Skuttle

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The Skuttle is a cloaked jumping anti-heavy bomb from the Jumpbot Factory.

Skuttle
(jumpbomb)
Cloaked Jumping Anti-Heavy Bomb
Skuttle jumpjetbomb
Stats
Cost 550
Hit Points 380
Mass 207
Movement Speed (elmo/s) 45
Turn Rate (deg/s) 395
Vision Radius (elmo) 330
Transportable Medium
Abilities
Personal Cloak
Upkeep (mobile) (E/s) 15
Upkeep (idle) (E/s) 5
Decloak radius (elmo) 180
Jumping
Range (elmo) 400
Reload (s) 10
Speed (elmo/s) 180
Midair jump No
Instant self-destruction
Weapons
Explosion
Damage 8002
Area of Effect (elmo) 90

Description

This slow-moving, expensive cloaked unit can jump onto enemy units and blast even a heavy tank straight to hell. Counter with swarms of cheap screening units. Be careful of its very small explosion radius when using it.

Tactics and Strategy[edit]

Expensive, slow and unwieldy in comparison to its other explosive brothers, the Skuttle is a niche unit, primarily used to devastate enemy with pinpoint strikes at expensive units, heavy structures, commanders and other high priority targets.

While using the Skuttle, beware of its large decloak radius, as it boasts low hitpoints and can be destroyed in seconds. Always have your Skuttles go separately from your main force to avoid possible explosions in the midst of your own units.

Using the Skuttle effectively requires knowledge of your target, its defenses, and enemy roster. Area jammers like Cornea and cheap scouts in big numbers, such as Fleas or Darts, quickly diminish the chance of success. Mind your energy income and reserves, so as to not find your bomb decloaking in the group of enemies. Final stretch should be cut with the jump, which also allows Skuttles to ignore elevation by terraforming , enemies in the way, or even to reach flying units. Remember that Skuttle decloaks when jumping, and it can be shot down before reaching the target. Because of the small explosion range, always try to get as close as possible, as its damage drops sharply with range.

Multiple Skuttles[edit]

Some units and structures are tough enough to withstand one Skuttle, so you might need to consider other options, or just throw more of them at the enemy until there's nothing left.

Small table to help with numbers game for some of the usual targets.
Enemy unit/structure Required number of Skuttles
spidercrabe.png Crab 1 for moving, 2 for stationary
tankheavyassault.png Cyclops 2
amphassault.png Grizzly 2
gunshipkrow.png Krow 2
striderdante.png Dante 2
striderbantha.png Paladin 4
staticarty.png Cerberus 1
turretantiheavy.png Lucifer 1

The damage is considered to be dealt point-blank (maximum) to a full-health enemy.

All of these exchanges are cost-effective, but beware of the reclaim left after the unit's demise.