Sniper
A hunter with a rifle as its weapon of choice. Prowling in the forest, they wait patiently for the perfect shot, not willing to rush it no matter what. They seek to take out all of their targets with one powerful, well-placed shot. | |||||||
Name | Total Growth | ||||||
Sniper | 22500 | ||||||
Campaign Bonus | Special Ability | ||||||
It has +100% in level campaigns and +50% in divinity campaigns. | Increases the damage you do with single target attacks in dungeons by an extra 2% * class level if your class is an assassin. | ||||||
Unlock Criteria | Evolution Requirements | ||||||
Pet Token | Total Growth | 200000 | |||||
Material | 2000 Magic Feather | ||||||
Other | Have at least 50% attack in the Dojo |
Special Ability
Sniper gets only one action per turn, regardless of its speed, and it will always attack last in a turn. All damage it does is tripled. If the target is marked by Flying Eyeball, Sniper's attack deals an additional 25% more damage to that target.
Sniper has a 30% bonus to its attack stat, and a 10% penalty to its health, defense and speed stats. It does not receive a back-row damage penalty.
Strategy
Due to the attack stat bonus, Sniper, when evolved as a Mage, becomes the top choice for the Strategy Room's attack slot.
If Sniper isn't used in the Strategy Room, then it may find a role in the Mountain depth 4 team, where the massive speed reduction means most pets only get one action per turn anyway.
If you are having difficulty with the fourth Gram fight due to killing the Hydra heads too quickly, Sniper is an effective primary damage dealer that will be unable to outpace Heracles's ability to kill heads due to the one attack per turn restriction it is under. Generally the only time this strategy will be effective is if you are overleveled, however, as the fight can be completed substantially sooner with a weaker team.
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