The Wing Demons (often called "falcons") are the only aerial unit capable of hitting air and ground units, making them arguably the most versatile unit in the game. They fire a rapid stream of 15 bullets for 1.5 seconds before reloading for half a second. In total, they do 12 damage per clip, averaging to 6 damage per second. To offset their versatility and damage they have the lowest hp of all tier 2 units, just shy of 2 squirrels worth of hp.
Strategy[edit | edit source]
Falcons are very versatile in the fact they are flying and can attack both air and ground units. However, they are the weakest Tier 2 unit in terms of defense, so if you can quickly focus them down, it won't be long before their damage is a non-factor.
Playing with falcons[edit | edit source]
The biggest advantages of falcons is the fact they are flying units, the resulting unrestricted vision, and their ability to hit ground and air units. These make Falcons excellent at abusing cliffs to pick off farms or other units near cliffs, where opponents have to go around to reach them. Falcons are strongest in short skirmishes. If you break up the falcon's damage into two seconds, the first second in battle, they do 8 damage, while in the next second they do 4 damage and then reload. So if you want to maximize their damage potential it's best to pick quick skirmishes, unloading your clip then retreating to avoid getting hurt while reloading. That said, don't forget falcons are extremely fragile. Keep them out of the line of fire because they will go down rather quickly if you're not careful.
Playing against falcons[edit | edit source]
If you're getting harassed by falcons, machine gun nests are a good way to defend yourself; they have the same DPS and the machine guns have more than twice the hp of the falcons. Sniper Balloons are also an excellent way to take out falcons before they can take anything out themselves. In combat, if you have the burst, killing falcons may often be a good idea, especially if you're trying to protect units that are vulnerable to them, such as skunks and ferrets, Units such as lizards, snakes, and foxes have either the speed or the burst to be able to quickly clear the skies of any falcons.
Gallery[edit | edit source]
Changelog[edit | edit source]
- Pre-Alpha 28:
- Vision range added to flying units is now 2, down from 4
- Pre-Alpha 27:
- Are now 15 DEF, down from 16
- Pre-Alpha 26:
- Are now 16 DEF, down from 18
- Pre-Alpha 25:
- Are now 25 DEF, up from 20
- Pre-Alpha 21:
- Damage now 6 (was 5)
- Pre-Alpha 17:
- Now fires every second (was burst for 2 seconds with 2 seconds cooldown)
- Pre-Alpha 14:
- Hitpoints now 20 (was 15)
- Damage now 4 (was 3)
- Pre-Alpha 13:
- Hitpoints now 15 (was 20)
- Pre-Alpha 12:
- Cooldown now 2 seconds (was 2.5)
- Damage now 3 (was 4)
- Pre-Alpha 11:
- This patch changed the “damage per 5 seconds” system to a “damage per second” system.Therefore, damage values have to be divided by 5 before they are comparable.
- Pre-Alpha 10:
- Hitpoints now 20 (was 15)
- Pre-Alpha 7:
- Hitpoints now 15 (was 10)
- Pre-Alpha 4:
- Hitpoints now 10 (was 20)
|Tier 1||Squirrel • Lizard • Toad • Pigeon • Mole|
|Tier 2||Ferret • Chameleon • Falcon • Skunk • Snake|
|Tier 3||Badger • Boar • Fox • Owl • Wolf|
|Structures||Barbed Wire • Land Mine • Balloon • Turret • Artillery|