Octo
Octo | |
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Unit | |
Faction: | Grekim |
Role: | Ground Melee |
Sight range: | 24 10 while progenerating |
Footprint: | 2x2 |
Chronoportation Cost: | 31 |
Build | |
Cost: | 42 |
Build from: | Sepi+Pharo. Arcticus for 95 From the split down of Pharoligo and Sepiligo. |
Build time: | 16s 9s from Arcticus |
Build hotkey: | T |
Offence | |
Attack strength: | Plasma Disruptors:
|
Attack frequency: | 2/1.11s vs. ground |
Avg. damag./s. | 13.6/s vs. ground |
Attack range: | Melee vs. ground |
Splash damage: | 0 vs. ground |
Damage Modifiers: | 23.1/s to Teth Vir 20.4/s to Tank 20.4/s to Heavy Tank 19.7/s to Octopod 19/s to ATHC 16.3/s to Shin Vir 15/s to Octoligo 14.7/s to Twin MAR 11.2/s to Mech 6.8/s to Zayin Tercher 5.4/s to Defense Turret |
Defence | |
Health: | 180 360 when progenerating |
Damage taken: | While not progenerating: 27.6/s(from 18/s) from Zayin Halcyon 14.8/s(from 21.2/s) from SOP 13.8/s(from 11/s) from Zayin Vir 13.3/s(from 19/s) from Weapons upgraded Dome 8.8/s(from 12.6/s) from Dome 3.7/s(from 6.8/s) from Shin Vir 3/s(from 4.4/s) from Sepi |
Movement: | Medium, 3 sq/sec |
Ability | |
Abilities: | Morphs into:
Heals 10HP/2.67s when progenerating |
Energy: | 20 |
Energy recharge: | 1 |
Octo is a basic Grekim unit. It is primarily used as a melee shock trooper, and as such cannot attack air. It can also progenerate other units, and can morph into a Resource Processor or Dome.
Because of the high ground dps and switch transition into RPs and domes, octos built in excess can easily be converted into offensive, defensive or economical efforts.
Being the only melee unit octos take losses when closing in on other units. However once in contact the octos have the upper hand, especially against splash damagers as part of the splash transfers to the adjacent victim of the octo. This can make it tricky to evaluate whether to go for or to run away from an engagement. Octos take a similar penalty when detaching from the enemy so a lot of octo heavy battles can be pretty much all-ins.
Due to their wide footprint and melee attack range, against CESO players they are vulnerable to Simbasing, the practice of arranging buildings to produce narrow gaps that Octos cannot fit through.