jump Reload: 120s
  • Landing Damage: 2000
  • Landing AoE: 500

Strategy

place strategies here

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

Other Information

place information that isnt too important here, stuff like trivia or something idk