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Ball Wraith Aggro

Ball Wraith Aggro

Guide by RoosterPB

Ball/Wraith is arguably the most iconic aggro composition. It powerspikes in the mid and late game as enemies get overwhelmed by Steel Balls and Crawlers, while the Wraith chaff clears more efficiently than any other unit in the game. This comp is exceptionally strong in headbutts.

  • Mechanical Division: The MOST important tech on the unit. It increases the survivability of the comp as the additional crawlers are extremely hard to kill efficiently. 

  • Range Enhancement: Necessary in games where you need the steel balls to kill shields or large ground targets that cannot be taken down by wraith (e.g. Melter, Fortress, Sabertooth)

  • Energy Absorption: Often paired with Range Enhancement. This tech greatly improves tankability of the Steel Balls when they need to take down big ground units.

  • Armor Enhancement: A useful tech when facing boards that heavily rely on low DPS units such as Mustangs, Firebadgers, Typhoons or Vulcan. 

  • Link (replaces armor enhancement): A gutshot tech that can be used to punish low DPS boards. Vulnerable in the long term to units like Scorpion and Melting Point.

  • Range Enhancement: The first tech you click, 95% of the time. Drastically increases the Wraith’s survivability whilst allowing the Wraith to keep firing without moving too much

  • Floating Artillery Array: The biggest powerspike and often the second tech to buy. Doubles chaff clearing speed as well as DPS, allowing the Wraith to become somewhat of a carry

  • Degeneration Beam (optional): Can provide an additional powerspike in the late game after Range and Floating Artillery Array have been purchased

  • Subterranean Blitz: Fantastic tech in the late game against most boards. Especially strong when paired with double defence enhancement from the Research Center

Ball/Wraith is a composition that is strong enough to be forced from the opener. However, it is a fantastic composition to get into when you end up in a headbutt against the opponent. Especially strong against enemy Tarantulas, Sabertooths and Hounds.

Ball/Wraith is easiest to set up with starter packs containing Balls (with the exception of Ball/Fang, which can put you behind early). Pick a side to attack and focus on setting up layered crawlers. You can use Arclights or Hounds to chaff clear on rounds 1-2. Try to get 2 Wraiths by round 4 with the Range Enhancement as you flesh out your Crawler waves more.

  • Picture 1: Example of a Round 1 Deployment with a Ball/Crawler start. Hounds can be replaced with Arclights. Backline crawler can be removed if starting with Ball/Hound or Ball/Arclight. Can use 3rd Arclight/Hound to defend other tower.

  • Picture 2: A sample round 4 deployment with 2 Ranged Wraiths. Steelball levels are useful to take in the early game if available.

In the midgame, your focus should be on getting Floating Artillery Array on your Wraiths and Mechanical Division on the Steelballs. A third Wraith is often needed by round 6, which can also be used on the opposite side of the board to create a new attack. Wasps are often a mandatory addition to the comp at this point to increase Wraith’s survivability against Marksmen, Farseer or Melters. Second attack and defence enhancements from the Research Center and Subterranean Blitz Crawlers can be a worthwhile investment from round 7 onwards.

  • Picture 3: Sample Round 7 Deployment, Wraiths are double teched with at least 1 level if possible. Wasps have been added to distract enemy AA and Mechanical Division Steel Balls provide tons of chaff.
Anti-Interference Module
+
Wraith
Wraith
Photon Coating
+
Wraith
Wraith
Haste Module
+
Wraith
Wraith
Improved Firepower Control System
+
Wraith
Wraith
Heavy Armor
+
Wraith
Wraith
+
Steel Ball
Steel Ball
Nano Repair Kit
+
Wraith
Wraith
Absorption Module
+
Wraith
Wraith
Super Heavy Armor
+
Steel Ball
Steel Ball
Mass-Produced Wraith
Mass-Produced Wasp
Improved Wraith
Advanced Power System
Subsidized Steel Ball
Advanced Defensive Tactics
Advanced Offensive Tactics