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Shrike, in-game sprite

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Shrike

Shrikes are utility role aerial drones with exceptionally low damage and durability, though they come equipped with experimental EMP missiles that disrupt enemy nanomolecular repair and healing equipment.

Unit Overview

Shrikes are utility role aerial drones with exceptionally low damage and durability, though they come equipped with experimental EMP missiles that disrupt enemy nanomolecular repair and healing equipment. This gives them a unique role as a supportive unit that enables other units by negating healing-based pins, crippling Sakatas, and shutting down the Saint.

Stat Value
Structure Aerodrome
Life 160
Speed 48px/s
Armor Titanium
Build Time 3 Seconds
Air Yes
Healer No
Self Heal None
Unit Value 5
Unit Tier 2

Weapons Systems

Shrikes fire electromagnetic pulse missiles that detonate on impact, disabling all attempts to repair and heal the damaged targets for 5 seconds. Units suffering from a Shrike’s anti-heal have a dark blue overlay on them until it wears off. Shrikes can fire at both ground and air targets, meaning nothing is safe from their anti-heal missiles.

Stat Ground Weapon Air Weapon
Damage 20 20
Range 400px 400px
Weapon Type Kinetic Kinetic
Cooldown 4 seconds 4 seconds
AoE 43px 43px
Projectile Speed 17px 17px
Burst Weapon No No
Burst Count 0 0

Construction Cost

Resource Amount
Money 5
Manpower 0
Energy 10
Influence 0

Strengths

Meditec and Angel Shutdown

Deadly pins supported by Meditec groups or Angel swarms are immediately negated once a Shrike hits their healing targets with an EMP missile. This allows hard-hitting counteroffensives to destroy those units before healing can be provided again to maintain the pin.

Against Sakatas and Saints

All Sakata units, Saints, and even S-Marines immediately lose their self-repair and healing abilities when struck by a Shrike missile, making them extremely vulnerable to further engagements. Mod. Sakatas suffer the most, now losing to Chronite Tank groups rather than destroying them if under the anti-heal effect.

Far Range

Shrikes can fire their EMP missiles from far distances, allowing them to stay in the backline of an offensive line whilst still providing great support to the rest of the offensive.

Large Area of Effect

Shrike missiles impact a rather large area around them, often able to impact entire infantry groups, unit stacks, or air unit swarms from one attack.

Effective Against

Unit Rating
Mod. Sakata +++
Sakata Spider +++
Meditec +++
Angel +++

Weaknesses

Low Durability and Damage

Shrikes are not made to carry combat on their own. If not given supportive fire from fellow air or ground units, they’ll either only stall engagements or waste resources when eventually destroyed by the opposing forces.

Anti-Air Vulnerability

Sakata Mk-II’s and counter-air units like Saints and Mirages can be lethal if they enter engagement range with a Shrike. Keep Shrikes even further back if any of these units pose a danger.

Weak Against

Unit Rating
Sakata Mk-II —
Mirage —
Black Queen —
Saint —

Combat Strategies

Backline Bomber

Keeping a Shrike or two behind an air unit frontline, preferably with any Angels, can provide a formidable boost to any assault. Air units are especially important here to help prevent easy kills by the enemy with missiles or air counteroffensives.

Sakata Insurance

Keeping at least one Shrike near the base will stop Mod. Sakata or Sakata Spider groups from harassing your base as easily. Thankfully, both types cannot target Shrikes and will make such insurance easy to maintain. For Mod. Sakatas, a Shrike will allow you to use less units, and therefore less resources, to eliminate them, making even a simple Chronite Tank platoon capable of handling one.

Related Units

Source: original article