Type: Shield
Hit Points ✯✰✰✰✰
Attack Power ✯✯✯✯✰
Mobility ✯✯✰✰✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✰✰✰
Malite is an alien turret who summons spaceships from the sky to blast lasers down onto its target. Malite is a variation of the 'glass cannon' mobile who has low HP but reliably high standard offensive output. Each of Malite's standard attacks require it to consider the peak of its shot trajectory. S2 in particular is unique in that only the ascent of the trajectory is used. Malite can deal solid damage with S1, exceptionally high damage from S2, and features both high damage and high bunging capability in its SS. Malite's weaknesses include being in the lowest HP category as well its true Achilles heel; Malite is one of the the only mobiles who fires from the near the ground, and of these is the only one who cannot dig its way out without items, meaning getting trapped in a tight divot or against a steep cliff can prevent Malite from using its attacks altogether.
With S1, Malite fires a guide beacon onto its target. At the peak of the shot, a spaceship is summoned which fires a laser in a straight line at where the beacon lands. This laser will be disrupted by land, totems, or other mobiles that are in its path. For this reason, S1 should usually be fired high into the sky in order to minimize interference. Alternatively, S1 can be fired at a very low angle such that the beacon may land considerably past the target and still connect. This is useful during the first round of a match during unknown wind. When connected, S1 does solid damage in the 220-240 range.
Malite's S2 is among the strongest, unaided standard shots in the game. At the peak of the shot, two ships are summoned and fire lasers at a converging angle downward. If landed perfectly, S2 will consistently deal damage in the 260-290 range. Because only the ascent of the shot is performed, wind has a minimized effect on trajectory and as such, minimal adjustments need to be made under even very strong wind conditions compared to normal shots. S2 is best used as a (super)sky-shot, where maximum damage will be dealt at the point the two lasers intersect. Additionally, high angle S2 is useful as a SS-meter builder, since risky-shot bonuses are very easy to achieve if Malite or an ally are close to the target.
Malite fires a beacon and where it lands, six spaceships are summoned above it at a fixed distance. These spaceships then fire a bevy of lasers down at a slightly convergent angle. A fairly wide area to either side of the beacon will be covered by these lasers, meaning anything too close to the beacon will be attacked as well. SS will deal excellent damage as long as the target has land to either side of it, averaging in the 400-450 range. If the target is standing on a small, floating bit of land, most of the lasers will generally miss. In addition to dealing high damage, SS also has high land-destruction and can be used as a bunging tool in many cases. Finally, if multiple opponents are near each other, the beacon can be placed strategically between them so that both are damaged by the lasers.
1. If either S1 or S2 is fired entirely downward from Malite's elevation, the shot will not have an arc and will thus not produce a spaceship and will fail. Likewise, firing directly into a mobile, totem, or land will not produce an arc and will fail.
2. S2 can be used low to the ground and aimed between two targets who are close together to produce a double hit. This will deal around 100-120 to each if landed correctly and can be used to secure perfect games.
3. Dual+ can be very tricky to pull of with Malite. To hit two different targets using it, you need to be positioned such that one target is approximately half-way between Malite and the other target. Be cautioned however, wind direction that is pushing S1 toward Malite will require Malite to be closer in, and wind that pushes S1 further away from Malite will require Malite to move further away.
4. In order to hit a single target with dual+, you can either be positioned very near (within a body-length) the target or in a mid-close range (within about three body-lengths). In order to pull it off in the very close range, you only need any wind that is pushing back toward Malite. In the mid-close range, you will require strong wind pushing back toward Malite. Depending on the exact wind strength, you will then super-sky-shot such that S2, which is minimally affected by wind, will be pushed back slightly and S1 will be pushed all of the way back to the target directly underneath the peak. If done correctly, both S1 and S2 will fire onto the same spot.
___