Dr. Miller

Meeting quota specialist.

**Dr. Miller** is a perimeter defense expert with experience handling anti-personnel mines. He is armed with a claymore mine and a handgun, and dressed in yellow hazmat suit with blue gloves, a brown belt with munitions pouches hooked to a shoulder sling, and a fishbowl helmet.

## Functionality

### Basics

Dr. Miller is a **support**, meaning that he provides assistance to his teammates with special abilities and/or by dealing extra damage.

Dr. Miller has high health and regular damage for a ranged unit. He moves at an average pace. He has a cheap courage cost and short preparation time for a ranged unit.

Dr. Miller fires his pistol at a decent rate up to 10 times before performing a fast reload. Should he be approached and runs out of ammo, he does a quick but weak melee attack by kicking.

Some time after dying, Dr. Miller will turn into Epidemiologist.

### Perks and Abilities

Dr. Miller's ability is placing down a claymore mine at the specified location of player's choice. During this phase, he won't target and cannot attack any enemies until he places down the claymore. The claymore deals between 50 to 250 damage depending on the proximity of the target to the mine. During events, he will drop his mine at the door of the bus immediately upon exiting, ignoring the spot where the player intended to place it. It is possible for claymores to be triggered from behind by enemies, as seen in Supply Runs, and not deal any damage. The mines have the distinct property of ignoring the natural explosion resistance of support items such as Empty Barrel and Generator, putting them at risk of being destroyed if they are in range of the blast.

Dr. Miller has several resistances; 50% explosive resistance, full fire resistance and poison resistance.

Since Dr. Miller possesses full fire resistance, his corpse cannot be burned, forcing players to deal with him once he turns.

At level 13, Dr. Miller's special ability can be unlocked, which doubles his claymore’s range, explosion radius, and damage. Now dealing a max of 201 damage, and covering a lot more area. This further improves Dr. Miller's unique mine placement style and its usability. Since it now defends a larger area, it accentuates his role as both a frontline meat shield, and last line of defense.

## Gameplay

### Campaign

On paper, Dr. Miller is meant to be used as the last line of defense with his placed down mine, killing any enemy who happens to slip through melee and/or ranged units. However, in practice, he is more suited as a fool unit to play around with rather than a reliable support, as towards the late game progress, his mine's damage is simply not enough to kill virtually any enemy on its own due to enemies' health becomes increasingly higher. Dr. Miller's DPS is also below-average at best despite decent fire and fast reload speed. His only noticeable application is being a drone bait for the Scientists' 3/3 team power.

Dr. Miller's mines can tank Energy Sphere when they are in close proximity, however the mine will be destroyed along the process. This proves Dr. Miller's mine to be somewhat effective against certain enemies, this would have been especially helpful against certain enemies like Insectoid however the damage inflicted by the mine will not suffice and it will live due to it's higher HP amount in the later levels.

### Skirmish

In League, Dr. Miller is not a good choice due to his below-average DPS, making him weak against bullet-resistant enemy melee units. While his anti-personnel mines can blow up any melee unit that gets within range, he himself would've already walked past it, rendering his mine almost entirely useless. He also lacks bullet resistance, which combined with his average base attack range, this makes him extremely vulnerable to enemy's returning fire. His only application is to activate the 3/3 Scientist team power.

## Skins and Synergies

 Team

 Humans
 TMF Squad