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…A scout robot with a wide spectrum of possible maneuvers… – in-game description



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PURCHASE INFORMATION HoverInfobox
In-Game Cost Real Value Icn info for user popup Player Level Icn info for user popup
10,000 ComponentIcon or
6,500 AuIcon
$50 11
ROBOT INFORMATION
Class Icn info for user popup Ability Faction Icn info for user popup
MediumRobotinfobox
Medium
Glideinfobox
Glide Icn info for user popup
Spacetechinfobox
SpaceTech
BASE STATISTICS
PilotRankPrivate icon Level Shield icon Durability Icn info for user popup Speed icon Speed
1 97,000 50 kph
ARMAMENTS PAINT JOBS
Hardpoints 1x Light
2x Medium
Glider DEFAULT Glider ARID
Default Weapons 1x Molot Icn info for user popup
2x Molot T Icn info for user popup
MODULE SLOTS LEGENDARY PILOTS
Active Yes N/A
Passive 2
OTHER 3D ROBOT MODEL
Wiki Class Icn info for user popup Medium Link here (external site)
WORKSHOP PRODUCTION INFORMATION
1 Day Cost AgIcon 3 Day Cost AgIcon
180,000 600,000
Components ComponentIcon Components ComponentIcon
80 230

Introduction

The Hover is a medium robot with 2 medium and 1 light hardpoint.

Ability

This robot has an ability called Glide which garners a new concept: partial use of its ability. This ability acts like weapons that can reload while firing and can be used to make short bursts instead of one long burst.

When Glide is activated, the robot will turn on its jets and jump in the air in a fashion similar to a Griffin. If one simply taps on the button, this will result in virtually no fuel consumed, and in a jump 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 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 will impede the Hover to fly higher than it. In Dead City, for instance, the "roof" corresponds to the height of the tallest buildings.

After landing, the user must wait for 7 seconds 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 that can be traveled with the "jumpless" glide are shorter.

Strategy

Gliding too high can result in you being heavily exposed, while gliding too low can result in an inability to go over tall obstacles. This means that unlike the Jump ability, which is the same for each individual robot, this ability allows the player to control the flight trajectory. Not controlling it properly can result in being trapped in the midst of enemy lines, or even worse, landing in glitched areas that can be extremely difficult to get out of.

However, when properly used by a trained pilot the ability give the Hover unparalleled mobility. In sustained horizontal flight the Hover speed is very similar to a max-speed Rogatka, thus about 60 km/h. Flight can be sustained for 13-15 seconds. This for instance allows a Hover starting from near the ledge near beacon B in Springfield to land on beacon D in less than 15 seconds. Again for 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 (although this is not advisable in battle due to the extreme degree of exposure). 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 fly 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. Since the Hover has a respectable top ground speed of 60 km/h, "walk there" is often preferable to "fly there".

When first acquiring a Hover, it is extremely useful to open solitary custom games on each map, and train to learn them from the flight perspective, figuring out how to best take advantage of different firing points, as well as learning the Hover flight dynamics and how to contemporary steer, control altitude, point and fire. When using the Hover's ability, pilots should be aware of the fact that they are more exposed to sniper fire, and should prepare strategies to counter this increased threat, especially when using the 'Hover' ability to escape battles when on low health.


Threat Measure

Hover is particularly tough to beat, if it is high leveled and has deadly weapons armed. Once it jumps, it slowly glides to a destination, making rockets and splash weapons hard to coordinate their hit. Some players said that Hover is tricky to destroy, once it glides, and it also releases "bombers" to their opponent without warning. Hover is classified as a moderate threat.


Possible Setups

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)
#Slots x2 x1 x1 Name 
Setup 1 
Orkan
Pinata
Gust
Death Button (Opt. 1)
Setup 1 
Igniter
Blaze
Halo
Floover (Opt. 1)
Setup 2 
Taran
Magnum
Plasma Death Button
Setup 3 
Punisher T
Punisher
Leadhose
Setup 4 
Storm
Gust
Halo
Shotgun
Setup 5 
Vortex
Aphid
Aphex
Setup 6
Corona
Halo
Gust


Mid-Range (500-600m)

Slot Types Medium SlotLight Slot (Opt. 1)Light Slot (Opt. 2)Light Slot (Opt. 3)
#Slotsx2 x1 x1 x1 Name
Setup 1
Shocktrain
Gekko
Spiral
Sting
Flytrap (all options)
Setup 2
Scourge
Spark
Gekko
Sting
Bugzapper (all options)
Setup 3
Ion
Gekko
Sting
Spiral
Setup 4
Tulumbas
Pin
Spiral
Russian Deathbutton (Opt. 1)
Setup 5
Wasp
Sting
Gekko
Hornet (Opt. 1)
Setup 6
Pulsar
Spark
Gekko
Sting
Setup 7
Hydra
Spiral


Long Range (800-1,000m)

Slot TypesMedium SlotLight Slot (Opt. 1)Light Slot (Opt. 2)
#Slots x2 x1 x1 Name 
Setup 1 
Molot T
Molot
Gekko
Gunship (Opt. 1)
Setup 2
Ballista
Gekko
Arbalest


Overview

Common load-outs of this robot are mostly derived from corresponding Griffin ones, and include 2x Orkans and 1x Pinata, or 2x Tarans and 1x Magnum, 2x Tulumbases and 1x Pin. 2x Punisher Ts and 1x Punisher is also used. With respect to the Griffin equivalents one trades one light weapon slot (thus losing 20% or less of firepower, depending on setup) for roughly 20% higher HP (190000 vs 158000 at lv12), much better ground speed (50 km/h vs 35 km/h maxed), and a much more versatile (but potentially riskier) "jump" ability.

Dual Scourges or Shocktrains, with a Gekko or a Spark can also be effective, however these builds require significantly more skill to utilize effectively. Loadouts that have weapons that aren’t synchronised can also be hard to use effectively.

Mark I Statistics

Purchase Information

PilotRankPrivate icon
Level
Cost Shield icon
Durability
Speed icon
Speed (kph)
1 10,000 ComponentIcon/
6,500 AuIcon
97,000 50


For Robots purchased before Version 4.0, upgrade times may be found here.

Upgrade Information

PilotRankPrivate icon
Level
AgIcon
Cost
Shield icon
Durability
Speed icon
Speed (kph)
Duration
Time
2 100,000 103,000 52 2 hours
3 200,000110,00053 5 hours
4400,000117,0005414 hours
52,000,000124,000551 day 4 hours
63,000,000132,000562 days 4 hours
74,000,000140,000582 days 18 hours
88,000,000149,000593 days 18 hours
913,000,000158,000604 days 10 hours
1025,000,000168,000604 days 20 hours
1135,000,000179,000605 days 4 hours
1245,000,000190,000605 days 10 hours
Total135,700,000+93,000+1030 days 9 hours


Mark II Statistics

Purchase Information

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

PilotRankPrivate icon
Level
Cost Shield icon
Durability
Speed icon
Speed (kph)
1 500 AuIcon 190,000 60


Upgrade Information

PilotRankPrivate icon
Level
AgIcon
Cost
Shield icon
Durability
Speed icon
Speed (kph)
Duration
Time
2 1,000,000 193,500 60 1 day
3 2,000,000197,00060 2 days
44,000,000200,500603 days
516,000,000204,000603 days
616,000,000207,500603 days
716,000,000211,000603 days
816,000,000214,500603 days
916,000,000218,000603 days
1016,000,000221,500603 days
1116,000,000225,000603 days
1216,000,000228,500603 days
Total135,000,000+38,500+030 days


Update History

Version Changes
4.8.0 Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 9 hours
4.7.0 Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes
4.5 Now available for 6,500 gold (can still be produced via Workshop 2.0)
4.3 Durability increased by 9%
Speed increased by 20%
4.0 Economy Changes (July 5):
Total Upgrade Cost: 74,418,000⟶135,700,000
Total Upgrade Time: 19 days 23 hours 5 minutes⟶45 days 17 hours
3.8 New skin: Arid (4th Anniversary)
3.4.0 Robot was added to the game


Paint Jobs Available For Purchase


Poll

Best setup for the Hover?
 
15
 
30
 
9
 
106
 
63
 

The poll was created at 00:19 on August 17, 2018, and so far 223 people voted.

Trivia

  • 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.
  • Click here for a 3D image of this robot.

Navigation

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