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An experimental development by DSC engineers, this robot is vulnerable on the ground but extremely dangerous in the air. It can soar into the air and hover and then teleport back to the ground if required. This robot can also create a firestorm that incinerates all enemies caught in it!
- — in-game description
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|In-Game Cost||Real Value||Exp Level|
|Armaments||Standard Paint Jobs|
|Default Weapons||2x Punisher T 1x Thunder|
|Module Slots||Legendary Paint Jobs|
Harpy's ability is called Firestorm. Harpy places down a translocator, flies up gaining altitude very fast, and then enters a plateau of flight with slow flight speed (same as ground speed). After it reaches max height, Harpy activates a Reflector shield, blocking 70% damage and reflecting 40% damage.
During flight, Harpy can choose to fire one unique fire missile with a range of 500 meters, which will create a huge firestorm dome (radius around 120 meters). The storm itself deals minor damage per second but also accumulates the BLASTCHARGE effect slowly to enemies in contact. Enemies at most will recieve around 120% of the effect if it stays inside the field for the whole duration, which adds up to one BLASTCHARGE blast, dealing a fixed unmitigatable 25,000 damage in a radius of 75 meters.
During the ability, Harpy can either use its ability again to teleport back to the locator, losing its Reflector first and teleports back with a delay of 2 seconds. If no action is made and the ability ends, Harpy will lose its Reflector and fall down in free-fall motion.
Harpy is a low health, average speed, medium firepower robot. Harpy excels at punishing groups of tightly packed enemies, but struggles in 1v1 battles. Therefore, Harpy should be played as a backline firepower support bot, staying away from front line brawls. However, if Harpy is able to catch multiple enemy bots grouped together, its Firestorm ability will set off a chain reaction of multiple BLASTCHARGE explosions, with the potential to deal many tens of thousands of points of damage to multiple enemies in one attack. Firestorm bypasses stealth, making it an effective counter to Orochis and other bots that rely on stealth for survival.
Because of its low health pool and average mobility on the ground, Harpy will struggle on maps without much cover, such as Canyon and Springfield. Harpy does much better on maps with abundant cover, such as Power Plant and Dead City.
The Harpy should work to avoid 1v1 battle, especially if its ability is on cooldown. The use of Phase Shift module is recommended, as it allows Harpy to quickly disengage from unfavorable matchups.
Incinerator and Scorcher are commmon setups for Harpy, as their BLASTCHAGE effects share synergy with Harpy's Firestorm ability. Another popular option is the notorious Smuta/Razdor homing machine gun build, since Harpy can use its elevated field of view to hit more enemies behind cover.
Other setups should focus on weapons with a medium or long range capacity (500m or more), as short range weapons will force Harpy to close to brawling distance, where it struggles. Cryo laser weapons (Hel/Skadi), corrosive rifles (Hornet/Wasp), plasmoid cannons (Dragoon/Hussar), and even sniper weapons (Gauss/Weber) are all viable options.
Passive module options include Nuclear Amplifier (which can charge very quickly when dealing damage to multiple opponents), Balanced Unit (to provide additional damage to charge Nuclear Amplifier, and add to Harpys somewhat low healthpool), and Nitro Unit (to help Harpy maintain distance from brawlers).
Built In Weapon
|Built-in Weapon Stats|
|MK 1||MK 2|
|7.9||Special Edition: Kitsune Harpy|
|7.7.7||Robot added to the game.|
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- When equipped with Quantum radar and piloted by Yang Lee, the Harpy becomes the third robot to be able to act as an 'all-round' counter. As it can target enemies in stealth, as well as bypass energy, aegis and absorber shields (when ability is active) in any situation.
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LIMITED EDITION WEAPONS • Biomechanoid Nucleon