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Steel Ball

Steel Ball

High-Speed Anti-Unit Bot

Steel ball is a fast, short-ranged 200-cost medium unit that can kill any ground target it attacks, provided it survives for a few seconds.

Cost Cost 200
HP HP 4571
Speed Speed 16m/s
ATK ATK 55
Splash Range Splash Range 0
Attack Interval Attack Interval 0.2s
Range Range 45m
Target Target GROUND
Unlock Cost Unlock Cost 0
Upgrade Exp Upgrade Exp 1000
Rotation Speed Rotation Speed 120deg/s
Steel Ball blueprint

Technologies

Energy Absorption
Energy Absorption
Cost200

Increases HP by 40% and converts damage dealt to HP

Damage Sharing
Damage Sharing
Cost250

Chains adjacent Steel Balls together, increasing HP by 120% and sharing damage received equally between them

Range Enhancement
Range Enhancement
Cost300

Increases range by 40

Mechanical Division
Mechanical Division
Cost300

Destroyed Steel Balls create 5 Rank 1 Crawlers to continue fighting

Armor Enhancement
Armor Enhancement
Cost300

Increases HP by 35%, and blocks 60 damage when attacked. The damage blocking effect increases with the Rank. And for each Rank, blocks an additional 60 damage.

Fortified Target Lock
Fortified Target Lock
Cost200

When it switches the target, lock-on priority is given to the enemy unit with the highest HP in range

Kinetic Charge
Kinetic Charge
Cost200

The Steel Ball gains 1 extra range for every 9m it moves.

Strategy

Steel ball is most commonly played in aggressive team compositions, using plenty of crawlers to distract enemy units while units like wraith clear the way for steel balls to lock onto and delete any tanky targets. Technologies like Range Enhancement and Energy Absorption help the steel ball kill important targets by itself. Alternatively, if the steel ball is to serve as a distraction, Mechanical Division can greatly enhance its role as a more expensive chaff unit. Techs like Armor Enhancement and Damage Sharing vastly improves the Steel Ball’s tankiness and can serve as a potent gutshot to win a game. Fortified Target Lock is a niche technology that can punish the vulnerable placement on giant units, especially on flanks and near the Line.