Chaneque DPS

I want to talk about the chaneque. I am looking through their numbers, trying to figure out how best to utilize them. The more I analyze it the more I realize the DPS even best case for these units is very very bad. The question is does their tankiness in turret form actually make up for their very bad DPS.

Outside of turret form they get 7 dps. Turret form is a 1.5 multiplier so they get 10.5 dps. Luckily for them the multiplier for going to heroic age is multiplicative with the turret form. So 7 x 1.25 x 1.5 = 13.125 DPS. For comparison the petsuchos deals 25 DPS. Chaneque costs approximately 75% what a petsuchos costs and has 33% less population cost. So 50% reduction in dps at 25% less cost and 33% less pop. It is just blatantly worse to comparative units from a dps perspective. The advantages it gets are significant better armor values with similar hp at the tradeoff of not being able to move. To me the detriment of not being able to move to take advantage of any of this is a bigger negative than the armor gained. The chaneque does move much faster than the croc, but if it is shooting and scooting that is removing the 1.5x damage modifier making its damage even more pitiful.

I just think when comparing the tradeoffs, it just needs more damage to be a legitimate unit. It’s DPS is just too low to be a threat, And trying to make it a stationary front line tank is incredibly awkward. I personally think it needs a boost to be closer to 16.5 dps in heroic to be closer to 2/3 of a croc.

It’s not really a good unit. As you said the DPS is just too bad to be worth in most games. The two effective uses of them I have seen are

  1. Build 4 of them and they 1 shot vills in turret form
  2. Spam them as tezcatlipoca with their upgrade in a and run them into combat so they drop traps under the enemy army and turn into shards. Much stronger in heroic & mythic too bc of the better MUs they get replaced by.

You can’t really rely on them in a normal army most of the time though. I think giving them more divine damage or a 3x multiplier might help them be decent anti myth unit option.

Also side note they are kind of useless vs priests doing divine damage as an armor based unit which is a little silly.

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Yea I tried a few games to get a vibe for them. They were pretty unkillable, but just sat there doing absolutely no damage. And the best thing they could have done was die so the trap spawned, but they are too tanky to die. So the other guy just ignored them every fight and killed everything else, then got to the chaneque in his free time.

Maybe a small splash area when stationary? Give it the siege tank treatment.

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