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Countering Jugglenaut - definitive guide

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After some tests, here are some basic guidelines on how to deal it with units in an efficient (below jugglenaut own cost and without relying on enemy to just let it sit under artillery fire) manner:

  • Cloakbots - 4 Knghts. Preferably with area cloak. 3 will live. Best counter as it can not escape. Phantom works but is slow and easier to counter.
  • Shieldbots - pray. Bandit spam (1500+ metal) sorta works if jugg is mismicro'd, but most of them will die in process. Dirtbag spam can provide enough false targets for it to kill itself while pulling units in. Racketeers work but you need many shots or damaged jugg for this to be effective (i.e. to disarm it after it jumps onto your stuff, but before it jumps back so bandits can kill it).
  • Rovers - 4-5 ravagers. 2-3 will live. Space them a bit to avoid AOE.
  • Heavy tank - 2 minotaurs or a golly will make short work of it. Blitz can work in large numbers via stunlock, but you MUST dodge the jump.
  • Hovers - Lance etc obviously works but need to catch it off guard. 3x mace is good, usually guaranteed kill.
  • Jumpbots - 2 jacks can occupy it indefinitely, but will have trouble actually killing it. Use jump to avoid jugg's jump attack. 3 jacks can eventually kill it. Skuttle obviously works too.
  • Airplanes - pray, or get enough bombers to kill it in 1 run, ambush and pray it is set on attract. Thunderbirds work but you need many of them.
  • Gunships - gnat-transport kidnap is effective. Nimbus works, but slowly (STAY OUT OF RANGE).
  • Amph - pray. And yes, it can kill Grizz in 1v1 if it can jump on top of it.
  • Spiders - 7-8 hermits will work OK, space them around to avoid AOE from jump. Venom also works (sorta) if you can ambush it. Widow obviously works too but you need 3 widows to stun it for long enough for fleas/redbacks to finish it off before it unstuns and can jump away & repair. Overall this is reliable but over cost.
  • Striders - dante & ulti work great=) Scorpion is effective if you sneak up and use ability.

Units not explicitly mentioned here either can not make cost or will be countered by Jugg (e.g. scalpels get pulled in and die, despite being on paper good vs jugg, Reventants can not be killed by Jugg, but it can push them into enemy territory or keep them pinned until support units can kill them).

PS: I'm not in any way saying Jugg is broken/needs rebalance. This is just a guide=)
Edit: added info for racketeers, thunderbird, and widow as per suggestions.

+2 / -0
quote:
Shieldbots - pray. Bandit spam (1500+ metal) sorta works if jugg is mismicro'd, but most of them will die in process. Dirtbag spam can provide enough false targets for it to kill itself while pulling units in.



Racketeer and Jugglenaut becomes useless. Cant use gravity guns and cant use jump.


quote:
Airplanes - pray, or get enough bombers to kill it in 1 run, ambush and pray it is set on attract.



Two disarm planes should disarm it especially when jugglenaut pulls units. Then bomb.

quote:
Spiders - 7-8 hermits will work OK, space them around to avoid AOE from jump. Venom also works (sorta) if you can ambush it.



Use two widow and follow with other units.

quote:
Striders - dante & ulti work great=)


Scorpion mass stun works also.

Arty works vs jugglenaut. Low hp jugglenaut can be skuttled.

Jugglenaut weak vs porc. Can jump only on weak towers.
+2 / -0

3 years ago
problem is, this works only when it is alone. but i like this unit ;)
+0 / -0
3 years ago
+1 for widdow.. widdow is good
+0 / -0
Tanky units in general tend to neutralize the Jugglenaut's best asset of crushing enemies against its body: if it tries to do that against an army of hermits or similar, it will rapidly kill itself. What you want to keep away from Jugglenaut are squishy units for cost such as artillery, skirmishers, raiders, etc.

Units that are both tanky and heavy, such as minotaur, are even better since Jugglenaut struggles to even pull them with enough force to deal damage, while at the same time putting the units into firing distance of itself.

Ideally you should screen with tankies while at the same time having stand-off units such as phantom/lance/emissary pound the Jugglenaut into submission from a safe distance. Defensively stingers work very well.

I don't consider the jump such a problem because if the Jugglenaut jumps towards your troops, it will be putting itself out of position and liable to being quickly shot to death. Just don't bunch up your assaults into a tiny, conveniently crush-able ball.
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