Type: Machine
Hit Points ✯✯✰✰✰
Attack Power ✯✯✯✯✰
Mobility ✯✯✰✰✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✰✰✰
Kalsidon is a guided-missile launching battery mobile, often referred to simply as Kal. Kal's general identity on the battlefield is as a light-weight attacker who can build SS quickly and hit hard with strong attacks. Kal's attacks are functionally similar to that of Slam's and Lancer's. Kal's attacks are long range, making it easier to hit super-sky shots and with an attack that spreads multiple homing missiles, it can rapidly build its SS meter. While Kal has plenty of opportunities to quickly build its meter, it does not have great durability and has limits to its ability to destroy land or take up defensive positioning. Additionally, much like Slam, it has problems when firing through tornadoes.
For its S1, Kal fires three homing missiles that spread out from each other as they travel, and target any mobile or totem they come close to as they descend. This attack can be fired high in the air for easy super-sky and double hit bonuses, but it will deal exceptionally low damage, each missile hitting for only around 50-60 damage and with no more than one or two liable to hit a given target. If fired into land, the missiles will destroy a moderate amount of it, more or less like a weaker version of Bigfoot's S1.
Kal's S2 launches a beacon and two missile pods in pursuit of the beacon. At the peak of the shot, the pods break into two live missiles each and continue toward the beacon. As the missiles collide with a mobile, totem, or the ground, they explode for moderate/high damage and relatively little land destruction. When landed properly, this attack will deal approximately 250-260 damage.
Kal's SS is functionally a higher powered version of its S2, with six total missiles rather than four. When landed correctly it will deal roughly 350 - 380 damage.
1. Kal should use its S1 for situational utility such as picking off a nearly KO'd opponent while getting second hits on shields or totems, for executing perfect games, or for quickly building SS with double hits. Additionally, S1 can be helpful during the initial turns of the game during unknown wind to secure early special meter and sky-shot bonuses.
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