Admiral Swiggins/Tips & Tactics

## Playing As:

* Think twice before using Anchor Hook, as it'll put you right next to your enemy, should it connect. Watch out for enemy crowd control, take note when their abilities are on cooldown, see if your team is nearby to back you up.
* A successful Anchor Hook will generally put you in a good position to use Drop Anchor right away, but you might wanna save it for when you are sure you can garantee a kill by using it.
* While Anchor Hook can be used on terrain for a faster escape, it can be unreliable as the terrain hitbox often differ from the actual textures. Only attempt this if you are positive you'll be able to land it properly, or your escape will be delayed instead.
* Due to its considerable hitbox and range, it's generally a good idea to use Drop Anchor behind you when fleeing, as it'll usually latch on to an enemy chasing you.
* Swiggins becomes lighter and faster after dropping the anchor, allowing him a bit of extra mobility. Krill Biscuits increases this bonus even further.
* It is possible to keep your anchor in a safe place (such as the store or behind a turret) in order to keep yourself in range mode. You can recall it at any time you need it afterwards.
* Always try to touch your anchor back up after dropping it: it will allow you to recall it immediately and use your powerful Anchor Swing again. Furthermore, it enables you to use Anchor Hook if you didn't use it to initiate a fight.
* If a ranged ally ('naut or non-buzzsaw droid) is tanking a turret for you, it might be a good idea to use Drop Anchor just to enable your ranged Ink Spray to attack it without taking damage. Alternatively, with proper upgrades, the anchor itself can have a large amount of health, enabling it to briefly tank the turret shots while you attack it with Ink Shot.
* If enemies are relying on crowd control to deter you, consider purchasing Treasure Lottery Map, to more safely approach them. This is particular useful against static crowd control such as grid traps.

## Playing With:

* Swiggins rely on teamplay to be successful, more so than the average 'naut. Try to stay close to him or encourage him to follow you.
* If Swiggins manages to trap someone with his Anchor Hook + Drop Anchor combo, help him finish the target off the best way you can.
* If it's safe to do so, protect Swiggins' anchor so he can pick it back up.

## Playing Against:

* When trapped by Drop Anchor, destroying the anchor is almost always better than staying and fighting. Specially if Swiggins has his team nearby.
* If the anchor fails to latch on to you after it hits the ground, it will not do so again. Approach it without fear.
* If you are anchored, make sure not to fall through platforms. They might hold you in the air, making you very vulnerable to all attacks. If you do happen to get in this situation, use a ranged attack or ability to take the anchor out as soon a possible and use the help command to get your allies to help you.
* Swiggins is very vulnerable to snares himself, as his only long-ranged move forces him to close the gap. Use traps like Yuri's mines or Derpl's grid traps to keep him from diving.
* Swiggins loses much of his damage potential without his anchor, if you can avoid it when thrown, you are likely to have an advantage over him.
* Crowd control immunity effects will break Drop Anchor's chaining effect immediatly.
* Destroying the anchor will no longer force Swiggins to wait 20 seconds before picking it again. However, this can prevent the instant recall if he tries to touch his anchor right after dropping it.