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Amalgam

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Amalgam keeps Sledge's heavy cannon exactly as it was and adds a rear launcher with two drones that fight on their own. It's for Sledge players who want something watching their back.

Stats

Tier4
Unlock level45
Upgrades fromSledge
Barrels1 heavy cannon forward, 1 drone launcher at the rear
Reload (0 points)2.0 s per shot (0.5 shots/s)
Bullet speed257 px/s (×0.7)
Bullet rangeabout 232 px
Bullet damage28 per shot (×3.5)
Penetration5 (base 2 plus 3)
Bullet sizeradius 14.5
Dronesup to 2, launched from the rear barrel, one every 3.0 s at 0 Reload
Drone controlfully automatic: they hunt within 400 px and ignore your cursor and repel
Recoil15× a Recruit's kick per shot
Health / movement×1 / ×1

Every number here is at 0 stat points, before the per-level health bonus and the per-level speed penalty that every tank gets. The automatic balancer can nudge a class's damage and health over time, so treat these as the roster's base values.

How it plays

The front of Amalgam is Sledge, unchanged: one 28 damage shell every 2 seconds, penetration 5, a big radius 14.5 bullet that's easy to land, and a huge recoil kick, 15 times a Recruit's. The shell is slow, 257 px/s, and only reaches about 232 px, so you fight up close and use the recoil as movement: every shot shoves you the opposite way to where you fired.

The back of Amalgam is two drones. They launch from the rear barrel, one every 3 seconds at 0 Reload, until you have two. You don't control them. Holding fire doesn't steer them and right-click doesn't repel them. Each drone hunts the nearest target within 400 px of itself, whether that's a tank, a bot or a shape, and orbits you when there's nothing in range. Passive mode (V) is the only control you have: it parks them in orbit.

Your damage, penetration and speed points make the drones stronger as well as the cannon, the same way other drone classes' drones scale. So the build you'd make for Sledge feeds both halves. The drones are still only two, and they're a helper, not a swarm.

What it beats and what beats it

Amalgam is good at the same things Sledge is: big single hits on anything that comes within 232 px, and shells that knock other bullets out of the air, since a bullet that meets your shell loses penetration equal to its 28 damage. The drones add a little pressure on flanking bots and farm shapes while you fight, and they punish tanks that try to sit just outside your cannon's reach.

It still loses at range. Every sniper and every missile class outranges a 232 px cannon. Fast classes that dodge a slow shell, such as Afterburner and Interceptor, are a problem, because a miss costs you 2 seconds. Two drones are easy for any gun to clear, since bullets deal double damage to drones, so don't count on them in a real fight.

Building your stats

A 33-point build: Bullet Damage 7, Reload 7, Bullet Penetration 7, Movement Speed 5, Max Health 4, Bullet Speed 3.

Picking it over the other tier 4 options from the same parent

Sledge has six endings: Amalgam, Cataclysm, Skipjack, Bombardier, Sailfin and Starburst. Amalgam is the only one that keeps Sledge's cannon exactly as it is and adds something on top.

Against Cataclysm, Amalgam has a smaller, faster-firing shell (28 every 2.0 s against 40.9 every 2.66 s) and two drones; Cataclysm has the biggest shell of any class and more health. Against the four missile classes, Amalgam keeps the short-range cannon and its recoil jump, where they trade both for long range and special projectiles. Take Amalgam if you liked Sledge as it was and want a little help against flankers. Take Cataclysm if you want Sledge's shell made bigger, or a missile class if you're tired of fighting at 232 px.

Common mistakes