Type: Machine
Hit Points ✯✯✰✰✰
Attack Power ✯✯✯✯✰
Mobility ✯✯✰✰✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✯✰✰
Slam is a guided-missile launching amphibious-naval-assault-hovercraft mobile. Slam is characterized as having exceptionally high damage potential that can be frequently hindered or disrupted by tornadoes and obstructions. As such, while Slam can deal consistently high damage under ideal conditions, it can be at the mercy of map conditions and, to an extent, positional counter-play. Slam's shots perform excellently with clouds, decently with items, and possess some moderate land destruction capabilities. While Slam's shots are relatively easy to use in ideal conditions, mastery can only be gained by making complicated and precise shots in common conditions making Slam, overall, a somewhat difficult mobile to learn.
For its S1, Slam launches a missile-guide in an arc. The guide will latch onto the first totem, mobile, or land it contacts. Trailing behind the guide are two independent missiles fired from Slam. The missiles will fly apart and then lock-on to the guide after a short, fixed amount of time and converge directly toward it. If both missiles hit the target, it will deal solid damage of around 220-240. S1's missiles may be redirected off-course when traveling through a tornado before they have locked onto the guide. Likewise, the missiles are liable to crash into an obstruction when fired at a low angle or at low power since they exit wide and may wander into something before having time to lock-on. For this reason, sky-shots are generally preferable when using S1.
S2 is a traveling guide that will be launched in an arc. Once contacted with the ground, the guide will begin walking along the ground in the direction that Slam is facing and after a short, fixed amount of time, a series of missiles will be summoned from above and begin raining down toward the guide as it continues walking a further short distance. S2's walking guide, much like similar shots possessed by Raon and DarkRaon, will not be able to climb steep inclines or cross gaps of any significant width. When the guide encounters an untraversable incline or wall, it will turn around and walk in the opposite direction. S2, when landed optimally, will deal exceptional damage of about 240-260, and is one of the strongest standard attacks in the game when the missiles come down through a lightning, power+, or Thor cloud.
For its SS, Slam fires a guide beacon in an arc which will latch onto a totem, mobile, or land. As the guide activates, a missile volley will burst out from in the air above Slam where half of the missiles will arc backward and upward, and half will arc backward and downward, then all missiles will begin to follow this arc toward the guide until striking a totem, mobile, or land. SS requires Slam to have generous overhead space and, ideally, no obstructions in the path of the missiles, so that the missiles can reach their mark. With all missiles landing, SS will generally one-hit-ko any mobile from full health. Even with half of the missiles becoming obstructed, SS will deal high damage of around 350-400.
1. To avoid failed S1 through tornadoes, Slam should aim high and such that the peak of the shot is prior to the tornado to ensure that the missiles have time to achieve lock-on and traverse the tornado without being flung away.
2. Like other walking shots, S2 works exceptionally well against targets who are inside of holes. It should be noted however that a target who has land or a totem covering their side nearest to Slam will likely be spared from a large portion of the missile volley if they are inside a medium to large hole since the missiles fly down in a slight arc and will strike the land portion to the target's side.
3. Also like Raon and DarkRaon's walking mine, S2 can be fired into a wall or at the edge of a cliff to be dropped down onto a target. However, this can be largely undesirable for Slam's S2 because the wall is liable to absorb most of the missile volley. This technique can be favorable however if a second opponent is located at the edge of this cliff and can result in a solid double hit.
4. Slam's S1 can damage through shields if landed as a sky-shot. Due to the significantly exaggerated difference in arc between the two missiles during a super-sky-shot, one missile will hit the target much earlier than the second one, allowing the first one to break the shield and the second to arrive just as the shield expires for damage (generally around 100-120). The timing-window of this is very tight however and is not guaranteed to work every time.
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Special Thanks:
MajDoosh
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