Rocket
Overview | Lore | Dialogue | Sound effects | Gallery | History |
---|
Rocket is a ranged Phighter. He was released on 19 February 2022 with Playtest 1.
Overview
Rocket is a ranged Phighter that uses his abilities to apply consistent area of effect damage against groups of players. Rocket can provide crowd control at a midrange distance by utilizing Rocket Shot, Charged Blast and Multi-Missiles. His Phinisher Grand Cannonade can rain down rockets in a selected area, dealing high damage to multiple players caught inside. Rocket's damage potential is offset by his squishiness, only boasting 150 total HP and limited mobility.
Abilities
Eager Rocketeer | ||
Type Passive |
Ability Type Status |
|
After getting a kill or assist, gain haste and automatically reload your weapon. | ||
Haste: 35% for 5 seconds | ||
Ability Demonstration |
Details:
- Rocket will only take 50% self-damage from his own attacks.
Details:
- The player damaging themselves with Rocket Shot will boost them up slightly.
- Rocket Shot projectiles will gradually lose speed and start to arc downwards after a certain distance.
Charged Shot | ||
Type Ability |
Ability Type Projectile/AoE |
|
Charge an arcing rocket which deals large damage and knockback depending on its charge time. | ||
Damage: 10-15 (direct) + 15-25 (splash) Knockback force: 10-20 Max. charge time: 2 seconds Projectile size: 15-30 Slow penalty: -25%-50% (based on charge time) Cooldown: 5 seconds |
||
Ability Demonstration |
Details:
- The cooldown does not start until the player fires the rocket.
- Splash damage increases based on charge time.
- Knockback force is only applied to splash damage.
- Charged Shot has a recoil which increases the longer the player charges it for.
Rocket Jump | ||
Type Ability |
Ability Type Mobility |
|
Damage yourself and boost upwards after a short startup in the direction you're moving. | ||
Damage: 20 Self damage: 10 Knockback force: 10 Boost height: 30 studs Cooldown: 10 seconds |
||
Ability Demonstration |
Details:
- This ability does AoE damage at the player's starting location.
Triple-Rocket Shot | ||
Type Ability |
Ability Type Projectile/Targeted (enemy) |
|
Your next three Rocket Shots become weaker but travel extremely fast. Hover until all three shots have been used or after two seconds have passed. | ||
Damage: 10 * 3 (direct) + 6 * 3 (splash) Knockback force: 8 (splash only) Splash range: TBD Cooldown: 10 seconds |
||
Ability Demonstration |
Details:
Rocket Barrage | ||
Type Phinisher |
Ability Type Targeted (enemy) |
|
Click to unleash a barrage of rockets towards the ground. Bonus damage is dealt to enemies in the center of explosions. | ||
Damage: 50 (center), 20 (splash) Knockback force: TBA Range: Cast range: 500 studs Rocket range: 25 studs Rocket landing time: 1 second Reactivation window: 3 seconds Phinisher cost: 100 |
||
Ability Demonstration |
Details:
- Rocket is suspended in the air for the Phinisher's duration.
- The first rocket will land at the player's crosshair upon reactivation.
Strategy
Pros |
|
Cons |
|
Rocket is a ranged Phighter who specializes in dealing AoE DPS from a midrange distance. Left unchecked, a Rocket mount constant pressure by wearing down the hitpoints of an entire team thanks to his wide access to AoE. Furthermore, Rocket's burst potential on direct hits is not to be underestimated. Rocket Shot can deal 25, while Charged Shot can deal 25-40 damage, allowing Rocket to tear a huge section of an enemy's hitpoints should they make themselves vulnerable.
Although Rocket's total hitpoints is average among the rest of the Phighters, he shares the highest innate shield with Hyperlaser at 100. As long as the player does not take shield-piercing damage or exchange blows frequently, Rocket can spend most of the match without requiring healing.
While Rocket can be played at close and long range combat, it is not recommended to do so in most situations. In close range combat, Rocket's mobility is susceptible to taking self-damage and has limited immediate mobility options in Rocket Jump. It is very difficult to track players in long range combat due to Rocket's slow projectiles. There are some exceptional cases for fighting at close range:
- To close the gap against Phighters who have an advantage over Rocket in ranged combat, such as Slingshot or Hyperlaser
- To secure a kill against an important target, such as a Medkit or Boombox
- If Rocket has an Eager Rocketeer haste buff and is in position to get another one
Rocket's role in a team is to whittle down the opposing team by providing AoE damage and crowd-control from the backline. Rocket's Phinisher, Rocket Barrage can provide threatening AoE damage to disperse groups of enemies from anywhere on the map. Rocket Barrage has an incredibly low downtime, costing only 100 Phinisher points to cast. The AoE damage output from his basic abilities can reduce this downtime even further. This can allow Rocket to have it frequently available for many teamfights in a match. Charged Shot's forgiving hitbox and knockback makes it useful for repelling mobile Phighters such as Skateboard or Biograft off the player's teammates.
For teammates playing with a Rocket, having a strong frontline or distraction can secure Rocket's backline position from being threatened by certain ranged and melee Phighters. This will enable him to focus on outputting damage without issue. Boombox and Sword can deter enemy's frontline from advancing to Rocket's position thanks to their bulk, while Skateboard can disorient the enemy's backline and force them to divert their attention towards him. Additionally, be mindful not to stand in front of a Rocket as teammates can block his projectiles, reducing his damage output or making him take self-damage. Rocket's average hitpoints, poor combat at close range and poor mobility makes him vulnerable to being mauled by rushdown Phighters, so give him a hand if he is in trouble.
Rocket is effective on maps with many chokepoints or high traffic areas, such as DODGEBALL!, The Bread Factory or The Iron Cafe. Conquer is an exceptional gamemode for Rocket, as the zone provides a consistent area for players to group.
All-in-all, Rocket's abundant access to AoE, combined with his straightforward kit, role and playstyle makes for an excellent new player Phighter for learning the basics of Ranged classes.
Ability usage
- Eager Rocketeer
- The haste buff from Eager Rocketeer can be used to reposition quickly in fights, play aggressively or to escape after eliminating an enemy.
- Players should position themselves in advance of an enemy's death to make the most of Eager Rocketeer's haste buff.
- The haste buff of Eager Rocketeer can stack, allowing Rocket to run down enemies and snowball if he is able to secure multiple eliminations in a teamfight.
- Rocket Shot
- Try to aim in a way where the rockets can still do its splash damage even if the direct hit misses.
- Position yourself at a midrange distance. Rocket's rockets are difficult to hit at long range combat.
- Charged Blast
- Holding down M2 charges up the rocket over 2 seconds, increasing its size, explosion range and splash damage.
- At mid to full charge, Charged Shot's AoE is large enough to damage players through walls.
- Charged Shot has less end-lag than Rocket's other abilities. Follow it with any other ability for a quick combo.
- Be mindful that Charged Shot has a strong recoil on use. This can cause the player to fall off platforms or out of bounds if they are not careful. The player should avoid positioning themselves near platform edges or attempt to move up as they take the shot.
- Charged Shot's arc can be used to fire the projectile over walls or from angles unreachable by most Phighters.
- Holding down M2 charges up the rocket over 2 seconds, increasing its size, explosion range and splash damage.
- Liftoff
- To gain a slight edge in height, jump and use Rocket Jump as the player makes air.
- Use Rocket Jump to get to higher ground. On high ground, Rocket can get a better view of the map and take full advantage of his AoE to reliably hit multiple players at once.
- As an escape tool, Rocket Jump does not make much horizontal distance. Try to use the vertical boost to get to a higher position and buy the player more time against the enemy.
- It is recommended the player uses Rocket Jump sparingly, as it is Rocket's only immediate mobility tool and the self-damage resets shield regeneration.
- Multi-Missiles
- Triple-Rocket Shot is guaranteed to land if it is used during enemy abilities that keep its user in place for a few moments. Examples of these abilities include: Boombox's Bass Boost / Beat Drop and Slingshot's Heavy Hurler.
- Triple-Rocket Shot has near-infinite range. Use this to finish off weakened opponents from across the map.
- Grand Cannonade
- Rocket Barrage is most effective to use when the enemy team is grouped up, or fighting at a chokepoint.
- Utilizing cover or using Rocket Barrage when the enemy's attention is away can maximize the player's safety during the Phinisher's cast time.
- Avoid using Rocket Barrage at close range as the Rockets can damage the player.
- Using Rocket Barrage in tandem with crowd control abilities such as Boombox's Raining Tacos or Skateboard's THE COOL, RAD, COFFIN!! can maximize its damage.
- The first rocket from Rocket Barrage will always land on the player's crosshair. Aim this crosshair to guarantee 50 damage on enemy players.
- Rocket Barrage can be fired from up to 500 studs away. Players can utilize the range to support their team from across the map or to maximize their safety when using it.
Counterplay against Rocket
Rocket has limited mobility, with Eager Rocketeer requiring the condition of a preexisting kill or assist and Rocket Jump having a 10 second cooldown. Rushdown or frontline Phighters such as Sword, Skateboard and Biograft can exploit Rocket's poor mobility and low hitpoints. These Phighters can easily catch up to Rocket and take him out if he is caught.
On larger maps, Rocket is poor at fighting from long ranges due to his predictable projectiles and limited range on his abilities. Phighters such as Slingshot and Hyperlaser can keep their distance from Rocket's projectiles and harass him while taking little damage in return.
Rocket Barrage forces Rocket to stand still for a few seconds. If the player is not in any danger, they can use this window to attack Rocket uncontested.
When fighting a Rocket, move unpredictably by changing your left-and-right movement directions at random. This makes it difficult for Rocket players to land direct hits on the player. Players can also jump to make it difficult for Rocket to hit directs.
Badge
Name | Icon | Description | Reward |
---|---|---|---|
direct detonation | kill a target with a direct hit from charged shot | Title - Demolition Expert Sticker - Sorry |
Trivia
General:
Development:
- Rocket is based on the Rocket Launcher gear from brickbattling games.
- Rocket's design and abilities was completed in 2 weeks.[1]
- Grand Cannonade is based on the Tenta Missiles special from Splatoon 2.
Skins:
- Buster Rocket is the first Phighter skin to change the animation played on Phinisher use.
- Buster Rocket was created for pixonett's birthday.
Version history
V0.5.0 - 8 April 2023
The Voice Line Update - 1 April 2023
Playtest 4 - 28 October 2022
V0.3.0 - 26 August 2022
|
References
- ↑ Confirmed in the boggio community Discord Q&A of 2022
Phighters |
---|
Melee | Sword • Skateboard • Biograft • Katana • Ban Hammer |
Ranged | Rocket • Slingshot • Hyperlaser • Shuriken • Scythe |
Support | Medkit • Boombox • Subspace • Vine Staff |
Related | Badges • Status Effects • Phinisher |