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Death Knell

Death Knell

High Damage Titan

Death Knell is an 800-cost ranged titan unit that shoots up to 4 beams with ramping damage, one in each direction.

Cost Cost 800
HP HP 125512
Speed Speed 6m/s
ATK ATK 207
Splash Range Splash Range 3m
Attack Interval Attack Interval 0.2s
Range Range 115m
Target Target AIR & GROUND
Unlock Cost Unlock Cost 350
Upgrade Exp Upgrade Exp 3200
Rotation Speed Rotation Speed 60deg/s
Death Knell blueprint

Technologies

Energy Diffraction
Energy Diffraction
Cost500

Decreases Death Knell's range by 30 but allows Death Knell to fire 15 rays that each deal 6% of their original damage

Range Enhancement
Range Enhancement
Cost500

Increases range by 40

Steel Ball Production
Steel Ball Production
Cost450

Produces 1 Steel Ball(s) to join the battle every 6.5s for 11 times

Barrier
Barrier
Cost700

Generates a Shield Dome that protects all allies within it. Shield HP increases by 120,000 per unit Rank increased

Energy Absorption
Energy Absorption
Cost400

Increases HP by 60% and converts damage dealt to HP

Electromagnetic Bomb
Electromagnetic Bomb
Cost500

Launches 30 electromagnetic shots at the enemy every 13s. Each electromagnetic shot deals 4,000 damage to the Energy Shield, slows all hit units, and disables their Tech for 15s. Electromagnetic shots have a range of 200m

Strategy

The Death Knell attacks like four Melting Points put together, with many of the same strengths and weaknesses as Melting Point. It is therefore best paired with some chaff clear to unlock its destructive potential. Death Knell shares most of its technologies with Melting Point, with 2 exceptions: it can produce Steel Balls periodically like a War Factory, and it has an extremely strong barrier technology. With 120000 HP per level, a high-level Death knell’s barrier can shrug off a significant duration of many armies’ best efforts to damage it.

Bad Against