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Mod. Phantom, in-game sprite

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Mod. Phantom

The Mod.

Unit Overview

The Mod. Phantom is an even stronger variant of the standard Phantom, boasting higher health, double the damage output, and higher speed. Otherwise, they function the same as the original Phantom unit.

Stat Value
Structure Armory
Life 400
Speed 48px/s
Armor Titanium
Build Time 1 Second
Air Yes
Healer No
Self Heal None
Unit Value 12
Unit Tier 2

Weapons Systems

Mod. Phantoms use similar rapid-fire cannons as regular Phantoms, though the higher power in their shells makes them do higher damage, about double what a normal Phantom deals. This allows them to eliminate crowds even faster and tear the base down even quicker.

Stat Ground Weapon Air Weapon
Damage 12 —
Range 400px —
Weapon Type Kinetic —
Cooldown 0.13 seconds —
AoE 40px —
Projectile Speed 20px —
Burst Weapon No —
Burst Count 0 —

Construction Cost

Resource Amount
Money 0
Manpower 0
Energy 0
Influence 35

Strengths

Crowd Clearing

Mod. Phantoms are effective against infantry groups, tearing apart Marines, Snipers, and backline Meditecs with their area damage cannons. They also can combat most android units without taking damage from them, making them a good answer to excessive infantry.

Speedy Air Unit

Mod. Phantoms move at the same speed as Scouts, making them capable of some maneuvers with proper micro. Alongside this, they are effective against early and mid-game Outpost, only being threatened somewhat by the Gröditz and able to handle Marines, Chronite Tanks, and Snipers fairly well.

Effective Against

Unit Rating
A25-Roman +++
Sniper +++
Marine ++
S-Marine ++

Weaknesses

Anti-Air Vulnerability

Mod. Phantoms suffer significantly against the Sakata Mk-II, and aggressive anti-air units like Saints and Black Queens will annihilate them without resistance. This makes Mod. Phantoms especially vulnerable to War Sanctum, mid-game Forge, and late-game Outpost.

Ground Systems Only

Although Mod. Phantoms won’t perish quick from Scouts, they still will eventually die and be unable to fight back. Mod. Phantoms require air support to fight against opposing air units if they want to maintain a firm presence.

High Cost, Low Numbers

Mod. Phantoms cost 35 Influence each and require the Armory to be deployed, making them quite an expensive unit that cannot be deployed even as often as normal Phantoms. This means you’ll often only have one or two of them at a time, so make their damage count.

Weak Against

Unit Rating
Sakata Mk-II —
Black Queen —
Saint —
Scout –

Combat Strategies

Backline Barrage

Rush a Mod. Phantom beyond the enemy’s defensive line to each their backline, where their Snipers, Meditecs and similar units are located. Mod. Phantoms can rain a quick death on these squishy infantry units to cut off ground healing and pressure against the defensive line, making it easier for your units to break through the Chronite Tank and Gröditz walls. Make sure they have some protection to avoid getting struck down by an incoming missile.

Base Harassment

Rush a Mod. Phantom alongside some normal Phantoms to the enemy base to have them rain down a constant stream of damage against it. The base’s air weapon won’t do much to the Mod. Phantom, allowing for ample opportunity to gain rapid Influence while reducing the base’s health for easier victories.

Related Units

Source: original article