
Summary
- Bombing Run is a Hero Ability that can be used by Cpt. Ruddero in attacks.
- Bombing Run causes Cpt. Ruddero to target the closest building. Upon reaching it, he will dash forwards and return as he saturates an area at set intervals with cluster munitions that split into multiple submunitions and damage all enemy buildings caught in their AOE.
- If the target is destroyed before he could reach it, he will retarget automatically.
- While bombing, Cpt. Ruddero is still vulnerable, but gains a limited number of shield points, which deplete over time until after the bombing run concludes, and can negate excess damage destroying it in a single hit.
- Cluster bombs do not affect Mines or cause friendly fire, but are boosted by Troop Damage Magma Statues.
- While the ability is active, it cannot be used again.
- Each use costs 4 more Gunboat Energy than the previous one, with a starting cost of 4 Energy.
Offensive Strategy
- As Bombing Run has a linear trajectory, its use depends on its potential coverage, though its large area effect does allow it to cover and demolish or cripple clusters of enemy structures, such as Rocket Launchers, Prototype Defenses, or even Engine Rooms.
- Ruddero has fairly low health, so it's important to cover him with a Smoke Screen or to disable select defenses with a Shock Bomb. A Flare can be used to direct him at a specific target.
Defensive Strategy
- As Ruddero is frail and vulnerable while using the ability, defenses that aren't covered by it can still pick him off if the attacker could not remove them from play.
Statistics
Bombing run range
|
Shrapnel count
|
Bomb drop interval
|
---|---|---|
Long / 11.5 Tiles | 5 | 1.0s |
Level
|
Initial damage
|
Shrapnel damage
|
Boming run duration
|
Upgrade Cost | Upgrade Time
|
Instant (Time Only) | Hero Level Required
|
---|---|---|---|---|---|---|---|
1 | 200 | 200 | 3.0s | N/A | N/A | N/A | 1 |
2 | 300 | 300 | 3.5s | 8 | 8h | 119 | 3 |
3 | 450 | 450 | 4.0s | 16 | 16h | 202 | 4 |
4 | 675 | 675 | 4.5s | 32 | 1d 8h | 339 | 5 |
5 | 1,000 | 1,000 | 5.0s | 64 | 2d 16h | 572 | 6 |
6 | 1,500 | 1,500 | 5.5s | 128 | 5d 8h | 964 | 7 |
Number of Shots![]() |
Energy Cost![]() |
Cumulative Energy Cost![]() |
---|---|---|
1 | 4 | 4 |
2 | 8 | 12 |
3 | 12 | 24 |
4 | 16 | 40 |
5 | 20 | 60 |