|Full name||Jupiter Cannon|
|Released on||CN, TW, KR|
Click the marked area to switch between animations
Stats / Data
- Classification: Armoured Machine
- Damage: Very high (Low when encircled)
- Accuracy: Cant be dodged (Low when encircled)
- Attack range: Very Long
- Health: Moderate
- Armor value: Moderate
- Evasion: N/A
- Movement speed: N/A
Although Jupiter Cannons may look intimidating, in reality, as long as you dont engage them, you'll be fine, in battle against an ACTIVE Jupiter, the Jupiter's will fire off missiles which will do massive AOE damage to whoever they're targeting, these missiles damage dummy links causing massive damage to units it hits while its active, along with being armoured, Jupiters while they're active are very devastating to go against.
However there is a way to significantly weaken the Jupiter Cannon, this is done by encircling the Jupiter Cannon, dont be alarmed it's stationary so it wont move whatsoever, but once you encircle the Jupiter it'll significantly weaken the Jupiter disabling its missile launcher when you engage it in battle causing it to rely on its turrets which deal significantly less damage and have poor accuracy.
When engaging Jupiters its ideal to bring an ARSMG echelon as advancement is required to even make it to certain Jupiters. Though if you encircled one, you can bring any other echelon to deal with it, but if you just wanna get things done quick, use an ARSMG echelon... or maybe a HG echelon?