- Author: AMAR the Grape
- Topic: Shenzhen Strategy
- Level: Expert
- Version: 2.9.3
- Bonus points for: audacity
Too many Fury Tridents on Shenzhen, you say? Then you must be FURYous. Or is it the Russian Death Buttons and you are RUSSIAN to get one yourself? Never fear, the ultimate guide is here! This will be the complete guide for Shenzhen for WR Version 2.9 and on. This tutorial aims for the reader to understand a general sense for this map. Enjoy!
The following guide will be split up into three sections. Each robot or class, should go the corresponding route.
SECTION ONE: Ancilot
Ancilot is a Lancelot equipped with an Ancile. Other 2 medium slots should be filled with EITHER a pair of Tarans (Tarancilot) or dual Orkans (Ork Ancilot).
Of the two, the Tarancilot is the ADVISED build as it is stronger. Plasma can do constant damage to that of a physical shield, while Orkans fired upon an Ancile have almost no impact. Tarans can output with more effective damage in short periods of time.
With proper teamwork this build excels. Help your allies by allowing them to enter your Ancile bubble. As a reminder, the Ancile has a 30m radius. A good partner for the Ancilot would be a Galahad. When the Galahad is under the Ancile, the overall durability of this murderous pair is very high. When going along with your ally be sure to focus your fire on a single enemy to take him down quickly.
Ancilot moves from spawn to center as represented as a purple line. While going to center it can get fire at the PURPLE STARS. When first dropped, an Ancilot is nearly invincible because of a physical and energy shield, so it’s imperative that this robot caps center since there could be heavy crossfire from the enemy’s ranged and brawling bots. Be very aware and DO NOT proceed to center if it is suppressed by too many enemies. For example, if there are two Fury Tridents and an approaching Death Button (Orkans and Pinatas) Griffin, it is advised that the Ancilot player does NOT move into center. Wait till the situation offers itself. If the wait time is relatively over 30s, move in a similar manner which will be discussed in SECTION 3.
Ancilot moves back and forth from center and Beacon B. It is predicted that the Ancile is weak and low on health. As shown by the BLUE LINE, the Ancilot should move near Beacon B to recharge its shield. As you will read further on, Beacon B’s area should be FREED or weakened of Red’s control. After a recharge, the Ancilot moves back near center to protect incoming enemies proceeding to liberate and capture it. Effectively use cover to deal damage and recharge the energy shield.
SECTION TWO: Range Support
Of support robots, the most EFFECTIVE are the following: Fury Tridents, Fury Zeus, Carnage Zeus, RDB. The Fury Tridents and RDB seem to excel the most. The Trident’s consistent fire every 10 seconds and a long range of 600m combined with a splash radius of 30m keeps the enemy at bay. Additionally, a RDB has its Tulumbases and Pins with an auto-reload mechanism. The RDB can constantly put pressure and the Griffin’s jump allows it to get unique angles to fire upon the enemy and evade incoming enemy fire.
Supporting the team is important, but one must be cautious not to deploy too many range for the team. It would be best to have ONE ranged bot for the team. If the Reds are heavy on range bots, then two support bots are acceptable. Additionally, be brave enough to ditch a range bot for a brawler to capture beacons. Afterall, more often than not, a game is won by beacon dominance and rarely by damage dealt.
When the round starts, support bot should aid Ancilot by clearing out and damaging those within the GREEN HIGHLIGHTED portion. Even if the enemy decides to battle the Ancilot, range support will PUSH BACK the enemy away the highlighted portion.
After center is capped by Ancilot, the range bot can proceed to the ORANGE LINE. Moving diagonally to Beacon D, pressure is placed on D and entrance to it.
IMPORTANT SIDE NOTE: The best robot to cap D, would be a Griffin following a similar path of the RED ROUTE. The Griffin can move in to CAP D, but if the going gets tough, then it can JUMP back to cover on its spawn side. Enemies will persist Griffin, overextend and the range bot can inflict damage.
SECTION THREE: Unspecialized Brawlers
This section will include advices on brawlers. They control a huge portion of map. Initial movement locks down Beacon B’s side. From there, they move to defend center and cut off the enemy if the aim to capture B.
Brawlers play an important role to maintain beacons and deal a majority of damage. Some impressive builds include but aren’t limited to the DB Griffin, Plasma Gala, and Thunder Orkan Lancelot.
The RED LINE leads towards B. As approaching it, brawlers fire at the RED STAR. Afterwards, the robots move out to center as seen on the ORANGE LINE. Usually, they will move through the YELLOW line to attack the corresponding YELLOW STARS. While in this position, they CUT OFF the enemy’s entrance to B.
If the center, E, isn’t capped for blue, then brawlers should cap E using the BLUE LINE and attacking the BLUE STAR. If too much pressure is applied then do RETREAT to B. Do NOT fight a battle that cannot be won. Beacon B is well protected and a great place to recuperate and plan for another attack.
WR is a dynamic game filled with twists and turns making for various gameplay experiences. Make sure to adapt to the situation. Not every situation can be predicted, so stay aware and perform tactics when they are called for (Example: DB Griff jumps backwards to avoid Thunder Ork Lance fire). Stay alert and adjust tactics when needed. Although this guide is one of the strongest approaches, there are multiple different strategies for this map and the one written is just one of a few others.