Type: Animal
Hit Points ✯✯✯✯✰
Attack Power ✯✯✯✰✰
Mobility ✯✯✰✰✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✰✰✰
Turtle is a water-jet launching tortoise mobile. Turtle is a relatively straight-forward mobile who features exceptional HP and solid attacking power. Meanwhile, it has modest utility opportunities, featuring moderate land destruction and item/cloud interaction. Furthermore, the nature of its shots limits Turtle's positioning options. Turtle's nature on the battlefield, by its design, tends to grant it consistent, if predictable, offensive results that cannot be countered easily, at the expense of risky or dynamic options. Due to the peculiar arcs associated with some of Turtle's shots, it is slightly harder to use than some other mobiles, but is, overall, fairly accessible.
Turtle's S1 launches two water balls that travel in a vertical, equidistant arc. When either ball collides with a mobile, totem, or land, it will explode for moderate damage and moderate land destruction. With both balls connecting with a target, it will average 220-240 damage. Because the balls remain apart while launched, a strategic angle can cause one to hit one target and the other to split off and strike a different target. S1 is primarily favored over S2 for tactical double hits, short range and underside bunging, or in scenarios where Turtle cannot take an unobstructed shot with S2.
With S2, two water-ballistics are launched from Turtle's cannon in a wide formation where they then gradually converge along the trajectory as they travel through the air. If at any point after being launched either ballistic strikes a mobile, totem, or land, it will independently explode for moderate damage and land destruction. S2, when landed properly, will do very solid damage of around 240-260 and will sink the target into the ground if landed near their feet. If the shot reaches a sufficient height, it will 'activate' causing two extra secondary explosions upon landing for extra damage and land destruction. In some circumstances, the wide formation of the water ballistics is an advantage; under other circumstances, it is mostly a potential hindrance. To avoid obstruction, Turtle will generally favor a sky-shot with S2.
With its SS, Turtle launches a set of four revolving water balls in an arc which will, when any of them independently contact a mobile, totem, or land, explode for high damage and exceptional land destruction. The balls connect and detonate independently from one another, meaning a shot that falls to one side or the other of a target is liable to only get hit by one or two of the balls as the others continue past it. In most situations, a well placed SS with three or four balls connecting will deal around 350-400 damage and gorge a large chunk of land out from under the opponent. Turtle can use its SS as a bunging tool just as well as it can as a damaging one, accounting for some of Turtles otherwise limited utility options.
1. Even though the ballistics of Turtle's S2 converge very tightly, they do technically remain two separate objects as they travel which are very slightly apart from one another. This means that a grazing shot can result in them being split and dealing rather minuscule damage.
2. Turtle must think strategically about cloud placement in relation to the formation pattern of its shots. S2 in particular is liable to completely miss clouds just in front of and above Turtle where typical shots would pass directly through. For beneficial clouds, Turtle can move forward or backwards to ensure at least on of the S2 ballistics hits the cloud while keeping Turtle out of range for the opponent to strike back through the same cloud. For death clouds, Turtle can remain directly in the normal path to reduce damage coming towards it while its own shot travels around the cloud to connect for full damage.
3. Turtle's SS always revolves clockwise which means it is always optimal to land the shot slightly to the left of the target as the balls will rotate into them as they land.
4. In a similar fashion to Mage's S2, Turtle's S2 also has a short distance sweet-spot where the two projectiles make their initial intersection. To achieve this, fire S2 at a high angle but very short distance, as to avoid causing one of the missiles to instantly collide with the ground at Turtle's feet. The other missile will also require a decent amount of overhead clearance. A.I. enemies controlling Turtle in training mode can often be encountered using this technique.
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