unit-dagger
Overview
The 



The unit’s armament consists of two basic bullet weapons that together fire at a combined rate of 2 × 2.3 shots/sec (a combined reload of about 0.21s, 13 ticks, 26 per gun). Each bullet deals 9 damage, has an effective range around 18–18.2 tiles (historically adjusted from 19 to 18 and later slight increases), travels at 18.75 tiles/sec, and lasts about 1 second. Health has been adjusted in past updates (notably increased from 140 to 150 in one patch), and its top movement speed is relatively low compared with other tier-1 units.
In practical play, Daggers are most effective when fielded in numbers. They are cheap to produce and deliver decent DPS for their cost, making them a staple for early offensive pushes and for swarm strategies in PvP when unit caps are higher. Against weak individual targets (including many early waves) even low-tier base units like the 




When using Daggers, consider these practical points:
- Mass-production amplifies their value; they rely on numbers rather than survivability.
- They are out-ranged and out-paced by several defensive turrets (Hail, Duos as of some builds) and slower but higher-damage units; pairing Daggers with supporting units (or choosing maps with high unit capacity) improves effectiveness.
- They do not self-destruct to deal damage (unlike suicide units such as the
Crawler), so they remain useful for sustained engagements and can be microed to avoid instant losses.
- Their movement speed is the slowest among tier-1 units, so pathing and choke control matter when attacking.
- Historical changes include tweaks to range, firerate, health, speed units, and research cost reductions; some numerical values have varied across builds, so exact figures may differ slightly by version.
The 
