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Assault match-ups

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This article is about specific Assault tactics against Pros, Bots, and Turrets. For general strategy, see Assault strategy. For guides by individual users, see Category:Assault User Guides.


ProsEdit

Match-up Strategy
Hotshot Assault Portrait
Assault
vs Icemen Assault Portrait
Assault

A one-on-one fight against another Assault typically comes down to out-shooting and out-reading your opponent. Accuracy and Rate of Fire Endorsements can help you out-damage the opponent, while Armor Endorsements will help you outlive his barrage. (Note that the +100 Armor from a Gold endorsement -- a 66% bonus over the Assault's default armor -- out-paces the 21% increase in fire rate from a Gold endorsement, meaning that a duel between perfectly accurate Assault players will always result in the Gold Armor player winning.)

Always assume that a retreating Assault has a Bomb deployed around the corner, and never follow him if he runs out of sight. Place your own Bomb in obscure locations like walls or corners, making sure that they still cover enough ground to be useful.

The best time to Charge an Assault is when he's on the ground reloading, assuming that you've already made his Charge miss. Charging (and dodging) in general depends on your ability to read your opponent's actions and predict when and where he'll use his skills and weapons.

You cannot hover over the explosion from a Bomb placed on the same vertical level as you, even with the additional jump height from passive Assault skill.

Hotshot Assault Portrait
Assault
vs Icemen Tank Portrait
Tank

A Tank caught at mid range will usually either fall back or attempt to close the distance with an early Jet Charge; you will need to respond accordingly. Tanks need to get close to out-damage you with their Jet Gun, so predict their movements and use Bombs while retreating to do damage. After a Tank has used his own Jet Charge, you are safe to Charge him back to do damage, Ring him out, or re-establish your spacing.

(Note: according to the developers, if a Tank Jet Charges an Assault's own Charge, the Tank is supposed to win. However, personal anecdotes indicate that the Assault typically wins, whether due to the effects of lag or a game bug.)

Tanks will naturally destroy an Assault at close range, barring a lucky Bomb stick or Charge Ring Out. Avoid engaging Tanks in range of their Jet Gun unless it's in the open where the Tank can be thrown a long distance with a Charge.

Hotshot Assault Portrait
Assault
vs Icemen Support Portrait
Support

Your Assault Rifle can destroy a deploying Firebase before it finishes construction. Grenades can help damage an established Firebase, but won't do much if the Support is healing the 'base. The best strategy against an entrenched Support + Firebase is to Bomb the area around the base, hopefully dislodging the Support from the area. Grenades can be bounced around corners to hit the Support as well.

The Support's Shotgun is fearsome at close range, but so is your Charge, and as long as you're aware of the Support's position you should be able to Charge him before he can kill with the Shotgun. Use Fly and your speed to keep him outside optimal Shotgun range, as his gun has a very steep fall-off in damage once you're outside its prime killing range.

Always be aware of a Support's Air Strikes. The strike "beacon" is very easy to spot (and hear) when he throws it, and most Supports are very predictable about when they will use the ability, typically at medium-to-far range.

Hotshot Assault Portrait
Assault
vs Icemen Assassin Portrait
Assassin

Assassins can't grapple an Assault who is using his jet pack. They can still hit with melee and lunge attacks, but their most dangerous weapon is neutralized by your most basic. A Sword back grapple will kill any Assault outright (possibly excepting a Gold Armor Endorsement and Over-heal, or the effects of Juice), but Sword front grapples and Dagger back grapples can be survived when using Gold Armor.

Bombs will kill or Ring Out Assassins consistently. Level 3 Charge will kill any Assassin not sporting a Gold Armor Endorsement. Charging an Assassin is generally a good approach at any level since charging will almost always trump anything the Assassin can do. Even without the level 3 Grapple, the Assassin will be knocked back and exposed, leaving her open to finishing off with the Assault Rifle if she isn't killed outright or Ringed Out.

Surviving against good Assassins means reacting to split-second cues (the hum of their Cloak or the smoke from their running). It's easy to defeat bad Assassins who run at you thinking you can't see them, but an experienced opponent is tough and an Assault will need all his tricks to survive an ambush by one. If you think an Assassin is coming but can't fix her location, Fly.

Hotshot Assault Portrait
Assault
vs Icemen Gunner Portrait
Gunner

A Gunner is essentially an Assault who traded speed and maneuverability for much, much larger guns. Experienced Gunners are likely to be an Assault's biggest threats on the battle field.

Miniguns, particularly when upgraded, do more damage at the same range as an Assault Rifle; this, paired with the Gunner's higher base Armor, means that an Assault will lose in the open against equal Gunners more often than he wins. Defeating a Gunner at range requires superior maneuvering, using of terrain features for cover, and exploiting your more versatile weapons (grenade ricochets, Bomb explosions). The safest time to advance is when the Gunner has stopped to reload, but that could take a while once he has Dual Miniguns and a Clip Size Endorsement.

A good Gunner will always keep you at range, fearing your Bomb and Charge, but overly aggressive/inexperienced opponents can be tricked into advancing and dealt with accordingly. At close range, both your Assault Rifle and his Minigun becomes weapons of quick death, and surviving an encounter close to a Gunner usually means killing him before he can fully bring his arsenal to bear. Just don't get too close, or the Gunner will try to Slam you.

Hotshot Assault Portrait
Assault
vs Icemen Sniper Portrait
Sniper

At long range, exploit general anti-Sniper tactics like quick, erratic movements. Stay away from bots as the game goes on, because the Sniper's level 3 passive skill adds an explosion radius to his shots.

Snipers have low health and will go down quickly to a burst from the Assault Rifle, a level 3 Charge, or a Bomb explosion. If you catch a Sniper unaware, there should be little stopping you from taking him out...

...except for Traps. Learn to watch for Traps on the ground and avoid them at all cost. You can Fly over every trap variety, and you can also detonate them with your Bomb as long as the trap has fully activated. (This takes 1-2 seconds after the Sniper deploys it.) Detonating the trap will declare your position but can help less-mobile allies get through the area. Beware that you can still be frozen by the trap effect even after you detonate it, so either hover over the "freeze" effect or wait until it disappears before advancing.

At very close range, Snipers will use their SMG and may actually out-damage your Assault Rifle. You can still win this fight with your superior Armor, but don't underestimate the SMG's power.

Beware the Sniper's upgraded grapple; missing with your own grapple could mean a painful trip across the map, or outright death from the level 3 upgrade.

BotsEdit

Match-up Strategy
Hotshot Assault Portrait
Assault
vs Icemen Slim
Slim

Slims are not a threat to any player and can be destroyed with any of the Assault's weapons. Use melee attacks (Default 'C' on PC; 'Right-Thumbstick-Click' on Xbox 360) to earn some easy Juice, but don't overstay your welcome. Nothing's more embarrassing than being taken down by a Slimbot...

Hotshot Assault Portrait
Assault
vs Icemen BlackJack
Black Jack

Each Black Jack requires 3-4 grenades to destroy; the Assault Rifle can be used in a pinch but is largely ineffective. A well-placed Bomb will do a lot of damage to entire groups of Black Jacks but will not destroy one at full health unless you stick it on the bot. A full-health Black Jack will be destroyed by a grapple from the Grenade Launcher.

When facing a large group of Black Jacks, an Assault can:

  • Grapple one with the Grenade Launcher for an immediate kill;
  • Charge the group to scatter them (level 1 or 2 Charge) or kill a second bot (level 3);
  • Bomb the center to kill one bot (if stuck with the Bomb), damage the rest, and scatter the group;
  • Pelt the center with grenades.

Bombs are especially effective when the Black Jacks have all stopped to engage a friendly bot group or turret.

Assaults make short work of small enemy bot groups when "pushing" a bot lane. A single grenade will destroy both Slims and a follow-up grapple from the Launcher will quickly down the Black Jack, obliterating the entire bot spawn within a second.

Hotshot Assault Portrait
Assault
vs Icemen Bouncer
Bouncer

Bouncers have good health and speed. Use your Fly to avoid their grapple and lure them towards your allies. Grenades, bombs, and Charge attacks will take him down without placing yourself at high risk. Note that a level 1 or 2 Charge attack will not destroy a Bouncer unless it is at low health, instead leaving you much closer to the bot and its grapple attack than you were before. A Grenade Launcher alternate-fire grapple will damage but not outright destroy a Bouncer, but it can be a good finishing move once it's been softened by a few grenades.

Hotshot Assault Portrait
Assault
vs Icemen Buzzer
Buzzer

Buzzers go down quickly to Assault Rifle shots. Moving backwards while shooting should give you plenty of space to destroy them.

Hotshot Assault Portrait
Assault
vs Icemen Gremlin
Gremlin

Gremlins move quickly and in groups. Lead their movement with a Bomb to destroy them as a pack. A Charge will scatter or destroy large Gremlin packs. If you're able to perceive them from a moderate distance (good perception or help from a ShaveIce), they can be quickly dispatched with Grenades. If you're getting surrounded, consider a Charge to get away from them and resume your attack; don't worry about Flying before you Charge (if Level 3) as Gremlins cannot be Grappled.

Hotshot Assault Portrait
Assault
vs Icemen Gapshot
Gap Shot

Gap Shots are quickly destroyed at range with 2-3 grenades or up close with a bomb, Charge, or Grenade Launcher grapple.

Hotshot Assault Portrait
Assault
vs Icemen Scrambler
Scrambler

Get a bomb deployed before the Scrambler gets near. Otherwise, pour into it with grenades or bullets. You cannot grapple a Scrambler with the Grenade Launcher's alternate fire because of its skill drain.

Hotshot Assault Portrait
Assault
vs Icemen Jackbot
Jackbot XL

A "stuck" Bomb does significantly more damage to a Jackbot than detonating a Bomb that has not been "stuck." Learn the Jackbot's behaviors, especially his tendency to "slam" the ground as soon as you get close, and use your knowledge and your Fly ability to get close and stick him. A few uninterrupted sets of stuck Bombs and clips of grenades will drop a Jackbot without assistance from other players. Neither Charging nor Grappling will work; only Assassins and Snipers can Grapple Jackbots.

TurretsEdit

Match-up Strategy
Hotshot Assault Portrait
Assault
vs Lazer Blazer Level 3 concept art
Lazer Blazer

Like all Turrets, your Grenade Launcher can take out a Lazer Blazer very quickly.

Hotshot Assault Portrait
Assault
vs RockIt Level 3 concept art
RockIt

RockIt turrets should be taken out by using the Ricochet on your grenades. Keeping you out of range and damaging the turret.

Hotshot Assault Portrait
Assault
vs ShaveIce Level 3 concept art
ShaveIce

ShaveIce turrets shouldn't be a big problem, simply stick them with a bomb and detonate when you're out of range.

Hotshot Assault Portrait
Assault
vs Longshot concept art
Long Shot

Long Shot turrets can be taken out the same way as a ShaveIce turret.


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