Type: Animal
Hit Points ✯✯✯✯✰
Attack Power ✯✰✰✰✰
Mobility ✯✯✯✰✰
Utility ✯✯✯✯✰
Learning Curve ✯✰✰✰✰
Octor is an ink bomb launching and tentacle summoning octopus tank. Octor generally poses little direct offensive threat, as its standard attacks deal rather minimal damage and do not destroy much of any land. Additionally, Octor's low shot power means it typically cannot reach super-sky height and is not poised to rapidly access its SS. However, Octor has a powerful tool with its S1, which has the unique property of applying an accuracy debuff to anything struck by it. With two stacked debuffs, opponents cannot reliably sky-shoot and are liable to miss (with some exceptions, see 'Tips and Techniques' section below), and even some tanks are liable to be unable to shoot properly even at low angles. This has the effect of forcing opponents to either gamble on sky-shots, which will often miss entirely, or miss out on SS building, which at high-level play is often crucial to keep pace on. While Octor's standard shot have very limited damage potential and none of its shots have any note worthy bungee potential, its SS is extremely devastating and difficult to evade. Octor's shots and general strategy are straight-forward and easy to learn and use.
Octor launches a simple ink bomb which explodes when it contacts a tank, totem, or land. It deals minimal damage, around 180, and applies one instance of an accuracy debuff of -15 accuracy points to any tank within a small radius of the explosion. Against the ground, it will destroy a small amount of land. The debuff can stack any number of times, and each instance will last two turns. With a single instance of the debuff, sky-shots will miss randomly to the left or right at roughly a 25% rate. Low angle and distance shots will very seldomly miss. With two instances of the debuff applied, sky shots are liable to miss around 50% of the time and even low angle and distance shots will regularly fail. With multiple Octors in play, a single tank could potentially have up to 8 instances of the debuff at once, although only through self-inflicted debuffs in a match with four Octors, and only 7 of these could be in effect during the afflicted tanks turn.
With S2, Octor launches a miniature octopus which will, upon contact with the ground, summon two ethereal tentacles from portals which each lash out once, in the form of an 'X' intersecting at the point of contact. The tentacles will phase through all land and objects, inflicting modest damage on any tank or totem they pass through. Neither the launched mini-octopus nor the tentacles will destroy any land. Each tentacle will deal around 100-110 damage to whatever it strikes, combining for around 200-220 for anything struck at the intersection point.
SS functions just like S2 except that the launched octopus will stop at a totem or tank as well as puncture a shield, and six tentacles rather than two are summoned (in roughly the same formation, three from each side). The tentacles still do approximately 100 damage each, meaning anything caught at the center will receive around 600 or more damage.
1. Although it has not been conclusively tested and confirmed, strong, accumulated anecdotal evidence by the community suggests that the accuracy stat debuffs appear to have very minimal effect whatsoever on shots of certain tanks with non-standard trajectory shots; namely, Boomer, Phoenix, DroneBeat, and Photon. Additionally, Grub and IceBall have unusually high base accuracy, meaning Octor's debuffs tend to have minimal chance of significantly affecting them. Against these tanks, Octor should either focus on them using S2 instead, ignoring them to instead debuff any other tank that may be on the field, or delaying them being dropped into combat until after SS has been secured. Conversely, certain other tanks tend to be exceptionally vulnerable to the accuracy debuff. Turtle, for instance, is typically forced to skyshoot in order to do any appreciable damage with its S2, while smart positioning can often cause it to be unable to hit a target with both of the hits of its weaker S1. Trico also struggles greatly against the debuff as its favored attack, S2, is easily forced into misalignment with any small deviation in trajectory induced by the debuff.
Additional Credits:
ThatAinFalco
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