Yeah, everything can be outdated, but it was _specifically_ a 1.4.4.x mobile version, using spiders vs Dreadnautilus.
This one, actually. Right now I'm running with... 3 Blades, 3 Ravens, 3 Sharknadoes with 3 Whips (Dark Harvest, Durendal, and Firecracker/Cool Whip/Morning Star). Trying to figure out best numbers for mixing.
Spiders, Spazminis, Flinx, Frogs, and Imps are the only ones that use static. All the rest of them use Local, including all the whips.
Spiders cap out at 3 because they are constantly on top of the enemy, constantly creating iframes. However, each spider color is technically a different projectile type, and since the color of the spider summoned is based on a fixed order, the first 3 will not be fighting for vulnerable frames.
Frogs are somewhat similar but they cap out at ONE. If there’s a frog on the enemy, no other frogs can hit, but since they’re always jumping around, having more frogs increases the chance that one’s going to be on top of the enemy.
Flinx always bounce off the enemy when they hit (launching them away from the enemy for a moment, allowing other flinx to attack) and they’ll sit inside the enemy until it is vulnerable again. This lets them “cap” about about 4-5, which you won’t normally have the minion slots for until flinx are outclassed anyway.
Spaz minions are weird because they dash through the enemy. If multiple dash at once, only one of them hits, so it’s hard to say how many you should have before they start conflicting. (Reti minion lasers do not pierce, so they will never cause iframes. Due to this, summoning more twins still results in higher DPS, but most of that comes from Ret).
Imps are the same story. Their projectile is what causes the iframes, so if they synchronize and all fire at the same time, only one of them will hit. Hard to say again.
And… that’s all. The rest of them either don’t pierce or use Local and never conflict with each other anyway. The only other one that “doesn’t” is Stardust Dragon, but you can only have one of those at a time anyway and the damage of the dragon itself increases per slot so a longer dragon is always better.
EDIT: Sharknadoes can actually deal contact damage, and inflict an insane
20 GLOBAL iframes when they touch the enemy. Sharknadoes don’t tend to try to run into things though, so this doesn’t usually come up in normal gameplay. (Their projectile doesn't piece, so more Sharknadoes are always better regardless of whether or not they touch an enemy)