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  • Weight Class: Heavy
  • Health: 2400 (2600 with armor upgrades)
  • Energy: 80 (90 with armor upgrades)
  • Cost: Initially available

The Juggernaut is a devastating shelling class, with his mortars he can take out base assets and players from long distances. He is also extremely dangerous indoors.

Equipment[edit]

Primary Weapons[edit]

Fusion Mortar[edit]

  • Damage: 1300-650 (3120)
  • Ammo: 15 (25)
  • Level 1: +5 ammo
  • Level 2: +20% damage vs armored targets
  • Mastery: +5 ammo

The Fusion Mortar is one of the most powerful weapons in the game. It launches a bright green mortar that's capable of travelling very long distances, letting the Juggernaut shell key targets like the enemy flag stand while staying relatively safe. It has an approximate 2-second fuse, hitting anything after this period will detonate it, doing a whopping 1300 damage at point blank and spreading out over a wide area. If the mortar hits a surface before this period has passed, it will not explode until the fuse runs out. The Fusion Mortar is a difficult weapon to master, especially with the lack of laser pointers to help you hit your target in Ascend, and requires practise and experience to be used effectively. It's useful for hitting stationary targets like Turrets and clearing defenders off the enemy flag stand, but is not very effective in direct combat due to the detonation delay. It is also very dangerous indoors, where enemies move predictably and have little room to dodge. Once you get the hang of the mortar's trajectory and speed, you can actually use it to take out moving or distant targets with its extreme range and large radius.

MIRV Launcher[edit]

  • Damage Vs Players: 100 (initial explosion) + 4 shells doing 450 each (1900 damage total)
  • Damage Vs Armored Targets: 200 (initial explosion) + 4 shells doing 900 each (3800 damage total)
  • Ammo: 15 (25)
  • Level 1: +5 ammo
  • Level 2: +20% vs armored targets
  • Mastery: +5 ammo

The MIRV Launcher fires an artillery shell that has the same trajectory as the FM, but behaves slightly differently. After 2 seconds in the air, the shell will split up into 4 smaller shells that explode on impact with any surface, dealing a total of 180 damage. If fired at close range, the projectile will bounce off the surface it hits and explode after a short delay, doing an additional 100 damage with the explosion while releasing the 4 shells. The MIRV is an effective long-range area denial tool. Its shower of projectiles can easily cover an entire flag stand. Indoors, its mini-projectiles can quickly block out a corridor. While it is more effective at clearing large areas, it doesn't have the concentrated damage the Fusion Mortar offers. The spread out projectiles usually means that Base Assets you are targeting won't take the full 3600 damage, and chances of it killing a moving target at mid to long range in one shot are even slimmer.

Fusion Mortar Deluxe[edit]

  • Damage: 1400-700 (3360)
  • Ammo: 15 (25)
  • Level 1: +5 ammo
  • Level 2: +20% damage vs armored targets
  • Mastery: +5 ammo

The Fusion Mortar Deluxe is a variant of the Fusion Mortar. It has a faster projectile speed as well as doing higher damage, a powerful 1400 damage, enough to one-hit any light or medium class except Shield Pack Raiders. As a tradeoff, it has a slightly smaller explosion radius. The FMD is highly effective at taking out single stationary targets like Base Assets and the Heavy on Flag, but it's smaller radius means there's a narrow margin for error as well as not being able to hit players slightly further away. It can also be extremely powerful for taking out cappers, but players must have admirable marksmanship to be able to do it consistently.

Secondary Weapons[edit]

Spinfusor MKD[edit]

  • Direct Hit Damage: 840 (1209)
  • Splash Damage: 600-300
  • Ammo: 18 (28)
  • Level 1: +5 ammo
  • Level 2: +20% damage vs armored targets
  • Mastery: +5 ammo

The Spinfusor MKD is similar to the Soldier's Spinfusor, except it has a wider splash radius and does slightly less damage. The MKD lets you engage opponents in direct combat where your primary weapon is inneffective at. The larger radius helps you to land your shots. The MKD can also be used to snipe out base assets, and can be used to finish them off after several shots from the Fusion Mortar. The MKD is the secondary you want to take when taking down the enemy generator. Its large radius can cover up small corridors and hit tightly packed groups of enemmies at once.

X1 LMG[edit]

  • Damage: 75-56 (714-533)
  • Clip Size: 70 (80)
  • Total Ammo: 400 (540)
  • Level 1: +70 ammo
  • Level 2: +10 clip size
  • Level 3: +70 ammo
  • Mastery: -15% reload time

The X1 LMG is somewhere between a regular SMG and the Chain Gun. It has a large magazine and great damage output, but has a slight spin-up time. The X1 LMG excels as self-defense weapon outdoors, as it lets you take down airborne enemies easily whereas the MKD would have trouble hitting. The LMG also has a longer reach, letting you hit foes that tend stay just out of range of your Spinfusors' effective range. While the LMG doesn't have the risk of inflicting self-damage like the MKD, it is less effective indoors as the MKD's large radius is better for suppressing enemies in confined spaces.

Spinfusor MK-X[edit]

  • Direct Hit Damage: 924 (1329)
  • Splash Damage: 660-330
  • Ammo: 18 (28)
  • Level 1: +5 ammo
  • level 2: +20% damage vs armored targets
  • Mastery: +5 ammo

The Spinfusor MK-X is a variant of the MKD, and is made to be more similar to the Soldier's Spinfusor. It has a smaller explosion radius but does more damage. In fact it's more than the Soldier's Spinfusor. The MK-X is for you if you are confident in your aiming. The higher damage is a fair enough tradeoff if you can consistently hit your targets, and with 924 damage it will kill a Pathfinder or Sentinel in one direct hit.

Heavy Twinfusor[edit]

  • Direct Hit Damage: 616 (887)
  • Splash Damage: 400-200
  • Clip Size: 2
  • Total Ammo: 24 (36)
  • Level 1: +6 ammo
  • Level 2: +20% damage vs armored targets
  • Mastery: +6 ammo

The Heavy Twinfusor, as its name implies, carries two shots in one clip, letting you fire off two spinfusor shots in quick succession. Each shot deals less damage than your other Spinfusors, but if you can hit both you can potentially do more damage than one hit with the MK-X. Note that the firs shot will often knock your target off their current location, so to hit the second shot you will need to adjust your aim alightly. A decent weapon if you have confidence in your aiming.

Belt Items[edit]

Heavy AP Grenade[edit]

  • Damage: 1500-450 (375)
  • Ammo: 1 (2)
  • Level 1: +1 ammo
  • Level 2: +10% radius
  • Mastery: +10% radius

The Heavy AP grenade is basically the Soldier's AP grenade with more damage and a larger radius. It does humongous damage against infantry but pathetic damage against vehicles and base assets. The Heavy AP Grenade is pretty much a mortar shell that has less range, and it works best indoors. You can throw them out between weapon reloads and since multiple grenades can be thrown in quick succession, deal tons of damage. The silent thud of a dark green grenade is also more subtle than the roar of a brightly glowing mortar, so you can take players by surprise with it.

Spinfusor Disk[edit]

  • Direct Hit Damage: 910 (1310)
  • Splash Damage: 650-227
  • Ammo: 1 (3)
  • Level 1: +1 ammo
  • Level 2: +20% damage vs armored targets
  • Mastery: +1 ammo

The Spinfusor Disk, even though it's a thrown belt item, behaves exactly like a shot from the Solder's Spinfusor, right down to the damage it does. It's the belt item of choice for aggressive players that favor direct damage, as the Spinfusor Disk does not have a timed fuse. The Spinfusor Disk basically gives you another standard weapon, but one with less ammo. It can be thrown out quickly instead of having to reload after each shot. The Spinfusor Disk complements any secondary, whether it'd be throwing out additional disks while reloading or even compensating for the lack of direct explosive damage from using the LMG.

Heavy AP-XL[edit]

  • Damage: 1300-390 (325)
  • Ammo: 1 (2)
  • Level 1: +1 ammo
  • Level 2: +10% radius
  • Mastery: +10% radius

The Heavy AP-XL does less damage than the default Heavy AP Grenade, but has a larger blast radius. It does the same damage as the Soldier's AP Grenade, but has a much wider range. This AP variant is great for clearing out infantry in large areas as well as making it easier for taking out agile light classes.

Packs[edit]

Health Regen Pack[edit]

  • Level 1: -3% regeneration delay
  • Level 2: -3% regeneration delay
  • Mastery: -3% regeneration delay

The Health Regen Pack is a passive pack that reduces the delay between taking damge and activating your health regeneration. This pack is what gives the Juggernaut amazing survivability and durability. When fully upgraded, the regeneration kicks in so fast that you can go from near death back to full health in the middle of a fight. If your health falls too low, just get to somewhere safer, wait for your health to regen and get back into the battlefield.

Strategy[edit]

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