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Sandworm

Sandworm

Giant Melee Mech

Sandworm is a melee 400-cost giant unit that burrows underground to avoid damage while moving toward its prey.

Cost Cost 400
HP HP 48645
Speed Speed 16m/s
ATK ATK 9352
Splash Range Splash Range 12m
Attack Interval Attack Interval 2.5s
Range Range 60m
Target Target GROUND
Unlock Cost Unlock Cost 200
Upgrade Exp Upgrade Exp 2000
Rotation Speed Rotation Speed 90deg/s
Sandworm blueprint

Technologies

Mechanical Rage
Mechanical Rage
Cost150

Increases the units' movement speed by 5 and reduces attack interval by 0.8s

Armor Enhancement
Armor Enhancement
Cost250

Increases HP by 50%, and blocks 60 damage when attacked. The damage blocking effect increases with the Rank. And for each Rank, blocks an additional 60 damage.

Mechanical Division
Mechanical Division
Cost150

Destroyed Sandworm creates 4 Larvas of the same Rank as Sandworm to continue fighting.

Anti-Aerial
Anti-Aerial
Cost100

Increases Range by 20, allowing Sandworm to attack aerial targets.

Burrow Maintenance
Burrow Maintenance
Cost150

Increases Sandworm's HP by 20% and Sandworm automatically restores 20% of Max HP per second when burrowing.

Replicate
Replicate
Cost250

Each time Sandworm emerges from the ground, creates 1 Larvas of the same Rank as Sandworm to continue fighting.

Sandstorm
Sandstorm
Cost200

When Sandworm emerges out of the ground, creates a sandstorm with a radius of 120m for 5 seconds. Units in the sandstorm: Range is reduced by 50% and damage taken from ranged attacks is reduced by 30%

Strike
Strike
Cost200

Sandworms emerge from the ground faster, and their first attack after emerging is stronger: ATK increased by 30%, splash range increased by 10m.

Strategy

The Sandworm’s unique strengths and weaknesses are defined by its ability to burrow. It cannot consistently tank damage for the units behind it, but it has the unique ability to safely close into melee range of ranged DPS units like Marksman or Melting Point. However, chaff units will still force the Sandworm to unburrow, so without good chaff clear, the advantage of burrowing will be largely negated. Sandworms benefit significantly from mobile beacons, to arrive later after chaff is dead, to attack a less defended side of the board, or to more directly target an enemy tower. With Replicate, Strike and Mechanical Rage, a group of Sandworms can quickly punch through any opposition alone. If distraction is needed, Mechanical Division is a great tech to support the DPS behind the Sandworm after it dies. Armor Enhancement and Burrow Maintenance serve a similar purpose, but rely on keeping the Sandworm alive. Sandworm also functions as a valuable support for air units like Wasp, Wraith, or Abyss. Not only does it tank for these units, but Sandstorm can force anti-air units to retarget away from air and onto the worm.