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WRAITHS APPLY CBT ON STEELBALL AGGRO - [Mechabellum] 

Wujooz Blazeman Gaming
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6 окт 2024

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Комментарии : 5   
@SrMissileMonkey
@SrMissileMonkey 5 месяцев назад
Part of me thinks you could have stuck with the Wraiths and added Senior Attack Spec or a Haste Module to those flank crawlers, since the guy didn't bother to properly answer them by having the Arclights further back due to you having speed specialist. The Haste module would likely have allowed those crawlers to get onto the Arclights faster and take them down since they were reaching the arcs long before their numbers were eliminated. You won anyway, but those are my thoughts at least.
@juliomiguelbabilonia4541
@juliomiguelbabilonia4541 5 месяцев назад
About Overlord; when you give them range giving them artillery can be a bad idea. The artillery has a set range that doesn’t change, and that number is lower than the Overload with range tech. So an Overlord will stay farther away from enemies because of of his range, and the cannons don’t get to fire or fire less often.
@MegaHuntress
@MegaHuntress 5 месяцев назад
4:50 Getting armour early and as your first tech on Wraith is a decent option in situations like this. Fangs and mustangs don't do anything against armoured wraiths unless they have a level advantage and it's 100 cost cheaper than the range upgrade. Mustangs need a 2-level advantage because they only do even less damage *per hit* than fangs, so not even the 90% bonus dmg from anti-air tech helps them. (which is also more expensive than the armour upgrade ) Unless your opponents get sniper units like Marksmen and Phenoix or mass upgrade mustangs you can win a round with just a single wraith with armour. Even if you run mass-produced wraiths or are cost control it won't matter as the armour is a flat 60 dmg reduction and basically makes them immune to all damage from mustangs and fangs. Techless lvl 1 Wasps won't suffer as much and only lose 1/4 of their damage, but if they become unleveled compared to the wraiths it is going to cut their damage in half and lose them most trades. Typhoons *OF EQUAL LEVEL* can still hurt wraiths, but their damage is still negligible most of the time unless they are over-levelled compared to wraiths. (which does happen somewhat often because of cards) The range upgrade is good ofc, but armour is a cheaper upgrade and would have gotten the same result short-term result with 1 or 2 fewer wraiths. It also makes it so any exp they give to the opponent from dying is significantly less valuable as a sniper unit that can kill them through the armour usually do massive overkill damage. ( granted high-level snipers can make a transition into late game giants a pain if you can´t get a good amount of chaff ) long-term building mass wraith as your carry unit is risky because of its short range makes them fairly easy to counter So it's usually not a viable option to get more than 2 techs on wraiths and make them a carry unit. But getting mass-produced wraiths and getting armour and/or degeneration beam is pretty great around mid-game even as level 1 or 2 units if the opponent has few snipers. Especially as cost control which usually does not want to level units much.
@apocolototh1948
@apocolototh1948 5 месяцев назад
getting those 1 round buffs from the left building is really good. from around round 5 on usually worth. also, early emergency supplies is kinda a trap option. and never underestimate levels on crawlers XD
@willianlussin8981
@willianlussin8981 5 месяцев назад
wraiths and boats are the single reason i run AA on my marksmen
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