Type: Machine
Hit Points ✯✯✯✯✰
Attack Power ✯✯✰✰✰
Mobility ✯✯✯✯✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✰✰✰
NakMachine, commonly referred to simply as Nak, is a tunneling-mine shooting mechanical spider mobile. Nak is a solid all-around mobile whose tunneling mines give it a unique presence on the battlefield. Nak has excellent HP and workable attack strength. These attributes combined with Nak's shots, which allow it to hide deep under cover in many situations, make Nak a formidable mobile. Like with Aduka, Nak fires from its rear rather than its front. Nak's signature attack lays in its S2, which can travel underground and explode upon contacting the surface for moderate damage and well above average land destruction. Nak's underground shot shares its mechanics with only Plaz's S2 and SS, except that it is useful as a bunging tool. While Nak's shot properties are fairly unique and can be challenging to land in certain scenarios, they are simple to execute and adjust to, making Nak a relatively easy mobile to learn.
For S1, Nak fires a single projectile that will directly strike a totem, mobile, or land for minimal damage and land destruction. S1 will do approximately, 140-160 damage, making it one of the weakest standard attacks in the game. S1 is primarily used as a second-option for when S2 cannot be reliably landed, or when S2 might result in an unwanted bungee (for instance, an opponent and ally on the same location where S2 would bungee both but an S1 might KO the weakened opponent).
S2 is Nak's favored standard attack. A bomb is launched through the air in an arc which will, upon contacting the ground, tunnel through the ground at a smaller and inverted arc until it contacts the surface once again, where it will finally detonate for solid damage and large land destruction at the point of detonation. If Nak shoots S2 as a backshot, the mine will curve back inward instead of outward. S2 will damage a mobile or totem for a small amount of damage at the point that it enters the ground, but will not destroy any land at this point. If the shot reaches a sufficient height before entering the ground, it will 'activate' and deal extra damage on entry. Because this shot can tunnel through the ground, Nak prefers to take cover behind walls and underneath its targets. S2 offers Nak cover as well as above average bunging opportunities.
For its SS, Nak launches a single, miniature Nak which will travel in an arc while passing through all objects, mobiles, and land without alteration to its trajectory. For any mobile that SS passes through, it will deal approximately 280-300 damage to it. SS will pass through and damage totems in the same manner. SS is a strong shot for hitting multiple targets and totems, but is lacking in strength when attacking a single opponent compared to most other SS. Because it passes through land, Nak's overall strategy of covering under opponents or behind walls is complimented by its SS.
1. Nak has a number of ways to achieve double hits, and by extension, perfect games. In general, S2 can often easily achieve a double hit, but because the damage on the first point of contact with the ground is so small, it will seldom be sufficient for a double knock-out. To adjust for this, a dual+ or bomb cluster can be used in these situations to increase the damage dealt to the first target, since the S1 or bombs will land at the same point S2 enters the ground. It is advisable that in general, S2 leads S1 while using a dual+ to avoid alterations to S2's much more sensitive path.
2. Additionally, and in a much more obvious way, SS is very strong tool for achieving double hits and perfect games. The SS double hit can present a challenge however against enemies that are spaced rather far from either each other or from Nak, since at long ranges the specific arc shape to the shot's trajectory is unavoidable and will only double-hit if both targets are located on the path of the arc.
3. The damage of Nak's SS is multiplied when striking targets, any combination of mobile or totem, who are on top of one another. Nak can use this as an end-game kamikaze strike for massive damage by moving on top of an enemy and launching the SS just up into the air and coming down to strike itself and the target. Nak should be cautioned not to do this if the result would cause a it a loss for having less fewer hit points than the target. This can be mitigating by saving and using shields or vampire items in this situation.
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Additional Credits:
DunnO
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