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Armada vs. Armada
Armada
Abductor
Abductor is an armored transportation aircraft.
It can take on board even the heavier T2 units and easily withstand light anti air defenses.
Use it to deploy your forces right on the front, reducing your tactical reaction speed. It can load 4 small units (footprint 2x2) or a single big one. It is equipped with an EMP laser of high energy that can stop even heavy units like Tzars. You can use this fact to “steal units”. Paralyze it, load it, and transport near your construction-towers to reclaim it, or capture it with a Commander.
Advanced Construction Aircraft
Advanced Construction Aircraft is a unit that opens you the window to most of the T2 economy and defensive structures.
In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers.
It has a higher buildpower than its T1 version and boosts your metal and energy storage by 50.
As an air constructor it has the advantage of being able to quickly access all spots on the map. Use it in packs for fastest expansion in remote areas. It has lower buildpower than land constructors.
Advanced Construction Bot
The Advanced Construction Bot can build Tech 2 structures and opens the door to an advanced economy.
Start by building Advanced Metal Extractors and a Fusion Reactor.
It's quite slow and weak, so try to escort it with a few defensive units. Each Tech 2 constructor also increases the player's energy and metal storage capacity by 100.
Advanced Construction Sub
Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, then building fusion reactors and advanced metal makers.
They have a higher build power than the T1 Construction Ship, and boost your metal and energy storage by 150. Guard them with T1 constructors or naval engineers to assist with building.
In addition to T2 economy structures, they are able to build advanced torpedo launchers and the underwater experimental gantry.
Advanced Construction Vehicle
The Advanced Construction Vehicle can build Tech 2 structures and opens the door to an advanced economy.
Start by building Advanced Metal Extractors and a Fusion Reactor.
It's quite slow, so try to escort it with a few defensive units. Each Tech 2 constructor also increases the player's energy and metal storage capacity by 100.
Advanced Energy Converter
The Advanced Energy Converter converts energy into metal. Converts 600 energy into 10.3 metal per second.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.
Advanced Fusion Reactor
The Advanced Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +3000.
Build them later on to power your most powerful weapons.
Defend it very well, as it is one of the most favored targets for enemy bombers. When destroyed it causes a very large explosion that will likely kill other units nearby.
Advanced Geothermal Powerplant
The Advanced Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +1250, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Advanced Metal Extractor
The Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Advanced Radar Tower
The Advanced Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Advanced Solar Collector
The Advanced Solar Collector produces energy using the sun. Solar energy production is a constant +75 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re more costly than Wind Turbines and Solar Collectors, however, they provide a safe and stable source of energy.
Advanced Sonar Station
The Advanced Sonar Station is similar to the Advanced Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.
It’s basically an upgraded Sonar Station with about four times as much range.
Air Repair Pad
The Air Repair Pad automatically repairs any friendly aircraft that lands on it.
Use it to repair your air units after an attack.
You can order aircraft to land on the Air Repair Pad manually or automatically when they hit a certain level of health.
Ambassador
The Ambassador is a stealthy rocket launcher that fires its missiles straight up to hit enemy units from a high angle.
Use it as the perfect siege weapon to destroy enemy defenses and units from far away.
It can easily target structures and units behind walls or high cliffs, and has unmatched range within T2 mobile units. However, it costs quite a lot to build, and is helpless against fast units.
Anemone
The Anemone is a torpedo launcher that targets ships and submarines within its range from the shore.
Build them to defend your land structures against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Arbalest
The Arbalest is a short-range anti-air flak gun that deals high damage with a large area of effect (AoE).
Build them around strategic points and on your front line.
It can shatter most aircraft within its range.
Archangel
The Archangel is an advanced anti-air bot equipped with medium-range missiles and a short-range flak cannon.
Keep it at the back of your army to defend against air raids.
It's amphibious and deals a significant amount of damage to most aircraft, but can't shoot while underwater.
Armada Commander
The Armada Commander is the most versatile and important unit in your army. It's what you'll use to start your initial base and to build your first unit factory.
Use it to build and defend your front line when you expand.
It can produce both metal and energy, it's amphibious, equipped with a laser and powerful disintegrator gun (D-Gun), and can build Tech 1 structures.
Armageddon
The Armageddon is a nuclear missile launcher and is useful for turning enemy bases and whole armies into ashes.
Use Paralyzers or Ghosts to temporarily disable anti-nukes and strike uncovered areas.
Nukes can be countered by the anti-nukes, but can still overwhelm them in large numbers.
Banshee
Barracuda
Barracuda is a submarine killer. They are used to hunt other submarines, especially T2 battle submarines. They deal bonus damage to submarines, offer better speed better maneuverability and can shoot from wider angles than other submarines. This allows them to counter battle submarines, which otherwise are lethal when faced with an unguarded fleet.
Always include a few of these in your T2 navy.
Basilica
The Basilica is a long-range plasma cannon that can shoot targets across the map.
Build them to take out enemy structures from far away.
It becomes a priority target when built, so make sure you keep it safe. It can also be countered by Keepers, but at a high energy cost to your enemy.
Beamer
The Beamer is a laser turret that fires a continuous high-intensity laser beam.
Use them to out-range rocket bots and light laser turrets.
It has the highest DPS out of all the Tech 1 defenses and can target both land and air units.
Beaver
The Beaver is an amphibious construction vehicle that can travel both on land and underwater.
Use multiple on a single structure to increase build power.
It can can also build additional naval structures like the Construction Hovercraft. Each constructor also increases the player's energy and metal storage capacity by 50.
Beholder
The Beholder is a small cloaked perimeter camera. Your opponents can’t detect it while it’s cloaked, and it can provide a good line of sight for undefended areas.
Spies can be detected by the perimeter camera.
When defending your front line, place a few cameras to prevent any clocked units from getting through.
Bermuda
Bermuda is a radar jammer ship. They are used to make your units invisible to enemy radar, useful for planting traps and moving your fleet under cover. However, be aware that jammers do not make your units invisible, your enemy will spot them once they are within line of sight.
Combining a cloaked unit with a jammer makes a given unit totally invisible.
Usually, they are used to support Missile Cruisers, allowing the cruisers to sneak in close to the enemy’s shores. This lets you get within missile range of their base without being spotted, and unleash a lethal barrage of missiles.
Blink
The Blink is a cheap and fast air scout that has a huge line of sight.
Use it to gather intel on your enemy, such as unit locations and economy.
Information is the most valuable asset on the battlefield, and knowing your opponent's plans can help you prepare counter strikes early.
Blitz
The Blitz is a fast assault tank with a dual rapid-fire cannons for close combat engagements.
It's light armor and short range makes it susceptible to defensive towers and Pounders.
It is slightly more powerful and faster than the Pawn and Grunt on flat terrain, and is useful for taking out unguarded economy structures.
Blizzard
Blizzard is a heavy and slow bomber that can deal great amounts of damage flying over units and structures.
It is mostly designed to destroy buildings, but used well it can also deal high damage to mobile units - try to intercept their movements.
It deals much higher damage than the T1 bomber Stormbringer. As little as 4 Blizzards can destroy a Fusion Reactor on one flyby (7-8 for an Advanced Fusion Reactor). They can drop another round of bombs every 7 seconds.
They are cheaper but weaker than the CORTEX counterpart - Hailstorm.
Bull
The Bull is a general purpose heavy assault tank equipped with a plasma cannon and significant armor.
Build in large numbers to overpower your enemy with sheer force.
It is more expensive than its CORTEX counterpart, the Tiger, but also deals more damage with a larger area of effect (AoE).
Butler
The Butler is a fast assistance bot that can repair units and build a few Tech 1 structures.
Use it to build up your economy while on the move.
Its purpose is to have a source of mobile build power that you can quickly move to wherever you need it. It's also great for assisting factories or buildings under construction.
Centurion
The Centurion is a durable medium infantry bot with dual rapid fire lasers and a lot of health for a Tech 1 unit.
Support it with fast units like Pawns and some Lazarus for quick repairs.
It can easily take out multiple light assault units like Grunts and Pawns, and can also outrange a Commander, so with a little micro you can force them to retreat.
Chainsaw
Citadel
The Citadel is a nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Build a Tracer nearby to detect cloaked EMP units before they can disable it.
It has a large radar range to protect your base and nearby surroundings from nuclear attacks. Each defensive missile takes aorund 90 seconds to build.
Cloakable Fusion Reactor
The Cloakable Fusion Reactor is similar to the Fusion Reactor, except it can be cloaked to hide it from your enemy.
Useful when building in potentially dangerous areas.
Energy production is a constant +1000 and it costs -100 energy to remain cloaked.
Commander
The Decoy Commander is a fake version of your actual Armada Commander and can build basic Tech 1 structures, including mines.
Use it to fool your enemy and for extra build power on the front line.
It serves the function of confusing your opponent, so the enemy will/might target the fake one.
Compass
The Compass is a mobile radar bot that gives you intel on enemy units within its range.
Keep it behind your army so it doesn't get taken out.
It doesn’t have any weapons and has rather low health, but having intel on your enemies whereabouts is crucial.
Construction Aircraft
The Construction Aircraft can build basic Tech 1 structures and is an effective unit for expansion anywhere on the map.
Use multiple on a single structure to increase build power.
It is the fastest construction unit and is perfect for quick expansions. However, is has very little health and is vulnerable to enemy fighters. Each aircraft constructor also increases the player's energy and metal storage capacity by 25.
Construction Bot
The Construction Bot can build basic Tech 1 structures and is the cheapest construction unit.
Use multiple on a single structure to increase build power.
It's quite slow and weak, so try to escort it with a few Pawns when expanding. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Hovercraft
The Construction Hovercraft can build basic Tech 1 structures, like other constructors, but can also build additional naval structures.
Use multiple on a single structure to increase build power.
It has more build power than the T1 Construction Bot and T1 Construction Vehicle. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Seaplane
The Construction Seaplane can build basic Tech 1 structures, like other constructors, but can also build additional naval structures. It’s great for repairing ships on the frontline thanks to its speed.
Use multiple on a single structure to increase build power.
It’s similar to the T1 Construction Aircraft in that it can traverse both land and sea, however, it can also land on and submerge underwater. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Ship
Construction Ship is the T1 naval constructor. They are a good builder in terms of build power and speed - even a single one of these assisting the shipyard almost doubles its output. In addition to the Commander’s build list, they are able to produce more advanced T1 defenses, like the Floating Heavy Laser Turret, and give access to the T2 Shipyard. Each one increases your energy storage capacity by 50.
Use them for assisting the lab and quickly expanding, claiming underwater metal spots with underwater metal extractors.
Construction Turret
Construction Vehicle
The Construction Vehicle can build basic T1 structures and is an effective unit for expansion on relatively flat terrain.
Use multiple on a single structure to increase build power.
It's quite slow going uphill. Escorting it with a few Blitzes when expanding usually is a smart thing. Each constructor also increases the player's energy and metal storage capacity by 50.
Consul
The Consul is a handy construction unit that can run fairly quickly and provide build-power wherever you need it.
Useful for producing extra units while on the move.
Its purpose is to have a source of mobile build power that you can quickly move to wherever you need it. It's also used to build mines for securing your flanks and areas of high tactical importance.
Cormorant
Cormorant is a torpedo bomber. It has no weapon to fight against land units. However it is able to deal massive damage to any ship/submarine/amphibious unit. Torpedoes need a long open path to drop and accelerate in water. Therefore don’t try to drop them flying from the side of the shore line as they will just get stuck in sand.
Torpedo Bombers are able to attack underwater units without support since they are equipped with sonar and increased sight range.
Corsair
Corsair is the heaviest of the T1 ships. Their biggest advantage is their durable armor and versatility. They are equipped with a powerful long range plasma cannon and a depth charge launcher. Their large range allows them to outrange all ships and torpedo launchers, which make them a great choice for pushing forward the front-line. They are also a good counter against submarines. However, due to slow movement and low maneuverability, they can get easily overrun by lighter ships. It is a good idea to provide them with an escort of lighter ships and repairing support.
They are costly and leave very precious wrecks, so take good care of them!
Corsairs have lower costs, but also weaker damage, compared to their CORTEX counterpart (Oppressor).
Crocodile
The Crocodile is a light hovercraft with a plasma cannon. It can travel over land and sea fairly well, and can even be used to reinforce a naval force.
Tanks don't fair well against bombers, even hovertanks, so bring some anti-air.
It’s also cheaper to build than its CORTEX counterpart, the Cayman, but inferior in terms of health.
Crossbow
The Crossbow is an amphibious anti-air bot that's cheap to build and can shoot down light air units.
Keep them at the back of your army to defend against air raids.
It's useful for preventing enemy bombing runs and can also walk underwater.
Cyclone
The Cyclone is a fighter seaplane, capable of air–to–air combat. It can also submerge underwater, which is useful for escaping enemy fighters and ambushing units like the Dam Buster.
Use them to protect Seaplane Bombers or your naval units from enemy aircraft.
It has more health than its CORTEX counterpart, the Bat, but is ever so slightly slower.
Decoy Fusion Reactor
The Decoy Fusion Reactor doesn't produce any energy and is instead used to trick the enemy.
Use your fighters to take out distracted bombers.
Great for diverting enemy bombers from other targets so they drop their bombs on the decoy.
Dolphin
Dolphin is a fast and maneuverable light assault ship. They are equipped with two rapid-fire short-range plasma turrets, useful for raiding constructors in the early- to mid- T1 stage. In higher numbers they can overpower heavier ships, if your enemy isn’t paying attention.
Tip: Try to keep their broadside facing the enemy units while attacking, to maximize damage. Turrets are not able to shoot over each other, so only one will be used when facing the enemy head on.
Similar to the Pawn/Grunt matchup, Decades have higher damage but lower accuracy than their CORTEX counterpart (Supporter).
Dragon's Claw
The Dragon’s Claw is a lighting turret disguised as a fortification wall, that will pop up and fry units within its range.
Build alongside Dragon’s Teeth to surprise unsuspecting units.
The lightning bolt will ark at nearby enemy units.
Dragon's Teeth
The Dragon’s Teeth are basic defensive walls that block most Tech 1 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.
Dragonslayer
Dragonslayer is an anti-air ship. They are equipped with a powerful flak cannon and two light missile turrets, which makes them the best mobile anti-air unit in the game. Even just one of these can neutralize an entire fleet of lighter aircraft. As little as two can take out a Dragon. Always remember to include them in your fleet.
Dreadnought
Dreadnought is a heavy battleship. They are equipped with two powerful long-range plasma cannons that deal significant splash damage. They prove useful at fighting other ships, but also excel at bombarding areas far inland from the coast, with most land units falling to their firepower.
Heavy armor makes them a difficult target to take down, however always make sure they are protected from battle submarines, which can easily turn them into shreds.
Eel
Eels are stealthy assault submarines. They are equipped with a powerful torpedo launcher that can deal lethal damage to structures and ships within seconds. However, they are also very vulnerable due to having low health. It is kind of a glass cannon.
They are invisible to radar and to units on the surface, but are visible to sonar and other submarines.
If your enemy is not careful, you can sneak one or two of those into their base and cause havoc.
Their main use is destroying underwater metal extractors, and trapping fleets which don’t include proper anti-submarine units, like destroyers.
Ellysaw
Ellysaw is an assault frigate. They are equipped with two light plasma cannons with decent range. They reside in the middle-ground between corvettes and destroyers. Their main use is defending against destroyers, as their range and speed allow them to outmaneuver the destroyers, though you need to use them in big numbers to pull that off.
Cost-wise, you can make two Ellysaws for every destroyer, so it is a good investment for fighting against them. However, they get easily destroyed by submarines, against which they have no weapon.
Ellysaws have a lower cost, but weaker armor and weapons than their CORTEX counterpart (Riptide).
Energy Converter
The Energy Converter converts energy into metal, and can be built by the Commander or other construction units.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1 metal per second.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.
Energy Storage
The Energy Storage increases your energy storage capacity by 6000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and to reduce energy stalls when wind speed is low or if you lose your generators.
Epoch
Epoch is the the ARMADA flagship. They are the most powerful ships, and arguably the most powerful units in the game. They combine overwhelming firepower with unmatched range. Once you have one, it is usually game over for the enemy.
They are equipped with five plasma cannon turrets,. the two main cannons having the longest range. On most maps, it can bombard any point on land, if you manage to bring it close to the shore.
The other three cannons are used to kill off anything that manages to get closer. Thanks to their power, range and mobility they are able to destroy any T3 unit they clash with, as long as you can keep your distance.
They achieve maximum damage when facing their targets head-on, so they are able to shoot all cannons at once.
They are also equipped with medium anti-air missile launchers. However, they can be vulnerable to aircraft and battle submarines, so never leave them without an escort.
Falcon
The Falcon is a fast moving fighter jet that is designed for eliminating air units. It is the most effective form of Tech 1 air defense that can access any part of the map to get rid enemy aircraft.
Always put your fighters on patrol in front of your base, so they attack any aircraft moving in the vicinity.
Send fighters with your bombing runs to disable opponent's fighter wall before your bombers come to deliver the final blow.
Fatboy
The Fatboy is a heavy medium-range plasma bot that deals ludicrous amounts of damage to units within its area of effect (AoE).
Target grouped units to benefit from the splash damage.
It moves very slowly and will be helpless alone, so be prepared to defend it with units or keep it behind your defensive line.
Ferret
The Ferret is an anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Nettle, and its ability to cloak also makes it difficult for land units to target.
Fortification Wall
The Fortification Wall is an advanced defensive wall that blocks most Tech 1/Tech 2 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break. Advanced walls have almost four times the health of a basic Dragon’s Teeth, and are great when used against Alien Raptors and Scavengers.
Fusion Reactor
The Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +1000.
Build it when you push to T2 to power your Advanced Metal Extractors.
Beware of where you build the reactor, as it is one of the most favored targets for enemy bombers. When destroyed it causes a large explosion that may likely kill other units nearby.
Gauntlet
The Gauntlet is a medium-range plasma artillery with a large area of effect (AoE).
Build it once you have your front line established to push back your enemy.
It has a low and high trajectory mode, which you can use to target units/structures directly in front of you or to target units behind obstacles.
Geothermal Powerplant
The Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +300, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Ghost
The Ghost is a stealthy and cloakable spy bot that's totally invisible to your enemy.
Self-destruct it near an enemy Prevailer to disable it with the discharged EMP.
It is also good to have nearby enemy units so your artillery has a clear target location. However, beware that it can be detected if the enemy has a Nemesis within range.
Gorgon
The Gorgon is a floating rapid-fire plasma tower that can be built on the water.
Useful for defending naval bases against light to medium naval units.
Its high fire rate makes it a formidable defensive structure.
Gremlin
Gremlin is a stealthy tank that, when cloaked becomes impossible to spot for your enemy. Equipped with light plasma weapon and having weak armor it doesn’t stand a chance facing other T2 units. Don’t use it for fighting.
Use packs of 4-6 Gremlins to sneak in beyond enemy defense lines, get intel on plans and sabotage the economy.
If you see an unguarded base try to first disable its buildpower (destroying construction towers) making your opponent unable to react. Then go for Energy Converters to get a nice big chain explosion and finally strike Fusion Reactors and other eco. It can be detected if it comes into vicinity with enemy units or if your opponent has an Intrusion-countermeasure system.
Grim Reaper
Grim Reaper is a stealthy resurrection submarine. They are not visible to units on the surface if your enemy doesn’t have sonar nearby. Use them as support to provide repairs, reclaiming and resurrecting wrecks. They are relatively cheap and provide essential support to your navy maneuvers, don't forget to mix them in your fleet. Don't forget however the high energy cost of building and using them.
Resurrecting requires 50% of unit's energy cost.
Groundhog
The Groundhog is a stealthy minelayer/minesweeper vehicle that can lay mines on the battlefield and detect nearby enemy mines.
Always place mines outside of your opponents line of sight so they're not detected.
It has a mini-radar jammer to hide from enemy radar, and using mines is a cheap way to secure your flanks or expansions without defensive structures. The easiest way to place a minefield is using the Queue Command or Grid Building commands.
Gunslinger
The Gunslinger is a fast skirmish bot that's designed for destroying leftover Tech 1.
Micro it well so you don't get swarmed by Tech 1 units.
It can self-repair, quickly gains experience with every kill, and is equipped with repulsive shells.
Hardened Energy Storage
The Hardened Energy Storage increases your energy storage capacity by 40000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.
Hardened Metal Storage
The Hardened Metal Storage increases your metal storage capacity by 10000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Harpoon
The Harpoon is a torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Haven
Haven is an aircraft carrier and a mobile anti-nuke system. They can be used to repair damaged aircraft, but their main use is to protect against nuclear missiles. They are also equipped with both radar and sonar with medium range, to help your ships spot enemy units.
The anti-nuke interception range is lower than anti-nuke structures, but they are the only possibility in protecting the sea from nuclear strikes.
Heavy Mine
The Heavy Naval Mine is a land mine designed to damage or destroy armored naval units.
Use them to take out unsuspecting ships.
Naval mines will explode if a unit hits them, and can be cloaked automatically or manually. They will also damage other units in range.
Heavy Mine
The Heavy Mine is a land mine designed to damage or destroy armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Highwind
The Highwind is a fast moving stealth fighter that's designed for eliminating multiple and/or heavy air units.
Send it ahead of your bombers to mark targets and make a gap in the enemy's fighter wall.
It is invisible to enemy radars, but is a bit slower than its CORTEX counterpart, the Nighthawk.
Horizon
The Horizon is a seaplane equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It’s relatively fast for a seaplane but is an easy target for enemy fighter planes.
Hornet
Hornet is a super-fast gunship designed for late and endgame tactics. Equipped with a sabot missile launcher it can quickly deal great amounts of damage. It has a powerful armor that can withstand tons of anti-air missiles and flak shots, but its biggest advantage is its speed and maneuverability. When fighting it can make quick turns and barrel rolls to avoid missiles and it can fly as fast as fighters therefore it makes for a better strike force than bombers, when there is lots of land AA to fly over.
However, bare in mind its high costs.
Only with an endgame economy would you be able to build those in greater numbers.
Hound
The Hound is a fast and mobile mortar bot that has two firing modes; high-trajectory mortar or low-trajectory cannon.
Useful for dealing damage to enemy units while staying out of their weapon range.
Switch to high-trajectory mode to out range T1 units and deal damage from far away, and to low-trajectory mode to take on enemy units in close combat.
Jaguar
The Jaguar is a fast light tank equipped with a lightning cannon and a light anti-air turret.
Useful for protecting long range units from fast unit swarms.
It deals a good amount of damage in close quarters combat, but lacks armor to fight against heavier units like Tigers.
Janus
The Janus is a twin rocket launcher vehicle that has a short-range but does a heavy amount of damage.
Combine with Whistlers and repair units for devastating enemy defenses.
It is quite slow in speed and fire rate, which makes it susceptible to fast moving units like Grunts. However, it also has a large area of effect (AoE) and can destroy almost every Tech 1 bot in a single shot.
Juno
The Juno can build and stockpile electromagnetic impulse missiles. The missiles have to be launched manually, and the area of effect lasts around 25 seconds.
Use them to destroy minefields, scout spam, radar units, and jammer units.
Beware that friendly units within range can also be destroyed by these missiles. Some units with radar/jammer abilities are not affected, such as Spy-bots.
Keeper
The Keeper is a shield generator that deflects plasma artillery and can take a lot of damage before going down.
Build a few around your base to protect it from early artillery barrages.
Beware that shields do not deflect other units weaponry such as bombs, lasers, or missiles.
Lazarus
Liche
Liche is the ultimate weapon of terror and destruction. A heavy aircraft equipped with a tactical nuke launcher.
This guy can decapitate Commanders, destroy Fusion powerplants, or send whole armies into the air with just a single shot.
A well-microed Liche can win you a game, just locate all enemy Commanders and fly over them. Use SET-TARGET to make it not lose momentum when deploying a bomb. Two of those are enough to destroy an advanced fusion.
Common counters to Liches are Chainsaws / Eradicators / Screamers / Mercuries - avoid those.
Light Mine
The Light Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Longbow
Longbow is a missile cruiser. They are equipped with a heavy long-range missile launcher and a medium anti-air turret. Their main use is getting near the shore, then launching powerful missile barrages against land bases. As long as you can manage to get them close enough, it takes only a few missiles to completely level bases to the ground. Fortunately, their range surpasses all land-based defensive structures, even the Pulsar, so the only viable ways to stop them is to intercept them or hit them with tactical nukes.
A high missile trajectory enables them to shoot over mountains and other natural land barriers, which can stop other ships that use plasma cannons.
Take advantage of the element of surprise by combining them with jammer ships to hide them from enemy radar, and let them sneak in close enough before starting the bombardment.
Lunkhead
The Lunkhead is an experimental hovertank. Equipped with two powerful cannons and significant armor.
Although it’s not very fast, the ability to hover makes it useful for attacking from the sea.
It’s not as strong as other experimental units or higher-tier ships, but can definitely hold its own in battle and is able to cross and skirmish from the water.
Mace
The Mace is a light plasma bot that deals sizeable damage for a relatively low cost to build.
Combine with resurrection bots to keep them healthy while pushing the enemy front line.
It has less range than the Aggravator, but also has more health and DPS. It also has more range when shooting from higher ground.
Manta
The Manta is a floating heavy laser tower that can be built on water.
Build it to defend your naval base against hovercraft and light naval units.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.
Marauder
The Marauder is a very fast experimental assault mech that is equipped with two powerful plasma cannons and light anti-air turrets.
Use them to breach enemy bases from the shoreline.
It is also amphibious and travels through the water like a submarine, however, compared to other Tech 3 units it is rather fragile. However its speed makes it a dangerous unit.
Mauser
The Mauser is a heavy artillery vehicle that can out range most defensive and mobile units thanks to its great range.
Target grouped units to benefit from the splash damage.
It moves very slowly and will be helpless alone, so be prepared to defend it with units or keep it behind your defensive line.
Medium Mine
The Medium Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Mercury
The Mercury is a long-range anti-air missile battery that can take down most aircraft within its range.
Build them later in a match to defend your base from strategic bombers.
It can also be build on an extended front line to slowly dismantle an enemy air wall.
Metal Extractor
The Metal Extractor extracts metal from metal spots on each map. The amount of metal you can extract per second is shown on each metal spot and ranges from 1.0 to 3.0.
Pawns are cheap units for protecting metal extractors from early raids.
Metal extractors are primary targets during early-game raids, and if destroyed, can stall an opponent's construction and give you the upper hand.
Metal Storage
The Metal Storage increases your metal storage capacity by 3000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Moray
The Moray is an advanced torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Naval Advanced Energy Converter
The Advanced Navel Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 600 energy into 11 metal per second.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.
Naval Advanced Metal Extractor
The Naval Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Naval Arbalest
The Naval Arbalest is a short-range anti-air gun that deals high damage with a large area of effect (AoE) and can be built on water.
Build them around strategic points and to protect your naval base from air raids.
It can shatter most aircraft within its range.
Naval Construction Turret
The Naval Construction Turret can assist and repair nearby units, and can be built on the water. This makes it excellent to use on maps with limited or no land.
Use multiple on a single factory to increase build power.
You can also move Navel Construction Turrets to other locations using the Stork or Abductor, and it has more build power than any other unit, excluding the Commander.
Naval Energy Converter
The Naval Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1.1 metal per second, and can be built by the Commander or other construction units.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.
Naval Energy Storage
The Naval Energy Storage increases your energy storage capacity by 6000 and can be built underwater.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.
Naval Fusion Reactor
The Naval Fusion Reactor produces energy using heat from nuclear fusion reactions and can be built on the water. This makes it excellent to use on maps with limited or no land.
Useful for hiding your energy production underwater.
Energy production is a constant +1200. When destroyed it causes a large explosion that may likely kill other units nearby.
Naval Metal Storage
The Naval Metal Storage increases your metal storage capacity by 3000 and can be built underwater.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Naval Nettle
The Naval Nettle is a light anti-air missile tower that can shoot down light aircraft, and can be built on water.
Build some early on to protect your naval base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.
Naval Radar / Sonar Tower
The Naval Radar/Sonar Tower provides early warning of enemy units in the air, on land, and even underwater.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Nettle
The Nettle is a light anti-air missile tower that can shoot down light aircraft.
Build some early on to protect your base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.
Oracle
The Oracle is an aircraft equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It has a good radar range and speed so it's the best unit you can use for scouting. IAlways send it ahead of your bombers to locate targets for your bombing runs.
Overwatch
The Overwatch is a heavy laser tower that out-ranges almost every Tech 1 unit, except for artillery.
Build it on your front line to out-range and take out enemy laser towers.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.
Paladin
Paladins are medium assault cruisers. They are like an upgraded version of Destroyers, and are a casual part of a T2 naval strike force. Equipped with a medium-range plasma cannon, two light laser turrets and a depth charge launcher, they are very versatile.
They are the fastest T2 ship, and it is useful to rush your enemy with a few of them at the beginning of T2 sea battle stage. They can easily take out any T1 units, and offer very good protection against hovercrafts.
Paralyzer
The Paralyzer is a electromagnetic pulse (EMP) missile launcher that paralyzes all units within its blast radius.
Fire a EMP at enemy defenses or units before pushing in to take them out.
They’re great for rendering enemy defenses useless before an assault, and for stopping pushing units in place while you build a quick reaction force to computer them.
Pawn
The Pawn is a basic infantry bot that's cheap to build and can quickly devastate poorly defended expansions, artillery units, and even isolated commanders.
Build up a small force to rush an undefended commander.
It melts in the face of heavier defenses and is especially vulnerable to riot tanks, however, you shouldn't underestimate its firepower!
Pincer
The Pincer is a light amphibious tank that can travel on land and underwater.
Use them to invade enemy territory from underwater.
It is weaker than most tanks, but can avoid defensive positions by going underwater and emerging at the enemy's shoreline.
Pinpointer
The Pinpointer enhances the accuracy of your radar towers for the entire team. You only need to build 3 facilities on each map.
Use them to improve the targeting of your artillery.
The benefits apply to your entire team and the more you have the more accurate your radars will be.
Pit Bull
The Pit Bull is a pop-up gauss cannon that has high damage and range for a relatively low cost.
Keep it cloaked to surprise attacking units.
Its ability to cloak also makes it difficult for land units to target.
Platypus
The Platypus is a very fast amphibious bot equipped with a light laser and a basic anti-air missile launcher.
Useful for raiding unprotected naval structures and sneaking into enemy territory from the sea.
It's also a good way to allocate a quick moving amphibious anti-air to wherever you need it.
Possum
The Possum is a light hovercraft with a rocket launcher. Good for taking out defensive structures and softening up an enemy expansion before you push in.
Keep them at a distance or at least behind some close combat units.
It’s slightly cheaper than its CORTEX counterpart, the Mangonel, and its range is among the highest within Tech 1 units.
Prophet
The Prophet is a mobile radar vehicle that gives you intel on enemy units within its range.
Keep it behind your army so it doesn't get taken out.
It doesn’t have any weapons and has rather low health, but having intel on your enemies whereabouts is crucial.
Prude
The Prude is a Safe Geothermal Powerplant that produces 750 energy using steam. The difference to the standard Geothermal Powerplant is that it has a smaller explosion when destroyed.
Seize control of nearby steam vents to take advantage of reliable energy.
It can only be built on top of steam vents on each map. They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Puffin
The Puffin is a seaplane gunship that drops homing torpedoes into the water. Being able to circle and strafe ships while dropping each torpedo, makes it more effective in narrow waterways where torpedo bombers tend to have trouble hitting their target.
Use it to take out those pesky submarines without sacrificing your ships.
It’s got higher DPS than its CORTEX counterpart, the Monsoon, but also costs more to produce. Remember to combine them with sonar planes to target underwater units.
Pulsar
The Pulsar is a long-range tachyon accelerator laser tower that delivers a devastating amount of damage.
Build multiple to take out a Tech 3 unit before it can reach your base.
It can take out most units, including Tech 3 units with enough hits, and is high enough to shoot over other defensive structures.
Radar Tower
The Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Ragnarok
The Ragnarok is a rapid-fire long-range plasma cannon and is the ultimate weapon of mass-destruction.
It’s a primary target once built, so be ready to defend it.
It takes a lot of resources to build, but when it’s ready you’re almost guaranteed to win the match.
Rattlesnake
The Rattlesnake is pop-up plasma artillery battery that can be cloaked.
Keep it cloaked to surprise attacking units.
It can protect your front line from enemy artillery units and its ability to cloak makes it difficult for land and air units to target. When set to a high-trajectory it shoots slower, but also deals more area of effect (AoE) damage.
Razorback
The Razorback is a fast experimental battle mech that's equipped with two powerful rapid-fire laser guns.
Perfect as an anti-swarm unit and rushing enemy defenses.
It can inflict some of the highest DPS in the game, and is one of the best choices for close quarters combat. However, it can be countered by long-range units like the Sharpshooter, Starlight and Pulsar.
Recluse
The Recluse is an all-terrain spider bot equipped with multiple rocket launchers.
Evade enemy defenses by traversing where other units can't go.
It's an effective unit in combination with a Webber, and can climb even the steepest cliffs. It can't hit fast moving targets very well, but is great against slow units and structures.
Rocketeer
The Rocketeer is a light rocket bot that's commonly used for pushing enemy defenses.
Support them with fast units like Pawns and some Lazarus.
Thanks to its range the rocket bot can out range Guards and force enemy commanders to retreat. It's faster than the CORTEX counterpart, the Aggravator, but also has less health.
Roughneck
Roughneck is a rapid-firing gunship. It has a decent armor, able to withstand most of T1 anti-air defenses. Their most common use is for defending your base or protecting your teammates within your air territory. They are not effective as striking units, due to their low speed. For this purpose - use bombers, or Hornets. It has heavier armor but weaker weapon than its CORTEX counterpart, the Wasp.
Rover
The Rover is a fast scout vehicle that's cheap to build and perfect for gathering intel on your enemy.
Use a few of them to take out your opponents metal extractors at the start of a game.
It's far from ideal for fighting other non-scout combat units, however, in large numbers a Rover swarm is an effective way to draw enemy fire or even take out unprotected expansions.
Sabre
The Sabre is a light seaplane gunship with dual laser cannons. It can attack both land and sea units.
Use in a group for fast surprise attacks on unsuspecting ships and naval bases.
It has more health than the Light Gunship but also costs more to build, and is vulnerable to naval anti-air.
Scumbag
The Scumbag is a floating anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Naval Nettle, and its ability to cloak also makes it difficult for naval units to target.
Seeker
The Seeker is a cheap, fast hovercraft with a close-range laser weapon. Useful for amphibious landings, and surrounding enemy units to take advantage of the flanking bonus.
Great for evading a defensive line if you can find a nearby beach behind enemy lines.
Thanks to its low cost, the Seeker makes for a great unit to mass produce and overwhelm your opponents. It is commonly used as a swarm to raid bases and expansions while avoiding defenses. Watch out for light laser turrets!
Sentry
The Sentry is a light laser tower that can take out light vehicles and bots.
Build a few in your base to protect against early scout raids.
When expanding, use them to protect your metal extractors and stop enemy commanders from pushing.
Serpent
Serpent is a battle submarine. They have unmatched range and damage, and pose a very big threat to unguarded fleets. Their role can be compared to that of the Sharpshooter bot on land. They can deal heavy damage from afar, but are vulnerable in close quarters combat, and are easily destroyed by submarine killers.
Use them to destroy heavy ships and protect the sea from T3 amphibious units. However, do not rely on them as the only part of your fleet, as they will fail in a clash with advanced torpedo launchers or submarine killers.
Shark's Teeth
The Shark’s Teeth are basic defensive walls that block most Tech 1 naval units and low-altitude projectiles.
Use them to funnel enemy ships into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.
Sharpshooter
The Sharpshooter is a long-range sniper bot that deals ludicrous amounts of damage per shot.
Sniper bots work best when you have full vision of enemy units.
It takes 10 seconds to reload, uses 500 energy per shot, and its ability to cloak lets you move it into place for the perfect shot and re-cloak afterwards.
Build Pinpointers to increase radar accuracy, to eliminate the need of full vision and hit every target within radar range.
Shellshocker
Shredder
The Shredder is a mobile anti-air flak gun that deals high damage with a large area of effect (AoE).
Use it to support your army and defend against enemy aircraft.
It can shoot down all T1 and most T2 aircraft, but has limited range and no weapons to fight against land units.
Skater
Skater is a light scout/AA ship. They offer very high speed, and a large line of sight. Use them in the beginning of sea battles to harass your enemy’s early base structures, and block their constructors from expanding. Their AA turret is weak and won’t stand a chance against more advanced aircraft, but during the T1 stage they provide useful protection from EMP drones and gunships. Always include a bunch of them in your fleet.
They are hopeless in a matchup with any other ships, so only use them as a support/scouting force.
Skaters are a faster than their CORTEX counterpart (Herring).
Smuggler
The Smuggler is a mobile radar jamming bot that keeps units within its jamming range from appearing on the minimap.
Use it with cloakable units to make them totally invisible and undetectable.
It is best used to mount a surprise attack and to hide your units or structures from long-range weapons. Beware units can still be detected if the enemy has a intrusion countermeasure system.
Sneaky Pete
The Sneaky Pete is a short-range radar jammer that can be cloaked. Useful for confusing enemy targeting systems and covering nearby units.
Use them to hide your real units until they’re actually seen.
Radar jammers show several signatures on your enemy’s radar and make it hard to determine where and how many units are in the area.
Solar Collector
The Solar Collector produces energy using the sun. Solar energy production is a constant +20 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re not as cost-effective as Wind Turbines, and instead, provide a safe and stable source of energy.
Sonar Station
The Sonar Station is similar to the Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.
Can be built by the Commander or other construction units.
Sprinter
The Sprinter is a fast raider bot that's equipped with a short-range rapid-fire machine gun.
Useful for raiding unprotected bases and slow artillery.
It can be difficult to target thanks to its speed, and is very effective for ambushing enemy units and pushing through gaps in defensive lines.
Starlight
The Starlight is a mobile tachyon accelerator vehicle that delivers a devastating amount of damage.
Always keep them behind your main units and spread out.
It can take out most units, including Tech 3 units with enough hits, and can out range other defensive structures. However, it is quite costly and doesn't have much armor.
Stiletto
Stiletto is an EMP bomber. It can be used to immobilize units over a big area.
It makes for a great support unit for your front mates.
Coordinate attacks and defense with them and paralyze enemy units just before they engage. It is more effective than EMP drones, because they drop bombs before getting in the range of eventual AA.
If you queue an attack order followed by a move, they can drop their EMP loads and immediately do a full turn. This way you can run away from enemy’s AA and supporting fighters.
Stork
The Stork is a light air transport that can pick up all Tech 1 and Tech 2 land units, except heavy units like the Fatboy or Tzar.
Use it to bypass the enemy's defensive line and to drop unexpected units into their territory.
It can also transport construction turrets, radar towers, and radar jammers. Don't forget to avoid anti-air towers and enemy fighters.
Stormbringer
The Stormbringer is a light bomber designed to hit slow-moving targets, static structures, and execute unanticipated bombing runs on enemy bases.
Target grouped units to benefit from the area of effect damage.
It is slightly weaker than its CORTEX counterpart, the Whirlwind, but also as a better line of sight range. Always scout ahead to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall.
Stout
The Stout is a medium assault tank that has relatively high HP, so keep it infront of your units to tank incoming fire.
Useful for taking down light defenses with its sheer force.
It needs some micro skills to prevent it being D-Gunned, so try to keep enemy Commanders at a distance. Combine it with Whistlers or artillery for a great front line push or raiding enemy bases.
Sweeper
The Sweeper is a mobile anti-air hovercraft that's perfect for taking out light aircraft over the sea and land. It uses tracking missiles rather than flak, so it’s more accurate.
Combine it with other units to provide some needed air defense.
It even has built-in low-range sonar!
Thor
The Thor is an experimental terminator tank that's equipped with a heavy lightning cannon, dual EMP lasers, and an EMP missile launcher.
Perfect as a front line unit and close quarters combat.
It can stun enemy units while dealing some of the highest DPS in the game, and has plenty of health for tanking incoming fire. However, it is relatively slow and vunerable to bombers.
Tick
The Tick is a fast scout bot that's cheap to build and perfect for gathering intel on your enemy.
Use a few of them to take out your opponents metal extractors at the start of a game.
It's far from ideal for fighting other non-scout combat units, however, in large numbers a Tick swarm is an effective way to draw enemy fire or even take out unprotected expansions.
Tidal Generator
The Tidal Generator produces energy through water movement. Tidal energy production is a consistent value and is pre-determined by the map settings.
Build in smaller groups to prevent explosive chain reactions if destroyed.
They’re essential when there is limited land and excellent on water maps.
Titan
The Titan is an experimental advanced assault mech and is the most powerful unit among the ARMADA land units.
If you self-destruct it as a last resort, the explosion is almost as powerful as a nuclear missile.
Cost-wise it is the best value experimental in the game, however, when alone it's no match against the Juggernaut.
Tracer
The Tracer is an intrusion countermeasure system that can detect stealthy units.
Build one in your base to detect cloaked units.
It’s great for protecting your Armageddon against stealthy EMP attacks.
Tsunami
The Tsunami is a seaplane bomber with a payload of 5 bombs. It’s designed to hit slow-moving ships and static naval structures, and execute unanticipated bombing runs on land bases.
It’s similar to the T1 and T2 bombers in terms of power and armor, which makes it very hard to stop using only T1 anti-air.
Target grouped units to benefit from the area of effect damage.
Always scout first to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall. Remember to combine them with sonar planes to target underwater units.
Tumbleweed
The Tumbleweed is a crawling bomb designed for one purpose — to go kamikaze on enemy units and structures.
When used in a swarm spread them out to avoid a chain reaction.
It has a large area of effect when it explodes, which is even bigger when you self-destruct it. Thanks to their amphibious attribute they're also great for attacking and regaining sea territory.
Turtle
The Turtle is an amphibious tank equipped with pop-up cannon and heavy armor.
Use its amphibious ability to evade enemy defenses through the water.
It has more health than its CORTEX counterpart, the Alligator, but it is also slower.
Twilight
The Twilight is similar to the Metal Extractor, except it can be cloaked to hide it from your enemy.
Useful for extracting metal from potentially dangerous areas such as the frontline.
The amount of metal you can extract per second is shown on each metal spot and ranges from 1.0 to 3.0. It costs -12 energy to remain cloaked.
Umbra
The Umbra is a mobile radar jamming vehicle that keeps units within its jamming range from appearing on the minimap.
Use it with cloakable units to make them totally invisible and undetectable.
It is best used to mount a surprise attack and to hide your units or structures from long-range weapons. Beware units can still be detected if the enemy has a intrusion countermeasure system.
Umbrella
The Umbrella is a mobile nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Use it to provide anti-nuke coverage for your army or expansions.
It has less range than the Citadel, but you can move it wherever you want.
Vanguard
The Vanguard is an experimental all-terrain mech that's equipped with a heavy plasma cannon.
Gain an advantage point by traversing where other units can't go.
Its cannon can out range every land unit in the game, other than the Catapult, however, their slow movement makes them vulnerable to raids with fast units.
Veil
The Veil is a long-range radar jammer. Useful for confusing enemy targeting systems and covering nearby units.
Use them to cover your real units until they’re actually seen.
Radar jammers show several signatures on your enemy’s radar and make it hard to determine where and how many units are in the area.
Voyager
Voyager is a naval engineer. Similar to Butlers on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Construction Turrets, plant powerful naval mines and produce combat units such as Destroyers, Platypus and Dolphins.
Don’t underestimate the damage you can do with a well-placed naval minefield. Use them to quickly secure large areas from hovercrafts, particularly early after you take control of the sea. Use mines until you are able to produce the proper T2 ships to defend yourself.
Webber
The Webber is an all-terrain spider bot equipped with short-range EMP lasers. It doesn't do any damage, but can paralyze enemy units within range.
Evade enemy defenses by traversing where other units can't go.
It's an effective support unit in combination with a Recluse, and can climb even the steepest cliffs.