“…Upon reaching critical durability level robot becomes temporarily invulnerable…” – in-game description
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|Real Value (USD)||$40|
|Required Pilot Level||25|
|Activation Threshold||5% (of maximum durability remaining)|
|Immunity Duration||2 seconds|
|Affects Self||Defensive Activation|
The Last Stand is a passive module.
This module grants a robot 2 to 4.5 seconds invulnerability if the robot's durability reaches a certain health % threshold. This ability can only be used once per battle, regardless of if you've healed after the effect has healed or not. If multiple Last Stands are mounted on a robot, the health % threshold will increase per module. The duration will not increase and all the Last Stands will trigger at the same time, so there will be no second or third instances of invulnerability apart from the initial activation. As of Update 4.7.1, when a robot's Last Stand module triggers, it will not gain health from healing for the duration of the Last Stand. This may be due to the Last Stand setting the robot's health to a certain amount and preventing all changes to it, including healing.
The Last Stand, due to this relatively complicated effect, is very hard to play against. Its initial invincibility effect is counteracted with many minor complications, however the description remains clear-upon reaching a certain durability, its host becomes invincible. This can allow to a tiny amount of more survivability when playing against robots like the Ao Jun, Leech and especially Ares, as after the tiny amount of invincibility the enemy might have ended their onslaught of built-in weapons and dropped their respective effects for counteracting damage, allowing you to strike back with whatever you have. This can be paired well with Phase Shift on Ravana, for an extensive period of invincibility.
However, Last Stand has a minor drawback. Experienced or well-read enemies might realize that you have Last Stand coming soon due to the grayed-out section in your health bar (upon reaching which the latter will start displaying fast-moving arrow patterns for the duration of invincibility), so they will often try to provoke your module to trigger by restrictive playing such as corner-shooting. When your Last Stand wears off, they will often test you for further tricks (like Phase Shift) before exposing themselves fully, abilities at the ready. As such, you should use your Last Stand as soon as you obtain it, in lower leagues where there are less chances of being paired with informed enemies. Its ridiculously high Gold cost of 5000 is also one of its major weaknesses. This, paired with its heavy upgrade cost, may restrict some players from cashing in all their hard-earned resources for a mere 2 seconds of invincibility.
However, there is a feature which not many commanders notice on modules, and that is the fact that they can upgrade. By upgrading, the Last stand can increase its effect to 4.5 seconds, which often gives a player the ability to kill one final enemy, hence its name. However, do not try equipping more than one. By doing so (as mentioned above), you will only decrease the time it takes to activate, but not enhance the effect itself.
Being a passive module, it cannot be mounted on a Titan. They require their own kind of module, named Titan Modules.
|Level||Purchase Cost||Activation Threshold||Duration (Seconds)|
|Level||Cost||Time||Activation Threshold||Duration (Seconds)|
|5.3.0||Activation threshold is now visible on everyone's durability meters|
|4.6.0||Module was added to the game|