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Super Heavy
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{{enemy infobox |health=80,000 |speed=Slow |armor=450 (non-weakspot) 45 (weakspot) }} ==Overview== * The Super Heavy is a very slow-moving boss enemy. When it enters the stage, the map will indicate its location with a large skull. * Like the [[Armoured Heavy]], it is shielded over the most of its body, although to a much lesser degree on its weakpoints, which, in this case, are located on the inner side of each of its legs. * It attacks with a large, powerful blast that can kill players and destroy towers and tower bases, though it takes a good amount of time to charge up. It cannot be provoked into chasing players, but it will attack any player that it has in range. Unlike the [[Walker Patriarch]], the Super Heavy does not actively seek out targets, but is provoked by characters, standing in a certain radius. He can also be provoked by [[Roboticist|SiMo units]], Explorer conscripts & [[G-2 Companion|G-2 companions]]. * If the Super heavy reaches the core, he will hit it with melee attacks, dealing 200 damage per hit. *If this boss unintentionally damages the core due to being provoked in its direction, the beam deals 500 damage, thus being the biggest single-attack damage to the core in the game. ==Appearances== This lume appears in 8 maps. In two of them there are two of it and in one there are three, i.e. it has a total of 12 spawns: *2-4: [[Outpost]] (Wave 9) *3-1: [[Train Station]] (Wave 6) *3-3: [[Roadworks]] (Wave 7) *4-1: [[The Depths]] (Wave 10) *4-3: [[Abandoned Lab]] (Wave 8) *4-4: [[The End]] ('''2x''' - Third and sixth boss to appear) *7-1: [[Dam]] (Wave 10) - '''two''' Super Heavies will appear, one from each spawn point. *7-4: [[Last Chance]] (Wave 10) - '''three''' Super Heavies will arrive consecutively. ==Notes & tactics== ===Tower Strategies=== *All hits taken by the Super Heavy incur a -450 penalty due to its armor. Therefore, use towers that can deal a large amount of damage in a single hit, such as [[Rocket]], [[Lightning]], [[AR-Mine Dispenser]], [[Violator]], [[Cannon]] at rank 2 or 3, and [[Focus]] towers. *[[Makeshift Cannon|Makeshift Cannons]] are interestingly effective vs this boss - if they all target him and are enough in numbers, he might actually be unable to fire a beam for long time, due to being stunned. *The [[Drone]] tower is suitable as the shots from the drones ignore armor. However, due to its low range it must be positioned carefully and its damage vs the boss is mostly minor and the tower would need serious overcharge and/or buffs to deal significant damage to the boss. If the tower is on a certain place and/or buffed by a [[Range Spire|Range spire]], the slowly-moving lume might take damage from two or more drone groups sent from the tower. *The Super Heavy's ability is very destructive. Therefore, one should avoid the [[Mind Control Spire]], because the Super Heavy will target other Lumes, probably destroying a part of your maze in the progress. However, if there are no other lumes in sight, he will just get stunned without attacking, meaning that in [[Roadworks]] it is safe to use this tower vs him. Certain scenarios, which include [[Mind Control Spire|Mind control spire(s)]] at the further or beginning parts of the map or the maze also might be situationally safe if there is no risk of the boss making contact with aggressive lumes in range (or the opposite) or if there aren't any important structures in proximity. ===Player Strategies=== *The Super Heavy is a significant threat, so it is highly recommended that players place priority on taking it down before other, lesser enemies. If facing the Super Heavy in multiplayer, it's good at least one player to keep the boss occupied by making it attack as much as possible, stalling him while the others kill other threats. *Explosive damage and charged [[Shotgun]] shots can punch through its armor. However, some weapons with less than 450 damage per shot, like the [[Sub Mini-Gun|SMG]] 's primary fire, will do no damage to the Super Heavy, unless hitting its weakspot. *When the Super Heavy acquires a player target and begins to charge its attack, it will be unable to move. It will still be able to adjust its targeting, but only for a very short amount of time. *While the Super Heavy charges its attack, the player should move to a spot where the weakpoints under its legs are easily hit to both avoid death and deal a good amount of damage. [[SiMo]] can deal significant damage to the boss using this strategy. *The Super Heavy's attack has a somewhat large radius, care should be taken if the player chooses to close in to earn weakspot hits easily as the blast will down a player in a single hit if it connects. *The player who is targeted should not rely on any kind of obstacles between him and the boss. The blast can kill everything on its path and it seems like the beam can potentially penetrate all types of obstacles, even the core and heavy walls and seemingly solid barricades. Dodging is recommended to be only via sidestepping & distance. *It is recommended that the player does not stand too close to any important towers or tower bases, as the splash damage from the Super Heavy's attack aimed at the player can inadvertently destroy them. *The player can intentionally provoke the Super Heavy while it is in the attack range of powerful towers, to allow them to damage the Super Heavy. However, as stated above, the player should not stand anywhere near those towers so that they do not get caught in the resulting explosion. *The player should be careful with friendly AI spawned - explorer conscripts might produce a serious threat, since they would enrage the Super Heavy if it comes close to them, regardless of whether they are innate to the map or spawned via a perk. [[G-2 Companion|G-2 Companions]] and [[Roboticist|Simo units]] also are problematic in maps with this boss. <br />{{Sanctum 2}} <br />
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