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…Missile system which fires a volley of 8 homing missile that overcomes small obstacles. Missiles are dangerous for slow robots, but less effective against mobile targets… – in-game description


Explosive32 Explosive


Introduction

The Aphid is a close-range (up to 350 meters) light homing missile weapon.

Strategy

This close-range missile launcher is the light version of the medium Vortex and the heavy Thermite, as they share the same range, reload time, and the missiles fire at the same trajectory. The difference being, the Vortex dealing more damage, and the Thermite dealing even more damage.

The Aphid is a versatile weapon. Like the Spiral, the Aphid requires time to lock onto its target. However, once fired, the missiles will automatically home in on their targets, generally guaranteeing a hit. Because the missiles are fired into a ring following an arcing trajectory, they are able to hit a target that is hiding behind cover. On average, about 4-5 of the 8 missiles fired will hit the target.

The Aphid begins to lock on opponents at 600 meters, although it can only be fired from 350 meters. When locked onto an opponent, one can aim between the 2 green brackets that appear to the left and right to curve the missiles in the aimed direction. However, the missiles do not curve as much, and have a lower trajectory compared to the missiles on the Spiral.

Once fired, the Aphid's missiles follow a predictable trajectory, being slow to turn. This means fast, agile robots, jumping, dashing robots in particular, can time their movement or jumps to minimize or entirely evade the damage done by an Aphid salvo.

It should be noted that the Aphids (as well as the Spiral) do not have the splash damage effect, thus physical shields can block some if not all this weapon's missiles, depending on the angle in which the missiles arrive. 

Aphids are unique close-range weapons due to their ability to clear cover. When an opponent has a built-in or mounted energy shield, one should fire their Aphids individually, as to deplete the energy shield before the other missiles hit. This is because if all missiles hit at the same time, the shield will be fully depleted but will have absorbed the extra damage due to the timing.

Due to the low-flying trajectory of the Aphid missiles, it should generally be used in open ground, where the enemy cannot hide or take cover.

The missiles fired by the Aphids, unlike those of the Spiral, are not guaranteed hits. Often some of the missiles will hit the ground next to the robot if it is moving. Jumping and dashing robots can easily negate large amounts of damage, and sometimes they can even dodge an entire salvo. Also, fast-moving robot, like the Gareth, the Stalker, or the Jesse have good chances to dodge an entire salvo, by simply outrunning it or just changing directions. However, all of the Aphid's missiles will hit a stationary target without a shield out in the open.

The Aphids do well in groups, as 3 or even 4, or when used with the Vortex and Thermite weapons, as they can inflict heavy damage to enemy robots.

Mark I Statistics

For equipment purchased before Update 4.0, upgrade times can be found here.

Purchase Information

Level Cost Damage Cycle
Damage
Cycle
DPS
5 750 Au 1169 9352 935

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Cycle
DPS
6 400,000 8 hours 1284 10272 1027
7 800,000 12 hours 1408 11264 1126
8 1,500,000 16 hours 1550 12400 1240
9 3,000,000 20 hours 1701 13608 1361
10 5,000,000 1 day 1873 14984 1498
11 8,000,000 1 day 2 hours 2063 16504 1650
12 13,000,000 1 day 4 hours 2263 18104 1810
Cost Time
Totals 31,700,000 5 days 14 hours


  • The damage column shows the damage of each individual missile (out of 8 missiles)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Cycle
DPS
1 500 Au 960 7680 768

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Cycle
DPS
2 10,000 5 minutes 1055 8440 844
3 20,000 30 minutes 1160 9280 928
4 40,000 1 hour 1274 10192 1019
5 200,000 4 hours 1404 11232 1123
6 400,000 8 hours 1540 12320 1232
7 800,000 12 hours 1689 13512 1351
8 1,500,000 16 hours 1860 14880 1488
9 3,000,000 20 hours 2043 16344 1634
10 5,000,000 1 day 2248 17984 1798
11 8,000,000 1 day 2 hours 2475 19800 1980
12 13,000,000 1 day 4 hours 2715 21720 2172
Cost Time
Totals 31,970,000 5 days 19 hours 35 minutes


  • The damage column shows the damage of each individual missile (out of 8 missiles)

Update History

Version Changes
4.8.0 Total Upgrade Time: 6 days 22 hours⟶5 days 14 hours
4.7.0 Total Upgrade Time: 8 days 9 hours⟶6 days 22 hours
4.5 Can no longer be produced via Workshop 2.0
4.3 Damage decreased by 5%
4.2 Price changed from 750 gold to 10,000 Components (same value)
4.0 Economy Changes (July 5):
Total Upgrade Cost: 38,150,000 Ag⟶31,700,000 Ag
Total Upgrade Time: 10 days⟶8 days 8 hours
3.1 Damage increased by 5%
2.9.3 Damage increased by 5%
2.5 Accuracy slightly decreased
Prefix "EE" removed
2.2 The missiles travel in a tighter spiral, greatly improving their accuracy
0.8.3 Weapon changed from 250,000 silver to 750 gold
0.3.0 Bug fix: The damage at level 1 was erroneously understated. It was changed to 1168
0.1.0 Weapon was added to the game


Poll

What balance change does the Aphid need after the 4.3 balance update?
 
89
 
6
 
5
 
1
 
1
 

The poll was created at 10:43 on November 3, 2018, and so far 102 people voted.


Trivia

  • There is a Russian short-range lightweight infrared homing air-to-air missile weapon with the same name, the AA-8 'Aphid'; however it is not certain that these weapons are related.
  • Aphid is related to Spiral, both being light hardpoint weapons with the similar mechanics (like Pin is related to Pinata, or Molot to Punisher).
  • In real life, Aphids are a species of insect which feed parasitically on plants, often in groups.
  • This weapon's namesake may be due to the fact that the arrangement of the missiles on the launcher resembles a group of aphids congregated on a plant stem.
  • There is an ongoing 'bug' where aphid missiles (Also goes for its counterparts) where the visual of the missiles 'bug'. It is where when the visuals, for example, hit an object, but the actual missiles go over it. And hit its target.
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