Jumper

Overview

 * As a part of the Ruins of Brightholme DLC, the Jumper at first appears in 6-1: Shortcut.
 * The Jumper is a tricky foe, that ignores players and actively leaps over bases on their way towards the core, being able to di it in straight line or diagonally. They can jump only over single bases, that have no towers on them. They cannot jump over any towers, dual-base walls and non-base (environmental) terrain obstructions; even small towers like Slow Field Dispenser, AR-mine Dispenser, Rupture mine dispenser or Drone tower would block their jump.
 * Jumpers tend to spawn in large groups, or in medium-sized groups, usually accompanying other enemies.
 * Their attacks to the core deal 50 damage per hit.
 * Jumpers appear in 7 game maps - all 4 maps from the 6th region (Brightholme) and the first three from the 8th region (Arc Islands).

Notes & tactics

 * Without a perfect obstruction, Jumpers can swiftly bypass the densest part of your defense, so it's crucial to ensure that no Jumpers can draw a shortcut inside your killbox, and that they won't go easily to the core. Their jumping nature cannot always be ignored, especially on the map 6-3: Radar.
 * A Jumper's weakspot is fairly small and located on their front, similar to a Runner's.
 * Although running into a Jumper will not cause any damage, it can severly knock a player around and throw off their aim, or worse, into dangerous lumes or even off safe terrain.
 * Jumpers will only jump over walls that are one block thick. Walls in crucial places can be made two blocks wide to prevent Jumpers from leaping over.
 * Jumpers can detonate the mines that are placed on the bases they leap over.
 * Player can strategically place towers to discourage them from jumping over bases. Cheap towers like AR-Mine Dispensers can be helpful for this purpose as even the smallest towers would block the jumps.
 * Because they prefer to jump rather than walk, it can be difficult for players to hit them with much accuracy. Attacking with explosive weapons, REX or Battle Rifle for example, is one effective strategy at overcoming this.
 * Another possible strategy is to employ slowing effects, such as by setting-up a Kairos tower or by placing Slow Fields, as these can even slow them mid-air, thus making them easier targets. Slowing Rounds and Slowing Presence also can help in this direction, but one should keep in mind that if there are multiple types of slowing effects, only the strongest one applies (i.e. they don't stack for a stronger slow).
 * Lightnings can do decent job vs Jumpers, being potentially able to burst them down in a few hits.