AI War:Regenerator Golem
|This page is up to date for game version 6.013 and is probably outdated.|
|Has very little in the way of weapons, but is able to use its own health to resurrect allied mobile ships that are killed on the current planet. Resurrected ships are teleported to the golem at full health at no cost beyond the health of the golem. The regeneration function stops when the golem drops to 10% health or lower.|
|Ammo Type||Armor Type||Immunities||Damage Bonuses|
|Laser||Ultra-Heavy||Sniper Shots, Fusion Cutters, Black Hole Machines, Attack Boosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs|
|Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|600,000||23,000||2 sec||400,000,000||0||44||Inf||300,000 dmg/sec||300,000 dmg/sec||Vampirism, Regen Time 240:00, Gathers Scout Intel|
|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|
How to use in your fleet
Depending on your situation, this golem may not be worth the 25AIP (medium) and the exorbitant repair cost. With regeneration and vampirism, they are the simplest golems to use with a fleet-ball. Works best with expensive/irreplacable, low-cap ships, and will regenerate both fleet-ships, star-ships, and probably Spire Fleet starships. Useful for extending the lifetime of your fleet in any critical situation (ST hacking, HW assault).
NB: Regeneration ability with spirecraft is not unknown.
Patch 6.013: These received a buff in that they no longer self-attrition and instead self-repair and also gained Vampirism. Their usefulness is (on paper) greatly increased but in-game experiences are needed.
How to counter when in the AI fleet
Ignore them, and mop up the threat later.