AI War:Spider Bot
This page is up to date for game version 5.027 and is probably outdated |
Extremely effective at damaging the engines of enemy ships. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Light | 6 Light, 6 Swarmer, 6 Ultra-Light, 6 Close-Combat |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 4,000 | 10,000 | 5 sec | 100,800 | 300 | 72 | 100 | 800 dmg/sec | 78,400 dmg/sec | Engine Damage 60 |
II | 88 | 8,000 | 10,000 | 5 sec | 201,600 | 600 | 72 | 100 | 1,600 dmg/sec | 140,800 dmg/sec | Engine Damage 120 |
III | 78 | 12,000 | 10,000 | 5 sec | 302,400 | 900 | 72 | 100 | 2,400 dmg/sec | 187,200 dmg/sec | Engine Damage 180 |
IV | 68 | 16,000 | 10,000 | 5 sec | 403,200 | 1,200 | 72 | 100 | 3,200 dmg/sec | 217,600 dmg/sec | Engine Damage 240 |
V | 49 | 20,000 | 10,000 | 5 sec | 504,000 | 1,500 | 72 | 100 | 4,000 dmg/sec | 196,000 dmg/sec | Engine Damage 300 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 0 | 240 | 240 | 30 | 00:00:02 | 0 | 23,520 | 23,520 | 2,940 | 00:03:16 |
II | 2,500 | 0 | 480 | 480 | 60 | 00:00:04 | 0 | 42,240 | 42,240 | 5,280 | 00:05:52 |
III | 6,000 | 0 | 960 | 960 | 60 | 00:00:08 | 0 | 74,880 | 74,880 | 4,680 | 00:10:24 |
IV | Adv Fac | 0 | 1,440 | 1,440 | 60 | 00:00:12 | 0 | 97,920 | 97,920 | 4,080 | 00:13:36 |
V | Core Fab | 0 | 1,920 | 1,920 | 60 | 00:00:16 | 0 | 94,080 | 94,080 | 2,940 | 00:13:04 |
Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
How to use in your fleet
Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1.
Spider Bots are capable of first-strike against many ship-types and stop them from making any more progress into your territory. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets, especially in combination with the teleporting attack of Military Command Stations. With a cap of Spider-I plus Spider-IIs and a reload of 5 seconds, a player can theoretically completely disable early waves within a minute (a different targeting algorithm is in place, although this assertion should be tested). A volley or two should also disable the engines of an average starship or guardian. As engine health does not rise with mark-level, a full complement of Spider Bots will just as easily stop that core Raid-Engine wave as a mark-I wave.
NB: The ship-type distributions being random, engine damage actually decreases in utility with the addition of Neinzul and Spire expansions. A v5.029 non-comprehensive engine health list is included here:
- Inf (immune) - Raid Starships, melee ships, teleporting ships, Snipers, Neinzul ships, and all Neinzul Enclave Starships.
- 600,000 - Spire Destroyer.
- 300,000 - Bomber Starships, Riot Control Starships-III (10,000*Mark), Spire Frigate
- 100,000 - Many Starships, most Guardians, Spire fleet-ships, AI-Neinzul Hybrids
- 3,000 - Plasma Siege Starships
- 2000 - Zenith Electric Bombers
- 1000 - Sentinel Frigates
- 800 - Etherjets, Zenith Chameleons
- 200 - Fighters, Bombers, Tachyon Microfighters, Space Tanks, Space Planes
- 150 - Armor Ships
- 100 - Other fleet-ships, Zenith Auto Bombs(!), Decloakers
- 50 - Raptors
How to counter when in the AI fleet
Enemy Spider Bots are generally annoying, being pernicious enough to disable a small bunch of your fleet across every planet. Aside from emphasising ship-types which are resistant or immune, best practice is to send in a squad of Engineer-IIIs on FRD (engine damage can be repaired just like health damage).
Ironically, their own engines can be readily disabled by your own ships.