“…A scout robot with a wide spectrum of possible maneuvers…” – in-game description
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|In-Game Cost||Real Value||Exp Level|
|Armaments||Standard Paint Jobs|
|Hardpoints||1x Light + 2x Medium|
|Default Weapons||1x Molot + 2x Molot T|
|Module Slots||Legendary Paint Jobs|
|Workshop Production Information|
|1 Day Cost||3 Day Cost|
Hover's ability is called Glide, which when activated the robot jumps in the air in a fashion similar to a Griffin, however it is about 1.5 times the height of the Griffin's, but with a slower descent (a "static" Hover jump lasts about 6.5 seconds vs 4.5 seconds for a Griffin). Keeping the jump button pressed increases the altitude of the jump, making the robot fly higher as the button is held down longer. It also allows sustained static or horizontal flight for as long as the "fuel" lasts. However, all maps currently have an invisible "roof" that impedes the Hover's maximum height. In Dead City, for instance, the "roof" corresponds to the height of the tallest buildings.
After landing the Hover has a 7 second cool down before the ability can be used again, no matter the amount of "fuel" left.
When falling down from a ledge the jets are activated and the glide ability can be used without engaging the initial jump, which is useful to reduce exposure while still benefiting from the glide possibilities. However, since the initial jump lifts you to considerable height without costing fuel, the distances traveled with the "jumpless" glide are shorter.
The Hover's Glide ability allows it to control the flight trajectory unlike other robots that can jump. Gliding too high can result in exposure to enemy fire, while gliding too low can result in hitting structures and obstacles that could trap the Hover or be extremely difficult to escape.
When properly used by an experienced pilot Hover has unparalleled mobility. In sustained horizontal flight the Hover's speed is very similar to a max-speed Rogatka, or about 60 km/h. Flight can be sustained for 13-15 seconds depending on take off and landing points. For instance, a Hover starting from near the ledge near beacon B in Springfield can land on beacon D in less than 15 seconds. As reference, the distance a Hover can fly over level ground is almost exactly the full length of the Shenzhen central square (from beacon A to C). To obtain fast horizontal flight the pilot must activate glide while moving in the desired direction then use the jets in short pulses about one second apart to maintain constant altitude. The glide capability also allows the Hover to move between different vertical planes in ways most enemy pilots will not expect, such as jumping down from the "corridor" in Yamantau, hiding under it, then flying back up in the corridor on the other side to attack again. However, the glide ability is better used sparingly and not as a simple way to "get someplace faster," since one is always trading cover and maneuverability for speed.
Unlike with most jumping bots, after first acquiring a Hover it is advisable to open solitary custom games on each map and train. This helps the pilot understand each map from the Hover's flight perspective, find the best firing angles, and landing and take-off points, as well as learning the Hover's unique flight dynamics (how to steer, control altitude, etc.). When using the Hover's ability pilots should be aware of exposure to enemy fire, especially snipers, and have an "escape plan" ready.
Hover is very tough to beat in the mid-leagues. Once it jumps it slowly glides to a destination, making rockets and splash weapons hard to coordinate their hit.
Some effective setups for the Hover are:
Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).
Each slot type is filled with only one particular weapon. For example, if a robot has 3 light all three of those slots are filled with Pinatas, as mixing weapons of the same slot type is not advisable.
Close Range (350m or less)
|Slot Types →||Medium Slot↓||Light Slot (Opt. 1)↓||Light Slot (Opt. 2)↓||Light Slot (Opt. 3)↓|
|Setup 1 →||Flytrap (all options)|
|Setup 2 →||Bugzapper (all options)|
|Setup 3 →||Tracker|
|Setup 4 →||Russian Deathbutton (Opt. 1)|
|Setup 5 →||Hornet (Opt. 1)|
|Setup 6 →||Mosquito|
|Setup 7 →||Homing Rocket Tower|
Long Range (800-1,000m)
Common load-outs for the Hover in lower and middle leagues include 2x Orkans and 1x Pinata, 2x Tarans and 1x Magnum, 2x Tulumbases and 1x Pin. or 2x Punisher Ts and 1x Punisher. Dual Scourges with a Spark are effective but require more skill to utilize effectively while using the Hover's ability.
Mark I Statistics
|1||97,000||50||10,000 or 6,500|
|5||124,000||55||2,000,000||1 day 4 hours|
|6||132,000||56||3,000,000||2 days 4 hours|
|7||140,000||58||4,000,000||2 days 18 hours|
|8||149,000||59||8,000,000||3 days 18 hours|
|9||158,000||60||13,000,000||4 days 10 hours|
|10||168,000||60||25,000,000||4 days 20 hours|
|11||179,000||60||35,000,000||5 days 4 hours|
|12||190,000||60||45,000,000||5 days 10 hours|
|Totals||135,700,000||30 days 13 hours|
Mark II Statistics
Note: Level 12 Mark I is required to enhance (purchase) to Mark II.
|4.8.0||Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours|
|4.7.0||Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes|
|4.5.0||Now available for 6,500 gold (can still be produced via Workshop 2.0)|
|4.3.0||Durability increased by 9%|
Speed increased by 20%
|4.0.0||Total Upgrade Cost: 74,418,000⟶135,700,000|
Total Upgrade Time: 19 days 23 hours 5 minutes⟶45 days 17 hours
|3.8.0||New skin: Arid (4th Anniversary)|
|3.4.0||Robot was added to the game|
- The Hover is the first robot with an ability that can be used partially, and not completely (Glide).
- When the jets on Hover activate, every player on the map can hear it.
- This is one of the only 3 bots in the game that have a slower tower rotation speed, the others being the Pursuer and Blitz.