Difference between revisions of "Djinn"

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(Tactics And Stratagy section added, Description made more clear with Lamp placement.)
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The specops engineer [[Athena]] can fly undetected behind enemy lines to build Djinn. If walking is not an option, flying can be.
 
The specops engineer [[Athena]] can fly undetected behind enemy lines to build Djinn. If walking is not an option, flying can be.
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Djinn can be used as a unit retrieval unit. Keep the Djinn safe in base, and create a lamp cross-map near your exposed units. Teleport them back to safety for [[Repair]]s and to join the next assault.
  
 
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Revision as of 10:51, 30 October 2019

The Djinn is an amphibious teleport bridge from the Amphbot Factory.

Djinn
(amphtele)
Amphibious Teleport Bridge
amphtele.pngamphtransport
Stats
Cost 750
Hit Points 2500
Movement Speed (elmo/s) 75
Turn Rate (deg/s) 115
Vision Radius (elmo) 300
Sonar (elmo) 300
Transportable Light
Abilities
Improved Regen
Water Regen (HP/s) 30
At depth (elmo) 40
Weapons
None

Description

Djinn excels at moving large land based armies across bodies of water. It can place a Lamp at remote locations with it's special ability to teleport units. The teleportation is one-way, moving units from the Lamp to the Djinn, so ensure the destination is safe.

Tactics And Strategy

Djinn is an expensive unit, so it's best built to move expensive armies, like striders, a dozen Scallops, or a couple Grizzlies.

Djinn is faster than many heavy and assault-class units, and outspeeds most of the amph bot factory unit set. Move it ahead of your assault force to close the distance faster.

The specops engineer Athena can fly undetected behind enemy lines to build Djinn. If walking is not an option, flying can be.

Djinn can be used as a unit retrieval unit. Keep the Djinn safe in base, and create a lamp cross-map near your exposed units. Teleport them back to safety for Repairs and to join the next assault.