Supply: | 10 |
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Cost: | 1 |
Build time: | 1 |
Health: | 9 |
Attack: | |
Notes: | |
Consumes: | |
Creates: | |
Position: | Middle Far Right |
Venge Cannon is a Green unit, which sacrifices Drones to be built, and has the ability to create Gauss Charges at the cost of health and green.
Panel[]
Strategy[]
Venge Cannon is, in terms of Gold and Green resource cost, extremely cheap and efficient of an attacker. At 9 fragile health and providing 2, Venge Cannon is amazingly effective at providing a backbone after breaches. However, while its resource cost is low, its real cost comes in sacrificing 3 Drones at build time. There are three main situations in which Venge Cannons should be built:
- You're setting up for a breach-resistance end-game, and are converting rather squishy drones into the more hardy Venge Cannons.
- You're playing a Venge Cannon all-in, a strategy where you build pretty much nothing but Conduits and Drones and then convert all your Drones to Venge Cannons just as the opponent is about to breach you and destroy them.
- You have tons of extra green and nothing to spend it on.
It is more efficient for Attack when the value of Drones is reduced, making a case for it being played in most sets where Green is otherwise used. The cost scales sharply with Drone value, under medium pressure its gold cost is about 8, which beats most non-red attackers.
Also of note is the Venge Cannon's Ability to create 3 Gauss Charges at the cost of 2 and 4, thus providing an additional burst of 3 for a turn. Because of this ability, you generally want to ensure you have enough Conduits to fuel the Green needed to constantly activate this ability: if the Venge Cannon can't fire off its Gauss Charges, it generally lacks the attack power to do anything of much significance. It's important to remember that if you're breached (and you generally will be with Venge Cannons), your opponent can target the Gauss Charges to destroy them, as they are "prompt" in a sense, having 0 build time.
Venge Cannons as a green sink while defending work best in games with other efficient attackers, as in these games you are more willing to sacrifice Drones to put more pressure on your opponent to stop them from buying their own efficient attackers.
Venge Cannon all-ins work best in games where either the set lacks efficient defenders or your opponent has chosen a strategy that locks them out of buying the most efficient defenders in the set. Against someone going for a low-economy Amporilla, for example, a Venge all-in is exactly what you want. On the other hand, it is a poor strategy if the opponent has access to a unit like Plexo Cell.
Two units that synergize well with Venge all-ins are Gauss Fabricator (because it's just great in any breachproof strategy) and Cluster Bolt (because it's a way more efficient green sink than the Venge Cannon's click ability, and also because it stops the opponent from targeting your Gauss Charges). Fission Turret can provide a burst of Green as its ability, while not being a forced target when going Breachproof.
Openings[]
Player 1 High Econ normal.
- DD
- DDE
- DDD
- DDDC
- DCCB
- Venge Cannon +DDGW
- Venge Cannon +DDCW
Player 2 has to not go Turn 2 Animus.
Player 1 High Econ All-In.
- DD
- DDE
- DDD
- DDDC
- CCCC
- Venge Cannon x2 +DDDCE
- Venge Cannon x2 +DCEE
- Venge Cannon x2 +FDE
Player 1 Mid Econ All-In.
- DD
- DC
- DDC
- DDC (Attack against little to no Absorb)
- Venge Cannon x2 +CCC
- Venge Cannon x2 +DE
- Venge Cannon +FF
Player 2 opening with Fission Turret (1).
- DD
- DDC
- DD1
- BCC (Exploit enemy Wall)
- Venge Cannon +WD1
- Venge Cannon +DDW
Player 2 anti Animus rush.
- DD
- DDC
- DCC
- Venge Cannon +DCC
- 2x Venge Cannon +DDE
- Venge Cannon (3 Drones, 5GG left)
Converts most Drones quickly.
Player 2 faster rush.
- DC
- DC
- Venge Cannon +DCE
- Venge Cannon +DD
- Venge Cannon (3 Drones, 5 left)
For a Turn 2 Animus.
Change log[]
- September 18th, 2015
- May 23rd, 2015
- October 11th, 2014
- October 2nd, 2014
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