Gatling Gun

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“Rifle-caliber rounds, superior build quality, liquid cooling... it has it all. Wheels not included.”


DOES NOT MOVE. Long-ranged, but attacks faster the closer it is to the target.

Strategy

  • The Gatling Gun is the base form of the Vulcan Cannon. This fighter can be seen as a ranged version of the Nightmare as it is fulfilling a similar role but does have some specific unique aspect that differentiate it from the Nightmare.
    • Due to the fact that the Gatling Gun cannot move (Only this fighter, its upgrade, the Vulcan Cannon and the Eggsack have this static property), it is required to place it very far up in the lane to try and maximize its passive by placing the frontline further back so they join the battle near the static unit.
      • The optimal placement for it, if played as the main carry fighter and as an opener, is at the very top of the lane (preferably in the middle). This placement make it so it is always attacking ranged waves without having 0 stacks of its passive due to the spawning point of the wave already being within its attacking range. Your first melee fighter to protect the Gatling Gun should be placed so that the stacks of its passive is maximized while take no/little damage. However, one need to be aware of the special spawning position of wave 5 and on ranged waves, where further actions is required to protect it.
      • It is to keep in mind that, since the Gatling Gun is not moving, the range circle can't be used as a clear reference to where the melee fighter will join the wave next to the Gatling Gun.
  • Similar to the Nightmare, the player normally build a lot of tanks to support the unit in the early game and when the player has a solid lineup, additional damage threat can be built. Be aware that, due to the fact the Gatling Gun is not made to partially tank compared to the Nightmare, it is recommended to limit the amount built to one or two throughout the entire game.
  • Be aware that the Gatling Gun shows very strong weaknesses on both wave 5 and wave 6. Having the proper frontline is thus important to give it time to deal its damage, rarely do you want to add another ranged DPS to support it early due to its limited tanking capabilities.
    • To support this idea, the player is able to utilize its strong wave 4 to prepare the problematic waves. Be aware that if the tanks built for the wave 3 defense are weak on wave 4, you are not safe to a send on that wave and can leak heavily due to the fortified Armor type of the Gatling Gun.
  • With good planning and understanding of the strong waves of the Gatling Gun, one normally aim to upgrade the Gatling Gun to the Vulcan Cannon on wave 8 to enable the player for a high push if he receives a send on that wave.
  • This unit is especially weak on ranged waves (8,11,15,19).
    • Its attack speed increase is capped at a lower number since enemy units will not walk close to it on ranged waves.
    • It is advisable to place t1 units in front of Gatling Gun to tank before your tank line moves in front of it. The T1 units can then be sold after the ranged unit to restore its ability so that the wave can meet your tank line as close to the gun as possible.
  • Beware of a sneaky Cannoneer or any ranged mercenaries send on early waves. Your other units might protect this unit from the wave, but Cannoneer’s ranged impact damage might already be targeting Gatlin Gun, resulting in a early death and a leaked wave. Late game, be wary of Siege Ram sends since they are fortified Armor type, take reduced damage from ranged attackers, and Gatling Gun is likely to be targeted first.
    • A well protected Gatling Gun ensures a strong and reliable High DPS source. Sacrificing some stack to better protect it is better than to have it die early in the wave.

Sounds

Attack

Activation

Death

Trivia

  • Todo

Skins