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Rocket

From PHIGHTING! Wiki

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 Shot and Triple-Rocket Shot. His Phinisher Rocket Barrage 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

Type
Passive
Eager Rocketeer
After getting a kill or assist, gain haste and automatically reload your weapon.
  • Each instance of Haste gained has its own duration.
  • Rocket will only take 50% self-damage from his own attacks.
  • Rocket will attack 25% faster shortly after a kill.


Type
Primary
Rocket Shot
Shoot a rocket that explodes when hitting an enemy or the environment.
Damage: 15 (direct) + 10 (splash)
Fire rate: 0.8 seconds
Projectile speed: ---
Dropoff range: 60 studs
Radius: 5 studs
Ammo: 8
Knockback force: 5 (direct hit only)
Fling force: 15 (to self)
Slow penalty: 20%
Bound penalty: 20%
Reload time: 1 second
  • Plays a critical hit indicator on direct hit.
  • The player damaging themselves with Rocket Shot will boost them up slightly.
  • Projectiles will gradually lose speed and start to arc downwards after a certain distance.


Type
Secondary
Charged Blast
Charge an arcing rocket which deals large damage and knockback depending on its charge time.
Damage: 10-15 (direct) + 10-25 (splash)
Projectile speed: ---
Projectile size: 15-30
Max. charge time: 2 seconds
Knockback force: 10-20 (explosion), 15-30 (recoil)
Slow penalty: 25%-50%
Cooldown: 5 seconds
  • Plays a critical hit indicator on direct hit.
  • Projectile is affected by gravity.
  • Cooldown does not start until the rocket is fired.
  • Knockback force is only applied to splash damage.
  • The self-knockback from recoil only occurs horizontally.


Type
Q Ability
Liftoff
Damage yourself and boost upwards after a short startup in the direction you're moving.
Damage: 25 (explosion), 10 (to self)
Knockback force: 10
Boost distance: 40 studs
Cooldown: 8 seconds
  • Creates an explosion at the player's starting location.


Type
E Ability
Multi-Missiles
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)
Projectile speed: ---
Max. shots: 3
Radius: 2.5 studs
Knockback force: 8 (splash only)
Cooldown: 10 seconds
  • Plays a critical hit indicator on direct hit.


Type
Phinisher
Grand Cannonade
Click to unleash a barrage of rockets towards the ground. Bonus damage is dealt to enemies in the center of explosions.
Damage: 50 (direct), 20 (splash)
Rocket landing time: 1 second
Reactivation window: 3 seconds
Range: 500 studs (cast), 25 studs (explosion)
Knockback force: ---
Phinisher points: 100
  • Plays a critical hit indicator on direct hit.
  • Rocket is suspended in the air for the duration.
  • The first rocket will land at the player's crosshair upon reactivation.


Strategy

Pros
  • Exceptional AoE damage and DPS.
  • Low skill floor and ceiling, excellent new player Phighter.
  • 100 shields, very self-sufficient and does not have to rely on healing supports.
Cons
  • Very squishy, 150 total hitpoints and limited mobility options.
  • Long-range exchanges can be difficult due to limited hitscan projectiles and slow projectiles.
  • Susceptible to taking self-damage from the majority of his abilities.

Rocket is a ranged Phighter who specializes in dealing AoE DPS from a midrange distance. If left unchecked, he can mount constant pressure by wearing down the hitpoints of an entire team, thanks to his wide array of AoE attacks. Furthermore, Rocket's burst potential on direct hits is not to be underestimated. Rocket Shot can deal 25 damage, 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 compared with 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 refrains from frequently exchanging blows, 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 is susceptible to taking self-damage, and has limited immediate mobility options, aside from his Rocket Jump. Additionally, 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 performing crowd control from the backline. Rocket's Phinisher, Rocket Barrage, can provide threatening AoE damage, dispersing enemies caught by the barrage. Furthermore, 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 his Phinisher available for many team fights during 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 the 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. Take caution, though, and 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 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. However, Rocket's middling hitpoints, poor close-range ability and poor mobility can make him vulnerable to rushdown Phighters, so give him a hand if he is in trouble.

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 team fight.
  • Rocket Shot
    • Try to aim in a way where the rockets can still deal splash damage even if the direct hit misses.
    • Position yourself at a mid-range distance. Rocket's projectiles are difficult to hit at long range combat, but if you stay too close to the enemy, you could end up inflicting self-damage.
  • Charged Shot
    • 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.
  • Rocket Jump
    • 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. It also inflicts self-damage, resetting shield regeneration.
  • Triple-Rocket Shot
    • 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.
  • Rocket Barrage
    • Rocket Barrage is most effective 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 him to land direct hits on the player. Players can also jump to make it difficult for Rocket to hit direct shots.

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:

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


23 June 2023

  • BUG FIX: The "direct detonation" badge is now awarded properly.

21 June 2023

  • Rocket Shot
    • Hitbox changed from server to client.
    • Bound and slow penalty reduced from 25% to 20%.
    • Explosion range increased from 15 studs to 18 studs.

28 May 2023

  • Rocket Shot
    • BUG FIX: No longer continues to play its flying sound after hitting something.

11 May 2023

  • Eager Rocketeer
    • BUG FIX: Now triggers again.
    • REMOVED: No longer triggers on assists.

16 April 2023

  • Rocket has received an updated voice sound.
  • The "mega barrage" badge was renamed to "direct detonation". The badge condition was changed from "land 4 or more of your rockets during Rocket Barrage" to "kill a target with a direct hit from charged shot".

V0.5.0 - 8 April 2023

The Voice Line Update - 1 April 2023

  • Renamed from Rocket to rochesca.
  • Dialogue reworked.
  • Rocket Barrage
    • Now plays a voiceline provided by pix.

8 January 2023

  • Triple-Rocket Shot
    • Direct hit damage reduced from 12 * 3 to 10 * 3.
    • Splash damage reduced from 8 * 3 to 6 * 3.
    • BUG FIX: Splash damage now properly registers on a direct hit.

5 January 2023

  • The "Buster Rocket" skin is now obtainable in Crossroads.

4 January 2023

  • Charged Shot
    • NEW EFFECTS:
      • Direct hit damage now scales based on charge time.
      • Charging up Charged Shot now applies a 25% slow, increasing to 50% over 3 seconds.
    • Direct hit damage changed from 30 to ...
    • Splash damage reduced from 15-30 to 10-20 (based on charge time).
    • Maximum explosion range reduced to 30.
  • Triple-Rocket Shot
    • REWORK: Rocket's next 3 primaries in the next 2 seconds fires hitscan rockets.
    • Direct hit damage increased from 10 * 3 to 12 * 3.
    • Splash damage increased from 6 * 3 to 8 * 3.
    • Cooldown increased from 8 seconds to 10 seconds.

27 December 2022

13 December 2022

  • Added new victory and defeat dialogue.

5 December 2022

  • Rocket Barrage
    • Range per rocket increased from 20 to 25.
    • Rocket landing time reduced from 1.5 seconds to 1 second.
    • BUG FIX: The player can no longer fire the Phinisher during the animation, which caused the rockets to land in an unintended area.

27 November 2022

  • Rocket Barrage
    • REWORKED:
      • Now shoots 12 rockets in a star shape around the player's crosshair.
      • Radius per rocket reduced from 30 to 20.
    • BUG FIXES:
      • The rockets from Rocket Barrage no longer targets map roofs.
      • The rockets from Rocket Barrage no longer cause memory leaks.
      • The Phinisher no longer creates bricks in the area.
    • Reduced explosion effects.

23 November 2022

  • Rocket Barrage
    • Radius per rocket increased from 25 to 30.
    • Center damage increased from 40 to 50.

21 November 2022

  • Rocket Barrage
    • The Mega Barrage badge's condition was changed from 'fire 16 or more rockets from your Phinisher' to 'land 4 or more of your rockets during Rocket Barrage'.
    • BUG FIX: Phinisher charges again if the player does not fire all 5 rockets in the recast window.

20 November 2022

  • Rocket Barrage
    • REWORKED:
      • Now fires up to 5 rockets at the players crosshair.
      • Deals double damage if the enemy is in the center of the explosion.
    • Damage increased from 20 to 25.
    • Radius per rocket increased from 20 to 25.

16 November 2022

3 November 2022

  • BUG FIX: PJ Rocket now ragdolls on death.

1 November 2022

30 October 2022

  • Rocket Barrage
    • Damage per rocket reduced from 25 to 20.
    • Splash range reduced from 25 to 20.
    • Rocket landing time increased from 1.25 seconds to 1.5 seconds.
    • BUG FIX: Using Rocket Barrage at the end of a match no longer softlocks the player.

28 October 2022

Playtest 4 - 28 October 2022

  • Rocket Shot
    • NEW EFFECT: Projectile goes through ally players.
  • Charged Shot
    • NEW EFFECT: Projectile goes through ally players.
  • Triple-Rocket Shot
    • NEW EFFECT: Projectile goes through ally players.
  • Rocket Barrage
    • NEW EFFECTS:
      • Each individual rocket now targets the enemy's location one after another.
      • Rockets will now land ahead of the direction the enemy is currently moving in.
      • The cast-time is now based on the number of rockets fired.
    • Number of rockets per enemy reduced from 4 to 3.
    • Splash range per rocket increased from 20 to 25.
    • Rocket landing time increased from 1 second to 1.25 seconds.

12 September 2022

  • Rocket Shot
    • BUG FIX: Reload sound effect no longer plays twice.
  • Charged Shot
    • BUG FIXES: No longer continues to charge if the player dies. The rocket no longer fires backwards at random.

31 August 2022

  • Triple-Rocket Shot
    • Direct hit damage reduced from 12 * 3 to 10 * 3.
    • Explosion damage reduced from 8 * 3 to 6 * 3.

29 August 2022

  • Rocket Shot
    • NEW EFFECT: Now decreases walkspeed and jump height by 20% while shooting.

V0.3.0 - 26 August 2022

  • Charged Shot
    • Direct hit damage reduced from 40 to 30.
    • Splash damage changed from 20 to 20-40, based on charge time.
  • Rocket Barrage
    • Damage per rocket increased from 20 to 25.
    • Phinisher cost reduced from 100 to 75.
16 May 2022
  • Rocket Barrage
    • BUG FIX: Rocket Barrage no longer shoots more rockets than intended.
15 May 2022
  • Rocket Barrage
    • REWORKED: The cast-time now varies by the number of players targeted, rather than number of rockets fired. Overall, this reduces the cast-time of the ult.
    • Rocket splash radius increased from 15 to 20.
21 April 2022
  • Rocket Barrage
    • Rocket falling speed reduced from 1.5 seconds to 1 second.
18 April 2022
  • Rocket Barrage
    • Rocket falling speed reduced from 2 seconds to 1.5 seconds.
17 April 2022
  • General additions and changes
    • PJ Rocket skin was added to the game.
16 April 2022
  • General additions and changes
    • The Mega Barrage badge was added to the game.
    • Health reduced from 100 to 50.
20 February 2022
  • Triple-Rocket Shot
    • Direct hit damage reduced from 6 to 5.
    • Splash damage reduced from 4 to 3.
    • Cooldown increased from 7 seconds to 8 seconds.
  • Rocket Barrage
    • Phinisher cost increased from 50 to 100.
    • Rockets sent per person decreased from 2-4 to 1-3.

References

  1. Confirmed in the boggio community Discord Q&A of 2022

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