Armada

Advanced Aircraft Plant

Advanced Aircraft Plant

Produces Level 2 Aircraft
T2
T3
T1
Metal
3200
Energy
29000
Energy Make
0
Hitpoints
3360
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
200
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Advanced Bot Lab

Advanced Bot Lab

Produces Level 2 Bots
T2
T3
T1
Metal
2900
Energy
15000
Energy Make
0
Hitpoints
3808
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
300
Show List
Advanced Construction Aircraft

Advanced Construction Aircraft

Tech Level 2
T2
T3
T1
Metal
340
Energy
12000
Energy Make
10
Hitpoints
180
Radar Range
50
Speed
192
DPS
Weapon Range
Buildpower
100
Show List

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

Advanced Construction Bot

Tech Level 2
T2
T3
T1
Metal
430
Energy
6900
Energy Make
14
Hitpoints
840
Radar Range
50
Speed
33
DPS
Weapon Range
Buildpower
180
Show List

Advanced Construction bot 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 the simpler T1 Construction bot and boosts your metal and energy storage by 100.    

Advanced Construction Sub

Advanced Construction Sub

Tech Level 2
T2
T3
T1
Metal
700
Energy
9000
Energy Make
30
Hitpoints
1000
Radar Range
50
Speed
72
DPS
Weapon Range
Buildpower
300
Show List

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

Advanced Construction Vehicle

Tech Level 2
T2
T3
T1
Metal
550
Energy
6800
Energy Make
20
Hitpoints
1860
Radar Range
50
Speed
53
DPS
Weapon Range
Buildpower
250
Show List

Advanced Construction Vehicle 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 100.

Advanced Energy Converter

Advanced Energy Converter

Converts 600 energy into 10.3 metal per sec
T2
T3
T1
Metal
380
Energy
21000
Energy Make
0
Hitpoints
400
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Converts up to 600 energy into 10.3 metal per second

Advanced Fusion Reactor

Advanced Fusion Reactor

Produces 3000 Energy (Hazardous)
T2
T3
T1
Metal
9700
Energy
69000
Energy Make
3000
Hitpoints
7150
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Advanced Radar Tower

Advanced Radar Tower

Long-Range Radar
T2
T3
T1
Metal
560
Energy
19000
Energy Make
18
Hitpoints
320
Radar Range
3500
Speed
0
DPS
Weapon Range
Buildpower
0
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Advanced Shipyard

Advanced Shipyard

Produces Level 2 Ships
T2
T3
T1
Metal
3200
Energy
9700
Energy Make
0
Hitpoints
5415
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
300
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Advanced Solar Collector

Advanced Solar Collector

Produces 75 Energy
T2
T3
T1
Metal
370
Energy
5000
Energy Make
75
Hitpoints
1020
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Advanced Sonar Station

Advanced Sonar Station

Extended Sonar
T2
T3
T1
Metal
170
Energy
2600
Energy Make
22
Hitpoints
2120
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Advanced Vehicle Plant

Advanced Vehicle Plant

Produces Level 2 Vehicles
T2
T3
T1
Metal
2900
Energy
14000
Energy Make
0
Hitpoints
4296
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
300
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Air Repair Pad

Air Repair Pad

Automatically Repairs Aircraft
T2
T3
T1
Metal
400
Energy
4300
Energy Make
0
Hitpoints
1500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
1000
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Aircraft Plant

Aircraft Plant

Produces Level 1 Aircraft
T2
T3
T1
Metal
860
Energy
1350
Energy Make
0
Hitpoints
1850
Radar Range
500
Speed
0
DPS
Weapon Range
Buildpower
100
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Albatross

Albatross

Torpedo Gunship
T2
T3
T1
Metal
290
Energy
6500
Energy Make
1
Hitpoints
1240
Radar Range
Speed
271
DPS
119
Weapon Range
660
Buildpower
0
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Ambusher

Ambusher

Cloakable Pop-up Plasma Artillery
T2
T3
T1
Metal
2500
Energy
17000
Energy Make
0
Hitpoints
3600
Radar Range
Speed
0
DPS
316
Weapon Range
1380
Buildpower
0
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Ambusher is a T2 cloakable pop-up long range plasma battery. Built by all T2 land/air cons it is able to protect your defense line from artillery units and dismantle enemy’s defense line. Out ranges all T1/T2 units except Annihilators, Berthas etc. Build on hills to take advantage of extended range and take down strategic targets.

Set to High-Trajectory it deals more damage in a larger radius (AoE), but it will shoot slower.

Another use case is to stop Snipers, which get outranged by these. Be sure to provide good line of sight for it, for good aiming.

Amphibious Complex

Amphibious Complex

Produces Amphibious/Underwater Units
T2
T3
T1
Metal
1200
Energy
5500
Energy Make
0
Hitpoints
2400
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
150
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Anaconda

Anaconda

Hovertank
T2
T3
T1
Metal
290
Energy
2600
Energy Make
3
Hitpoints
1377
Radar Range
Speed
70
DPS
70
Weapon Range
370
Buildpower
0
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Anemone

Anemone

Coastal Torpedo Launcher
T2
T3
T1
Metal
240
Energy
2200
Energy Make
0
Hitpoints
2000
Radar Range
Speed
0
DPS
150
Weapon Range
600
Buildpower
0
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Annihilator

Annihilator

Tachyon Accelerator
T2
T3
T1
Metal
3500
Energy
74000
Energy Make
0
Hitpoints
5500
Radar Range
1500
Speed
0
DPS
1091
Weapon Range
1400
Buildpower
0
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Annihilator is the most powerful T2 defense structure. Built by all T2 land/air cons, it packs a bad-ass long-range tachyon laser that can one-shoot all T1 and T2 mobile units. It overshoots all other defense structures and may even take down T3 mechs. Takes 1500 E to shoot. You can put it on “off” in order to hide its turret in its heavy duty armor that can withstand tons of damage.

Archangel

Archangel

Advanced Amphibious Anti-Air Bot
T2
T3
T1
Metal
520
Energy
5600
Energy Make
0
Hitpoints
1020
Radar Range
Speed
47
DPS
215
Weapon Range
875
Buildpower
0
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Archangel is a T2 amphibious anti-air bot that can deal significant damage to aircrafts using two types of weapons – long range missiles and short-range flak canon. It cannot shoot aircrafts when underwater.

Archer

Archer

Anti-Air Ship
T2
T3
T1
Metal
1000
Energy
12000
Energy Make
7
Hitpoints
3500
Radar Range
Speed
63
DPS
521
Weapon Range
840
Buildpower
0
Show List

Archer 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 Krow. Always remember to include them in your fleet.  


Armada Juno

Armada Juno

Anti Radar/Jammer/Minefield/ScoutSpam Weapon
T2
T3
T1
Metal
640
Energy
17000
Energy Make
0
Hitpoints
2120
Radar Range
Speed
0
DPS
1
Weapon Range
32000
Buildpower
0
Show List

Anti Radar / Jammer / Minefield / ScoutSpam Weapon.

Juno can build and stockpile missiles, which need to be launched manually. These missiles destroy:

  • All mines
  • Radar & Sonar buildings (including floating & underwater), bots, tanks
  • Radar jammer buildings, bots, tanks
  • Scout units: fleas, weasels, rovers
  • Perimeter cameras
  • All of the above, also friendly
The area of effect lasts pretty long, about 25 seconds.

When the green electric cloud dissipated, the effect is gone. Radar planes, Annihilators, Commandos, Spybots or other units with radar/jammer abilities are not affected.

It's great against minefields, lots of scouts that are spammed or to destroy radar or jammer installations.
Atlas

Atlas

Air Transport
T2
T3
T1
Metal
68
Energy
1300
Energy Make
1
Hitpoints
240
Radar Range
Speed
207
DPS
Weapon Range
Buildpower
0
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The Atlas is an airborne transportation unit. It can pick up all T1 land based units and T2, with exception of heavy ones, like Fatboy or Goliath.

Use it for unexpected unit drops bypassing your enemy's defense line, but don't forget to scout first for any anti-air units. Drop your commander into their bases to D-gun all structures and humiliate your opponents.

Can be used for transporting nano towers too, which enables you to move your buildpower where you currently need it.
Aurora

Aurora

Floating Plasma Deflector
T2
T3
T1
Metal
3900
Energy
72000
Energy Make
0
Hitpoints
3500
Radar Range
Speed
0
DPS
100
Weapon Range
600
Buildpower
0
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Banshee

Banshee

Light Gunship
T2
T3
T1
Metal
135
Energy
2300
Energy Make
0
Hitpoints
435
Radar Range
Speed
185
DPS
34
Weapon Range
350
Buildpower
0
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The Banshee is a light gunship that can deal light damage to land based units. It has very weak armor, that can be shattered by T1 anti air with ease, so always send them in packs and scout before striking.

It is a weapon of surprise!

Try to keep it away from your foe's radars before attacking. If you succeed to put your gunships into an unguarded base, or over a hostile Commander, it will have no chance to survive.

Bantha

Bantha

Assault Mech
T2
T3
T1
Metal
13500
Energy
286000
Energy Make
12
Hitpoints
62000
Radar Range
Speed
46
DPS
1452
Weapon Range
860
Buildpower
0
Show List

Bantha is an advanced heavy assault mech. They are the strongest amongst all ARMADA land units and, cost-wise, arguably the best unit in the game. They are equipped with three types of weapons: 

  • Dual rapid-fire lasers for close range combat 
  • A medium range homing missile launcher, targeting both land and air
  • A powerful long range tachyon laser, also for land and air 

Banthas are the most versatile T3 experimental bots. Combining tremendous weaponry, a relatively high movement and maneuverability and heavy armor, they outclass every ARMADA land unit in the game. Their health is high enough to withstand and break though even the strongest T2 defences using just brute force, and their weapons can deal with heavier aircraft too.  However, there are several counters which you have to be prepared for when using Banthas. 

On land, be aware of Annihilators and Snipers, which when massed can deal lethal damage to any T3 unit. Don’t engage if you are not 100% sure you are going to make it, as losing even a single Bantha may be detrimental to the course of the game. In the air, watch out for EMP bombers, and never forget to provide anti-air support for your Banthas. 

Losing Banthas means leaving valuable wrecks for you opponent to reclaim, which can change the outcome of a match. Optimally, support your Banthas with many repair or resurrection bots to quickly repair damage, and in the case of losing one, to reclaim or resurrect the wreck.

As a last resort, if you are certain your Banthas are going to die in enemy territory, initiate a self-destruct (Ctrl+D) to have them die in a huge explosion, leaving no wrecks behind. Beware though, as Banthas have a much longer self-destruct countdown than regular units (10 seconds). Try to use this enhanced explosion to damage as many hostile units as possible.

Lastly, beware of cloaked and jammed Commanders, because no matter how strong your experimental unit is, it will still turn into dust when met with a DGun. Keep a crowd of light units in front of your Banthas so that enemy cloaked units will have no way of approaching them. This also counters spy bots, which could paralyse your Banthas.


Beamer

Beamer

Beam Laser Turret. Transportable (Heavy)
T2
T3
T1
Metal
190
Energy
1500
Energy Make
0
Hitpoints
1290
Radar Range
Speed
0
DPS
266
Weapon Range
475
Buildpower
0
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Beamer is a tracking-laser turret with the highest DPS among all T1 defensive structures. Built by all T1 land/air cons has a very precise aim and decent range. Use it to overshoot rocket bots, LLTs, and deal the greatest chunk of damage to raiding units. It may even kill a walking commander before it gets D-gunned.

Bear

Bear

Heavy Transport Hovercraft
T2
T3
T1
Metal
700
Energy
8300
Energy Make
2
Hitpoints
5160
Radar Range
Speed
53
DPS
Weapon Range
Buildpower
0
Show List
Beaver

Beaver

Amphibious Construction Vehicle
T2
T3
T1
Metal
150
Energy
3100
Energy Make
8
Hitpoints
925
Radar Range
Speed
42
DPS
Weapon Range
Buildpower
80
Show List

Beaver is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas. Its build menu includes some water based units like underwater metal extractors, tidal generators and most importantly the amphibious complex, a lab that includes T2 amphibious tanks and bots. As all amphibious units it can easily cross steeper hills unlike regular vehicles. It can be destroyed by torpedoes so avoid submarines, launchers and destroyers. It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rover.

Big Bertha

Big Bertha

Long Range Plasma Cannon
T2
T3
T1
Metal
4500
Energy
64000
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
DPS
123
Weapon Range
4650
Buildpower
0
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Big Bertha is a long range plasma cannon (LRPC). Built by all T2 land/air cons it is able to shoot targets across the map. On most battlefields placing it on the front-line enables you to take down buildings in enemy’s base. Not very effective on mobile targets. When built, it immediately becomes a priority target for your foes, try to keep it safe. Can be countered with Plasma deflectors, but those come at a high cost.

Blade

Blade

Rapid Assault Gunship
T2
T3
T1
Metal
1250
Energy
22000
Energy Make
1
Hitpoints
2700
Radar Range
Speed
204
DPS
168
Weapon Range
420
Buildpower
0
Show List

Blade 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.


Bot Lab

Bot Lab

Produces Level 1 Bots
T2
T3
T1
Metal
650
Energy
1200
Energy Make
0
Hitpoints
2600
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
100
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Brawler

Brawler

Gunship
T2
T3
T1
Metal
310
Energy
6200
Energy Make
1
Hitpoints
1600
Radar Range
Speed
161
DPS
103
Weapon Range
380
Buildpower
0
Show List

Brawler 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 Blades. It has heavier armor but weaker weapon than its CORE counterpart (Rapier).

Bulldog

Bulldog

Heavy Assault Tank
T2
T3
T1
Metal
950
Energy
13000
Energy Make
1
Hitpoints
4200
Radar Range
Speed
65
DPS
245
Weapon Range
460
Buildpower
0
Show List

Bulldog is a general purpose raider with significant armor and a decent plasma weapon. It can easily outrange and destroy most T1 units. This is the main and most numerous constituent of your T2 vehicle forces. Build them in huge numbers to overpower your enemy with sheer force. It is more expensive than its RED counterpart (Reaper) but it deals higher damage with bigger AoE effect.

Chainsaw

Chainsaw

Bomb-Resistant Medium-Range Anti-Air Missile Battery
T2
T3
T1
Metal
750
Energy
7300
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
DPS
542
Weapon Range
1125
Buildpower
0
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Chainsaw (Bomb-Resistant Medium-Range Missile Battery) is an expensive T1 anti-air tower that serves a very situational purpose. Built by all T1 land/air cons it has the highest DPS and range among all T1 AA. When placed properly it may even take down a Liche (Nuclear bomber).

Cloakable Fusion Reactor

Cloakable Fusion Reactor

Produces 1050 Energy
T2
T3
T1
Metal
4700
Energy
26000
Energy Make
1050
Hitpoints
4000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Colossus

Colossus

Aircraft Carrier with Anti-Nuke
T2
T3
T1
Metal
1400
Energy
12000
Energy Make
300
Hitpoints
4500
Radar Range
2950
Speed
63
DPS
750
Weapon Range
72000
Buildpower
1000
Show List

Colossus 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. 


Commander

Commander

Commander
T2
T3
T1
Metal
2700
Energy
26000
Energy Make
25
Hitpoints
3000
Radar Range
700
Speed
38
DPS
111639
Weapon Range
300
Buildpower
300
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Soon more intel..

Conqueror

Conqueror

Cruiser
T2
T3
T1
Metal
1000
Energy
12000
Energy Make
3
Hitpoints
4500
Radar Range
Speed
72
DPS
358
Weapon Range
585
Buildpower
0
Show List

Conqueror is a medium assault cruiser. 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. 

Construction Aircraft

Construction Aircraft

Tech Level 1
T2
T3
T1
Metal
110
Energy
3000
Energy Make
5
Hitpoints
140
Radar Range
Speed
208
DPS
Weapon Range
Buildpower
60
Show List

A Construction Aircraft is able to build basic T1 structures like the ones made by the Commander.

Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Aircraft Plant.

Due to their speed, the highest among constructors, it may be used for quick expansions and reclaiming in areas far from your base. It can also access the whole map, as it doesn't care about any natural obstacles.

It has a very low HP however, so keep away from enemy's anti air units. Due to little build power you may want to use multiple air cons at once.

Each Construction Aircraft increases the player's energy and metal storage capacity by 25.
Construction Bot

Construction Bot

Tech Level 1
T2
T3
T1
Metal
110
Energy
1600
Energy Make
7
Hitpoints
540
Radar Range
Speed
36
DPS
Weapon Range
Buildpower
80
Show List

The Tech 1 Construction Bot is the cheapest construction unit in the game. It is slow and weak, so it may be prudent not to let it wander unescorted. It surpasses the Commander as a constructor with its ability to build advanced T1 structures, including the T2 Bot Lab

Use in groups for increased build power.

To build even more advanced T2 structures, you first need to build the T2 Construction bot in the T2 Bot Lab.

Construction Corvette

Construction Corvette

Tech Level 1
T2
T3
T1
Metal
200
Energy
2000
Energy Make
7
Hitpoints
940
Radar Range
Speed
65
DPS
Weapon Range
Buildpower
125
Show List

Construction Corvette 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. On top of Commander’s build list, they are able to produce more advanced T1 defences, like the Floating Heavy Laser Turret, and give access to the T2 Shipyard. Each one adds 50 to your metal and energy storage capacity. 


Use them for assisting the lab and quickly expanding, claiming underwater metal spots with underwater metal extractors.


Construction Hovercraft

Construction Hovercraft

Tech Level 1
T2
T3
T1
Metal
200
Energy
2700
Energy Make
11
Hitpoints
1296
Radar Range
50
Speed
67
DPS
Weapon Range
Buildpower
110
Show List
Construction Seaplane

Construction Seaplane

Tech Level 1
T2
T3
T1
Metal
150
Energy
7800
Energy Make
20
Hitpoints
365
Radar Range
Speed
192
DPS
Weapon Range
Buildpower
75
Show List
Construction Vehicle

Construction Vehicle

Tech Level 1
T2
T3
T1
Metal
135
Energy
1950
Energy Make
10
Hitpoints
1240
Radar Range
50
Speed
54
DPS
Weapon Range
Buildpower
90
Show List

A construction vehicle is able to build basic T1 structures like the ones made by the Commander. Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Vehicle Lab. It is slightly faster and stronger than the Bot constructor, but it can not climb very steep hills, so it is effective only in expansion on relatively flat terrain.

Each Construction vehicle increases the player's energy and metal storage capacity by 50.

It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rover.

Important Build Options

Consul

Consul

Combat Engineer
T2
T3
T1
Metal
250
Energy
4300
Energy Make
15
Hitpoints
975
Radar Range
Speed
78
DPS
Weapon Range
Buildpower
150
Show List

Consul is a fast constructor that can assist, repair or build wherever you currently need it. It is mainly used for laying minefields, repairing fighting troops and building light defenses and assault units on the front. It gives a great advantage over your opponent who only uses labs, as he cannot deliver his forces that quick to the frontline. Build few nano-towers next to it and set it to build a queue of a certain unit, then click REPEAT. This way it will keep making those units until ordered to stop. Most importantly it can construct Recluses, Mavericks, and Jethros for AA support.

Crusader

Crusader

Destroyer
T2
T3
T1
Metal
880
Energy
6600
Energy Make
2
Hitpoints
3340
Radar Range
Speed
67
DPS
248
Weapon Range
700
Buildpower
0
Show List

Crusader is the heaviest of the T1 ships. Their biggest advantage is their durable armour 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!

Crusaders, have lower costs, but also weaker damage, compared to their CORTEX counterpart (Enforcer).


Decade

Decade

Fast Assault Corvette
T2
T3
T1
Metal
165
Energy
1400
Energy Make
0
Hitpoints
825
Radar Range
Speed
105
DPS
135
Weapon Range
280
Buildpower
0
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Decade 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 Peewee/AK matchup, Decades have higher damage but lower accuracy than their CORTEX counterpart (Supporter).


Decoy Commander

Decoy Commander

Decoy Commander
T2
T3
T1
Metal
770
Energy
12000
Energy Make
15
Hitpoints
3000
Radar Range
50
Speed
38
DPS
411
Weapon Range
300
Buildpower
300
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Decoy Commander is simply just a fake commander. It can build most of the units and buildings, including mines.

It serves the function of confusing your opponent. It is reasonable to build it when you have your last commander, so the enemy might get tricked and focus fire on the fake one. Its D-gun doesn't deal much damage.

The Decoy Commander has a lot of buildpower and is very good to assist in late-game mass-production.

Decoy Fusion Reactor

Decoy Fusion Reactor

Produces Energy / Storage
T2
T3
T1
Metal
370
Energy
100
Energy Make
0
Hitpoints
4650
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Ideal to create a diversion for the enemy and perhaps leading them into a trap.

Defender

Defender

Light Anti-air Tower. Transportable (Heavy)
T2
T3
T1
Metal
80
Energy
900
Energy Make
0
Hitpoints
295
Radar Range
Speed
0
DPS
68
Weapon Range
765
Buildpower
0
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Defender is the basic and cheap anti-air missile tower. Built by all T1 cons it is able to take down light aircrafts. Not enough to stop bombing/gunship runs. Always have one or two in your base to protect yourself from humiliating com-dropping tactics.

Detonator

Detonator

EMP Missile Launcher
T2
T3
T1
Metal
1600
Energy
29000
Energy Make
0
Hitpoints
3000
Radar Range
Speed
0
DPS
25000
Weapon Range
3650
Buildpower
0
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Dragon's Claw

Dragon's Claw

Pop-up Lightning Turret
T2
T3
T1
Metal
340
Energy
1600
Energy Make
0
Hitpoints
1200
Radar Range
Speed
0
DPS
185
Weapon Range
440
Buildpower
0
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Dragon's Eye

Dragon's Eye

Perimeter Camera
T2
T3
T1
Metal
32
Energy
850
Energy Make
0
Hitpoints
250
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Dragon's Teeth

Dragon's Teeth

Dragon's Teeth
T2
T3
T1
Metal
11
Energy
160
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Basic T1 wall defense that can block most T1 units and low altitude projectiles. Can also be useful to funnel enemies into a chokepoint. Also often used against Alien Chickens and Scavengers.

Dragonfly

Dragonfly

Stealthy Armed Heavy Transport
T2
T3
T1
Metal
320
Energy
6600
Energy Make
1
Hitpoints
1050
Radar Range
Speed
242
DPS
0
Weapon Range
520
Buildpower
0
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Dragonfly is an armoured 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 Goliath. You can use this fact to “steal units”. Paralyze it, load it, and transport near your nano-towers to reclaim it, or capture it with a Commander.


Eagle

Eagle

Radar/Sonar Plane
T2
T3
T1
Metal
175
Energy
8600
Energy Make
23
Hitpoints
800
Radar Range
2500
Speed
317
DPS
Weapon Range
Buildpower
0
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Eagle is a radar and sonar plane that can locate land and underwater units.

It has a decent radar range and speed so it's the best unit you can use for scouting. Put a few in your fighterwall to have a permanent overview of the front, even when you lose the radars on land.

Always send 1 or 2 with your bombing runs to locate targets for your strikeforce. When hunting for a commander, the radar plane can locate it even if it’s cloaked. Its sonar ability can also be used to detect submarines and amphibs.

Ellysaw

Ellysaw

Assault Frigate
T2
T3
T1
Metal
390
Energy
2600
Energy Make
0
Hitpoints
2150
Radar Range
Speed
81
DPS
117
Weapon Range
470
Buildpower
0
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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 armour and weapons than their CORTEX counterpart (Era). 


Energy Converter

Energy Converter

Converts 70 energy into 1 metal per sec
T2
T3
T1
Metal
1
Energy
1150
Energy Make
0
Hitpoints
150
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Converts up to 70 energy into 1 metal per second.

Energy Storage

Energy Storage

Increases Energy Storage (6000)
T2
T3
T1
Metal
170
Energy
1700
Energy Make
0
Hitpoints
1700
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Epoch

Epoch

Flagship
T2
T3
T1
Metal
17000
Energy
158000
Energy Make
150
Hitpoints
44800
Radar Range
1530
Speed
54
DPS
1608
Weapon Range
2450
Buildpower
0
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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. 

Eraser

Eraser

Radar Jammer Bot
T2
T3
T1
Metal
78
Energy
1400
Energy Make
0
Hitpoints
305
Radar Range
450
Speed
48
DPS
Weapon Range
Buildpower
0
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Eraser is a mobile radar-jamming device that can hide your units away form enemy’s radar. In combination with cloakable units like snipers, or a Commander  it makes them totally invisible and undetectible

The only way to detect jammed & cloaked units is to build the intruision countermeasure system.
Escort

Escort

Radar Jammer Ship
T2
T3
T1
Metal
110
Energy
1600
Energy Make
18
Hitpoints
510
Radar Range
980
Speed
66
DPS
Weapon Range
Buildpower
0
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Escort 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. 


Experimental Gantry

Experimental Gantry

Produces Level 3 Units
T2
T3
T1
Metal
7900
Energy
58000
Energy Make
0
Hitpoints
14400
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
600
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Experimental Gantry

Experimental Gantry

Produces Large Amphibious Units
T2
T3
T1
Metal
7900
Energy
58000
Energy Make
0
Hitpoints
14400
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
600
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Fark

Fark

Fast Assist/Repair Bot
T2
T3
T1
Metal
210
Energy
3000
Energy Make
12
Hitpoints
300
Radar Range
50
Speed
75
DPS
Weapon Range
Buildpower
140
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Fark is a fast repair bot that can build only the most basic T1 economy and utility structures in the field. Its purpose is to have a mobile buildpower source that you can quickly move to wherever you need it.

You can also use Farks to assist factories or (large) build projects and then move them quickly to the next construction site.

Fatboy

Fatboy

Heavy Plasma Bot
T2
T3
T1
Metal
1500
Energy
12000
Energy Make
5
Hitpoints
7000
Radar Range
Speed
30
DPS
119
Weapon Range
700
Buildpower
0
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Fatboy is a big and long range plasma bot that can deal ludicrous damage in a huge area to any light unit. 

Try to aim at ‘blobs’ of T1 troops to see the beautiful splash of unit pieces flying. 

Very slow moving and shooting bot. Helpless when used alone against any raider units. It overshoots all T1 defense structures, most commonly used to destroy heavy laser turrets etc.  

Fido

Fido

Mortar/Skirmish Bot
T2
T3
T1
Metal
270
Energy
5600
Energy Make
1
Hitpoints
1150
Radar Range
Speed
69
DPS
177
Weapon Range
650
Buildpower
0
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Fido is a fast and very mobile plasma & mortar bot. It overshoots all T1 infantry, and may deal two types of damage.

Using Plasma Cannon - shoot along a Hi-trajectory long range parabolic trajectory, dealing light damage in a larger radius. 
Using Gauss Cannon- much better Low-trajectory aim against fast moving units, and deals point-damage. 

With good micro It may always stay out of range of most units.              

Flakker

Flakker

Anti-Air Flak Gun
T2
T3
T1
Metal
820
Energy
13000
Energy Make
0
Hitpoints
1575
Radar Range
Speed
0
DPS
625
Weapon Range
775
Buildpower
0
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Flakker is a short range anti-air turret that can deal ludicrous amounts of damage in a big radius (AoE). Built by all T2 land/air cons it is able to shatter most aircraft within its range. Best Damage per second/cost ratio among all AA, but also - short range. Build it around strategic point-targets and front-line defenses.

Flakker NS

Flakker NS

Anti-Air Flak Gun - Naval Series
T2
T3
T1
Metal
850
Energy
23000
Energy Make
0
Hitpoints
1730
Radar Range
Speed
0
DPS
625
Weapon Range
775
Buildpower
0
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Flash

Flash

Fast Assault Tank
T2
T3
T1
Metal
109
Energy
911
Energy Make
1
Hitpoints
625
Radar Range
Speed
99
DPS
110
Weapon Range
180
Buildpower
0
Show List

Flash is a light, fast moving tank with close combat rapid fire weapon. It is slightly more powerful and faster than Peewee and A.K. on flat terrain. Being very cheap to build and having high top speeds can be useful for scouting and taking down unguarded metal extractors and eco. In late T1 warfare Flash can be used in large numbers for ambushing Commanders and speedy skirmishing. Light armor and short range makes it susceptible to defensive towers and riot tanks.

Flea

Flea

Fast Scout Bot
T2
T3
T1
Metal
15
Energy
340
Energy Make
0
Hitpoints
55
Radar Range
Speed
132
DPS
40
Weapon Range
140
Buildpower
0
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Scout quickly and cheaply with the Flea! Only outpaced by the vehicle scout Rover, this unit is an apt choice to evade enemy units and defenses, providing valuable intel while packing just enough firepower to cripple your opponent’s early-game expansion. The Flea is however far from ideal for fighting other non-scout combat units. But because of its low cost it is relatively expendable and can, especially in large numbers, be an effective way to draw enemy fire.

Floating Energy Converter

Floating Energy Converter

Converts 70 energy into 1.1 metal per sec
T2
T3
T1
Metal
1
Energy
2500
Energy Make
0
Hitpoints
110
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Floating Hovercraft Platform

Floating Hovercraft Platform

Builds Hovercraft
T2
T3
T1
Metal
1100
Energy
5300
Energy Make
0
Hitpoints
3005
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
200
Show List
Floating Moho Energy Converter

Floating Moho Energy Converter

Converts 650 energy into 11 metal per sec
T2
T3
T1
Metal
400
Energy
24000
Energy Make
0
Hitpoints
400
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Floating Radar/Sonar Tower

Floating Radar/Sonar Tower

Early Warning System
T2
T3
T1
Metal
130
Energy
1000
Energy Make
4
Hitpoints
99
Radar Range
2100
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Floating Targeting Facility

Floating Targeting Facility

Enhanced Radar Targeting
T2
T3
T1
Metal
800
Energy
7300
Energy Make
0
Hitpoints
1451
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Fortification Wall

Fortification Wall

Fortification Wall
T2
T3
T1
Metal
39
Energy
1050
Energy Make
0
Hitpoints
8000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Tough T2 high wall defense that can block most T1 and T2 units and multiple projectiles. Can also be useful to funnel enemies into a chokepoint. Also often used against Alien Chickens and Scavengers. Very durable and 4x higher than it's little brother, the T1 Dragonteeth.

Freedom Fighter

Freedom Fighter

Fighter
T2
T3
T1
Metal
73
Energy
2900
Energy Make
0
Hitpoints
150
Radar Range
Speed
289
DPS
167
Weapon Range
680
Buildpower
0
Show List

The Freedom Fighter is a fast moving fighter jet that is designed for eliminating air units. It is the most effective form of T1 air defense that can access all parts of the map to get rid of any air threats.

In large packs, it is also able to destroy weak land-based structures, like nano towers.

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.

Fusion Reactor

Fusion Reactor

Produces 1000 Energy
T2
T3
T1
Metal
4300
Energy
21000
Energy Make
1000
Hitpoints
4000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Geothermal Powerplant

Geothermal Powerplant

Produces 300 Energy
T2
T3
T1
Metal
560
Energy
13000
Energy Make
300
Hitpoints
1750
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Gremlin

Gremlin

Stealth Tank
T2
T3
T1
Metal
230
Energy
3700
Energy Make
1
Hitpoints
950
Radar Range
Speed
65
DPS
88
Weapon Range
220
Buildpower
0
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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 his plans and sabotage his economy. If you see an unguarded base try to first disable its buildpower (destroying nano towers) making your opponent unable to react. Then go for metal makers 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

Ressurection Sub
T2
T3
T1
Metal
210
Energy
3000
Energy Make
0
Hitpoints
380
Radar Range
Speed
66
DPS
Weapon Range
Buildpower
150
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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 have much higher build power and cost more than their land counterpart, so you don’t need many of them.

Two or three are usually enough to bring a large field of wreckage back to life. 


Guardian

Guardian

Medium Plasma Artillery
T2
T3
T1
Metal
1250
Energy
12500
Energy Make
0
Hitpoints
2760
Radar Range
Speed
0
DPS
192
Weapon Range
1220
Buildpower
0
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Guardian is the T1 long-range plasma battery. Built by all land/air cons it serves a very situational purpose.

It can be set to high trajectory for bigger damage and AoE, but lower fire rate and accuracy. This is helpful when you have to shoot over obstacles.

It can overshoot all T1 structures and units, but keep in mind that it requires a lot of metal to build. In most cases this metal is better spent into mobile units or tech advancement.

Building it to protect your base area is usually a big waste, better resort to laser turrets for this purpose. However, making it on extended front, or in range of enemy economy may end up winning you a game.

Useful on hills, for taking down strategic targets. Pretty useless when T2 arrives. Consider reclaiming it to get your metal back.

Gun Platform

Gun Platform

Light Plasma Defense
T2
T3
T1
Metal
110
Energy
900
Energy Make
1
Hitpoints
680
Radar Range
Speed
0
DPS
113
Weapon Range
430
Buildpower
0
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Hammer

Hammer

Light Plasma Bot
T2
T3
T1
Metal
130
Energy
1300
Energy Make
1
Hitpoints
810
Radar Range
Speed
46
DPS
60
Weapon Range
380
Buildpower
0
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Hammer is a plasma bot that can deal a sizeable damage with relatively low cost of building. It has a shorter range than rocket bots, but if you manage to reach them, it can easily eliminate them. It has slightly higher HP than rocket bots, hence it can be used in big numbers to destroy T1 defensive structures. Combine with resurrection bots, for healing and resurrecting fallen units, to quickly push the front-line. 

Effective for defending mountain tops, as their range is longer when shooting downhill. Always try to get higher ground.

Watch out for Heavy Laser Turrets!

Hardened Energy Storage

Hardened Energy Storage

Increases Energy Storage (40000)
T2
T3
T1
Metal
830
Energy
10000
Energy Make
0
Hitpoints
10500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Hardened Metal Storage

Hardened Metal Storage

Increases Metal Storage (10000)
T2
T3
T1
Metal
750
Energy
11500
Energy Make
0
Hitpoints
9300
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Harpoon

Harpoon

Offshore Torpedo Launcher
T2
T3
T1
Metal
170
Energy
1500
Energy Make
0
Hitpoints
1170
Radar Range
Speed
0
DPS
187
Weapon Range
500
Buildpower
0
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Hawk

Hawk

Stealth Fighter
T2
T3
T1
Metal
120
Energy
4900
Energy Make
0
Hitpoints
335
Radar Range
Speed
359
DPS
478
Weapon Range
740
Buildpower
0
Show List

Hawk is a fast moving fighter jet that is designed for eliminating multiple and/or heavy air units.

It has little problems with scattered T1 air defenses. 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.

Its stealthy attribute makes it invisible to radars.

Your enemy never knows how many you have without scouting. A bit slower but and a little more effective than its CORE counterpart.

Hovercraft Platform

Hovercraft Platform

Builds Hovercraft
T2
T3
T1
Metal
1020
Energy
4200
Energy Make
0
Hitpoints
3005
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
200
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Hulk

Hulk

Armored Transport Ship
T2
T3
T1
Metal
350
Energy
3500
Energy Make
0
Hitpoints
2900
Radar Range
Speed
72
DPS
Weapon Range
Buildpower
0
Show List

Hulk is a heavy and durable sea transport. Each one has a transport capacity of 40, with each unit carried taking up space: 4 spaces for a large unit, 2 for a medium unit, and 1 for a small unit. They are mainly used to quickly transport the Commander and land constructors across water. The Commander can be loaded or unloaded from underwater. 


Their armor is able to withstand a lot of damage, so it is relatively safe to transport your Commander this way. When they destroyed, all units inside go down with them as well.


Infiltrator

Infiltrator

Radar-Invisible Spy Bot
T2
T3
T1
Metal
135
Energy
8800
Energy Make
5
Hitpoints
270
Radar Range
Speed
65
DPS
Weapon Range
Buildpower
50
Show List

Infiltrator is the so called “spy” bot. With its cloak and stealth abilities combined it remains totally invisible for your enemy unless he has built an intrusion countermeasure system.

Use it to sneak into bases and get intel on what is going on there, so you can be a step ahead. On top of that, when self-destructed infiltrator delivers an EMP explosion with a large radius which can paralyse enemy units for up to 45 seconds. 

Use its self-destruct EMP to disable enemy anti-nukes and strike with your nukes » ICBMs

It also finds great use in combination with any artillery units. put it in front of enemy’s army to gain perfect vision and perfect aim for your artillery.

Also unique is their ability to reclaim, so you can dismantle unguarded structures

Invader

Invader

Amphibious Crawling Bomb
T2
T3
T1
Metal
65
Energy
5800
Energy Make
0
Hitpoints
400
Radar Range
Speed
84
DPS
10010
Weapon Range
80
Buildpower
0
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Invader is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It has a Area of Effect (AoE) when it explodes and even bigger when you self-destruct it in time. 

If used in a pack remember to spread them to avoid a chainreaction. 

Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.

Jammer

Jammer

Radar Jammer Vehicle
T2
T3
T1
Metal
105
Energy
1700
Energy Make
16
Hitpoints
460
Radar Range
450
Speed
33
DPS
Weapon Range
Buildpower
0
Show List

Jammer is a mobile radar-jamming device that can hide your units away form enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander  it makes them totally undetectable (if your enemy haven’t built the intrusion countermeasure system).

Janus

Janus

Twin Medium Rocket Launcher
T2
T3
T1
Metal
240
Energy
2600
Energy Make
1
Hitpoints
924
Radar Range
Speed
54
DPS
88
Weapon Range
380
Buildpower
0
Show List

A twin rocket tank, which can do pretty heavy damage.

Its slow moving speed and fire rate makes it susceptible to groups of fast moving units like PeeWees, but once it shoots it deals massive AoE damage, which can eliminate virtually all bots (except Warriors) in a single blow. Combine with Samsons (rocket trucks) and repairing units to achieve devastating effect on enemy defenses.

It is also a perfect unit for destroying Commanders, as only 5 shots is enough to deal lethal damage.

It requires some good micro, so focus!

Jethro

Jethro

Amphibious Anti-air Bot
T2
T3
T1
Metal
125
Energy
1100
Energy Make
0
Hitpoints
570
Radar Range
Speed
56
DPS
56
Weapon Range
760
Buildpower
0
Show List

Jethro is a cheap mobile anti air (AA) bot, that can easily take down light aircraft, like scouts, or transporters. Always send a few with your army to protect it from EMP drones / gunships or commander drop tactics. Remember that it has no land-to-land weapons, so it is not able to defend itself. In bigger numbers it can even prevent bombing runs. It is able to walk underwater - combine it with amphibious units!

Keeper

Keeper

Plasma Deflector
T2
T3
T1
Metal
3000
Energy
54000
Energy Make
0
Hitpoints
3200
Radar Range
Speed
0
DPS
100
Weapon Range
550
Buildpower
0
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Kilo

Kilo

Medium Mine
T2
T3
T1
Metal
16
Energy
1050
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Kraken

Kraken

Floating Rapid-fire Plasma Tower
T2
T3
T1
Metal
1000
Energy
13000
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
DPS
540
Weapon Range
800
Buildpower
0
Show List
LLT

LLT

Light Laser Tower. Transportable (Heavy)
T2
T3
T1
Metal
85
Energy
680
Energy Make
0
Hitpoints
560
Radar Range
Speed
0
DPS
161
Weapon Range
430
Buildpower
0
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Light Laser Tower is the cheapest and fastest to set up form of defense. Built by the Commander and all T1 cons. It is reasonable to build one or two to protect your T1 base against early scout raids. When expanding, protect your metal extractors with those. Two LLT's are often enough to stop a hostile Commander push.

Lancet

Lancet

Torpedo Bomber
T2
T3
T1
Metal
400
Energy
8000
Energy Make
2
Hitpoints
1727
Radar Range
800
Speed
285
DPS
188
Weapon Range
650
Buildpower
0
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Lancet 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 sightrange.


Liche

Liche

Atomic Bomber
T2
T3
T1
Metal
2200
Energy
46000
Energy Make
0
Hitpoints
2050
Radar Range
Speed
295
DPS
625
Weapon Range
250
Buildpower
0
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Liche is the ultimate weapon of terror and destruction. A heavy aircraft equipped with a tactical nuke launcher. This guy can decapite 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 Liche are Chainsaws/Eradicators/Screamers/Mercurys - avoid those.


Luger

Luger

Mobile Artillery
T2
T3
T1
Metal
270
Energy
4100
Energy Make
0
Hitpoints
600
Radar Range
Speed
51
DPS
85
Weapon Range
940
Buildpower
0
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Luger is a heavy artillery vehicle, able to overshoot most defensive and mobile units thanks to its great range. It is fairly cheap to produce and in contrast to the Penetrator it does not require energy to shoot. Build packs of those for a good early T2 game push. They are pretty weak in any close quarters combat situation, hence always cover it with your infantry.

Lun

Lun

Heavy Hovertank
T2
T3
T1
Metal
1150
Energy
33000
Energy Make
3
Hitpoints
4750
Radar Range
Speed
50
DPS
206
Weapon Range
575
Buildpower
0
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Lurker

Lurker

Submarine
T2
T3
T1
Metal
500
Energy
3500
Energy Make
0
Hitpoints
950
Radar Range
Speed
63
DPS
137
Weapon Range
500
Buildpower
0
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Lurker is a stealthy assault submarine. 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


Marauder

Marauder

Amphibious Assault Mech
T2
T3
T1
Metal
970
Energy
21000
Energy Make
0
Hitpoints
4400
Radar Range
Speed
95
DPS
379
Weapon Range
600
Buildpower
0
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Marauder is a fast amphibious experimental assault  bot. Equipped with two powerful plasma cannons and two light anti-air turrets, Marauders are great standalone and versatile units used for surprise raids across the seas. The plasma cannons have a pushback effect, which makes lighter units unable to reach them, while the AA turrets are good enough to protect them from light aircraft, like using EMP drones

They have very high speed both in and out of water, which lets them quickly reach the enemy shoreline and land before your opponent realizes the danger.

In water they transform into a submarine, staying below the surface and making them undetectable to radar. However, for a T3 unit they are rather fragile, so use them only if you see a nice opening in the enemy defences. Also make sure to keep them a safe distance away from enemy submarines, as they do not have any means of defending themselves while submerged. Marauders are the lightest and fastest T3 units!


Marky

Marky

Radar Bot
T2
T3
T1
Metal
100
Energy
1250
Energy Make
8
Hitpoints
320
Radar Range
2200
Speed
41
DPS
Weapon Range
Buildpower
0
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Marky is a mobile radar bot. Always have at least one in your artillery/infantry groups. It doesn’t have any weapon of its own and has rather low HP, but having intel on your enemies whereabouts can be very crucial.

Always try to keep it a bit behind your fighting troops.

Maverick

Maverick

Skirmish Bot (Fast Learning, Auto-Repair)
T2
T3
T1
Metal
700
Energy
12000
Energy Make
0
Hitpoints
1400
Radar Range
Speed
50
DPS
265
Weapon Range
365
Buildpower
0
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Maverick is a very peculiar unit designed solely for one purpose – destroying T1 leftovers.

It has some unique attributes that make it perfect for this role:

  • Self-repair - it regenerates Hitpoints on the run.
  • Fast-learning - it quickly gains experience from its victims and gets buffed with higher range, Hitpoints., creating a snowballing effect
  • Repulsive shells - which will keep light units away
However, remember that in its initial form it is not really powerful and may be easily overrun by a big T1 army. 

Requires heavy micro to stay out of T1 range.

Mega

Mega

Heavy Mine
T2
T3
T1
Metal
21
Energy
1350
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Mega NS

Mega NS

Heavy Mine, Naval Series
T2
T3
T1
Metal
25
Energy
1600
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Mercury

Mercury

Long Range Anti-Air Tower
T2
T3
T1
Metal
1600
Energy
33000
Energy Make
0
Hitpoints
1500
Radar Range
Speed
0
DPS
417
Weapon Range
2400
Buildpower
0
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Mercury is a long range anti-air missile battery. Built by all T2 land/air constructors it piles up to five missiles (14s to produce one) that can shoot across great distances and deal ludicrous damage to aircraft. A single missile can take down most air units. Great for countering Liche (atomic bomber) runs, when used with SET TARGET command. Built on the extended front-line, thanks to its range it may be used to slowly dismantle enemy’s fighter wall.

Merl

Merl

Stealthy Rocket Launcher
T2
T3
T1
Metal
920
Energy
6500
Energy Make
1
Hitpoints
1100
Radar Range
Speed
33
DPS
106
Weapon Range
1300
Buildpower
0
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Merl is a heavy missile truck with unmatched range within T2 mobile units. It shoots missiles along a high-altitude arc enabling you to take down targets covered by walls and hilltops. Its awesome range make it a perfect siege weapon, able to quickly obliterate enemy’s defensive structures and destroy strategic targets like geothermal powerplants etc. It is very costly but its huge damage output makes it worth a shot. Helpless against mobile units, always keep it protected by your infantry.


Metal Extractor

Metal Extractor

Extracts Metal from Metalspots
T2
T3
T1
Metal
50
Energy
500
Energy Make
0
Hitpoints
170
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Metal Storage

Metal Storage

Increases Metal Storage (3000)
T2
T3
T1
Metal
330
Energy
570
Energy Make
0
Hitpoints
1900
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Micro

Micro

Light Mine
T2
T3
T1
Metal
5
Energy
270
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Millennium

Millennium

Battleship
T2
T3
T1
Metal
3300
Energy
22000
Energy Make
50
Hitpoints
8000
Radar Range
Speed
58
DPS
600
Weapon Range
880
Buildpower
0
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Millennium 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. 

Moho Geothermal Powerplant

Moho Geothermal Powerplant

Produces 1250 Energy (Hazardous)
T2
T3
T1
Metal
1600
Energy
27000
Energy Make
1250
Hitpoints
3240
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Moho Mine

Moho Mine

Advanced Metal Extractor / Storage
T2
T3
T1
Metal
620
Energy
7700
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Moray

Moray

Advanced Torpedo Launcher
T2
T3
T1
Metal
1000
Energy
8500
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
360
Weapon Range
915
Buildpower
0
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Nano Turret

Nano Turret

Assist & Repair in large radius. Transportable
T2
T3
T1
Metal
210
Energy
3200
Energy Make
0
Hitpoints
500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
200
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Pack0

Pack0

Pop-Up Missile Battery
T2
T3
T1
Metal
360
Energy
5700
Energy Make
0
Hitpoints
1200
Radar Range
Speed
0
DPS
176
Weapon Range
840
Buildpower
0
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Packo is a pop-up medium range anti-air tower. Built by all land/air cons it It stands a chance against heavier T1 aircraft. Its pop-up and cloak abilities make it a difficult target for land infantry. As a cool gimmick it may be cloaked to trick your opponent into thinking that you have insufficient Air defense and trap his aircraft when as they come.

Panther

Panther

Lightning Tank
T2
T3
T1
Metal
330
Energy
6400
Energy Make
2
Hitpoints
950
Radar Range
Speed
90
DPS
206
Weapon Range
600
Buildpower
0
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Panther Is a super fast light tank equipped with a high DPS lightning turret. It may deal sizeable damage in close quarters combat, but lacks armor to fight against heavier units like Reapers. Use it to quickly deal with T1 units, raid unprotected spots and easily kill commanders. Having an additional anti-air missile launcher it is a very self-sufficient unit that can be used without combining it with others. Also a great way to quickly deliver AA to the front in T2 game stage.

Peeper

Peeper

Scout
T2
T3
T1
Metal
52
Energy
1550
Energy Make
0
Hitpoints
80
Radar Range
1140
Speed
375
DPS
Weapon Range
Buildpower
0
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The Peeper is a cheap and fast moving air scout, that is not armed with any weapons, but has a huge line of sight.

It is used to gain intelligence on what your enemy is planning, and where he keeps his most important units.

Information is the most valuable asset on the battlefield, knowing your opponent's plans you can prepare your counter strikes early, making his moves inefficient. In late-game a constant stream of scouts helps your artillery units, improving their aim.

Peewee

Peewee

Fast Infantry Bot
T2
T3
T1
Metal
48
Energy
960
Energy Make
0
Hitpoints
300
Radar Range
Speed
84
DPS
100
Weapon Range
180
Buildpower
0
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The Peewee is a basic infantry bot. Cheap and mobile, it can quickly devastate poorly defended expansion, artillery, and even isolated commanders.

Don’t underestimate their firepower!

However, the Peewee melts in the face of heavier defenses and is for instance especially vulnerable to riot tanks.

Pelican

Pelican

Amphibious Bot
T2
T3
T1
Metal
260
Energy
2700
Energy Make
0
Hitpoints
1050
Radar Range
Speed
90
DPS
153
Weapon Range
600
Buildpower
0
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Pelican is a very fast amphibious bot that uniquely hovers above the water surface. It is equipped with a light laser turret and a basic AA missile launcher. 

Useful for quick raiding of unprotected naval structures and sneaking in to enemy territory through the water. 

It is also a good way to allocate quick moving amphibious anti-air force quickly, wherever you might need it.

Penetrator

Penetrator

Mobile Tachyon Weapon
T2
T3
T1
Metal
1200
Energy
13500
Energy Make
5
Hitpoints
2500
Radar Range
Speed
42
DPS
532
Weapon Range
950
Buildpower
0
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Penetrator basically a mobile version of Annihilator. It is equipped with a tremendously powerful long range tachyon accelerator, which can one-shoot most T2 bots and even deal with lighter T3. However it is costly and very fragile.

Never send them alone to the front. Always keep them spread as they explode vigorously and may start chaining.

To aim properly, they need good vision. You can use Gremlins or a scout spam to provide it. Their aim can be also hugely improved with use of a Targeting Facility. Important: they uniquely have an ability to reverse, which is useful as they can only shoot forwards and their turning takes forever.

Phalanx

Phalanx

Anti-Air Flak Vehicle
T2
T3
T1
Metal
450
Energy
9100
Energy Make
1
Hitpoints
2350
Radar Range
Speed
71
DPS
365
Weapon Range
775
Buildpower
0
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Phalanx is a mobile anti-air tank equipped with a flak cannon. Its weapon deals ludicrous amounts of AoE damage to aircrafts and can easily take down all T1 and most T2 aircrafts that come into its vicinity. Flak weapons have shorter range compared to other AA weapons, hence try not to keep it far behind the rest of your army. It doesn’t have anything to fight with against land units, so keep it covered.

Phoenix

Phoenix

Strategic Bomber
T2
T3
T1
Metal
230
Energy
12500
Energy Make
2
Hitpoints
1020
Radar Range
Speed
258
DPS
190
Weapon Range
1280
Buildpower
0
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Phoenix 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 its T1 form (Thunder). As little as 4 Phoenixes can destroy a fusion powerplant on one flyby (7-8 for an adv. fusion). They can drop another round of bombs every 7 seconds.

They are cheaper but weaker than their core counterpart - Hurricane.


Pincer

Pincer

Light Amphibious Tank
T2
T3
T1
Metal
200
Energy
2000
Energy Make
1
Hitpoints
1205
Radar Range
Speed
63
DPS
77
Weapon Range
305
Buildpower
0
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A pincer is a light amphibious tank which can travel on land and underwater equally well. It is weaker than most land based tanks, so to use it effectively avoid direct fire exchange and try to surprise your opponent by destroying undefended targets near the shoreline. Don't forget to send one or two amphibious constructors with your assault to reclaim left wrecks and claim metal spots on the way.

Piranha

Piranha

Submarine Killer
T2
T3
T1
Metal
950
Energy
17000
Energy Make
1
Hitpoints
2100
Radar Range
Speed
81
DPS
140
Weapon Range
400
Buildpower
0
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Piranha 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. 


Pit Bull

Pit Bull

Pop-up Gauss Cannon
T2
T3
T1
Metal
680
Energy
14000
Energy Make
0
Hitpoints
2531
Radar Range
Speed
0
DPS
422
Weapon Range
730
Buildpower
0
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Pit bull is a cloakable pop-up gauss cannon that has a great DPS and range for considerably low costs. Built by all T2 land/air cons it serves the most basic role among the defenses – to pump in big DPS. Its pop-up and cloak ability makes it a great way to surprise attacking troops with unexpected damage source.

Podger

Podger

Stealthy Minelayer/Minesweeper
T2
T3
T1
Metal
57
Energy
1100
Energy Make
1
Hitpoints
300
Radar Range
64
Speed
75
DPS
Weapon Range
Buildpower
40
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A stealthy minelayer / minesweeper unit, that can make your base feel really safe. It produces light and heavy mines which are designed to eliminate different levels of threat. Light mines can stop Peewees, A.K., Flashes etc. and heavy can even stop most T2 units. IT's a cheap way to secure places where you don't have time to set up proper defenses, like your flanks. Always lay mines away from your opponent's line of sight and avoid having your own units on the minefield. To create effective minefields use Queue Command or Grid Building. REMEMBER that mines use energy to remain cloaked! Spoilers can also detonate enemy's mines using the attack command. Podgers are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover. A funny gimmick using Podgers can be done: lay 4 heavy mines in a place where you expect an enemy Commander to go (eg. near a metal spot) and detonate them simultaneously when he walks over them to make your enemy a big surprise.

Protector

Protector

Anti-Nuke System
T2
T3
T1
Metal
1500
Energy
38000
Energy Make
0
Hitpoints
3300
Radar Range
50
Speed
0
DPS
750
Weapon Range
72000
Buildpower
0
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Protector is an ICBM interception missile silo. Built by all T2 land/air cons it is able to cover a decent area spanning over your base and surroundings. It protects you from long-range nuclear missiles (not tactical nukes). Takes 90 seconds to stack up one missile. Always make one after the 15 minute mark and be careful as it may be EMPed by spies or ARM EMP silos.

Prude

Prude

Safe Geothermal Powerplant
T2
T3
T1
Metal
1150
Energy
25000
Energy Make
750
Hitpoints
12500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Radar Tower

Radar Tower

Early Warning System. Transportable (Heavy)
T2
T3
T1
Metal
60
Energy
630
Energy Make
4
Hitpoints
81
Radar Range
2100
Speed
0
DPS
Weapon Range
Buildpower
0
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Ranger

Ranger

Missile Cruiser
T2
T3
T1
Metal
2000
Energy
10000
Energy Make
1
Hitpoints
3000
Radar Range
1000
Speed
63
DPS
132
Weapon Range
1550
Buildpower
0
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Ranger 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 againstland 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 defence structures, even the Annihilator, 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. 


Razorback

Razorback

Battle Mech
T2
T3
T1
Metal
3800
Energy
68000
Energy Make
0
Hitpoints
12000
Radar Range
Speed
69
DPS
1099
Weapon Range
475
Buildpower
0
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Razorback is a fast experimental battle mech. Equipped with two powerful rapid laser guns, they can inflict some of the highest damage in the entire game.

Melting through most T1 and T2 units within seconds, they are a great anti-swarm unit, thanks to their rapid rate of fire and high precision. One of the best choices for close quarters combat, they are very effective in the early T3 stages, due to relatively low costs and high speed. 

Razorbacks are able to be deployed to the battlefield very quickly, often rushed for surprise T3 attacks during the T2 stage.

However, Razorbacks can be easily countered by long-range units, like Snipers, Penetrators and Annihilators, so for an optimal pushing force accompany them with Vanguards or other long range units, and ideally with a steady stream of scouts. While their lasers can target air and take down light aircraft, beware of heavy gunships and EMP bombers


Recluse

Recluse

All-Terrain Rocket Spider
T2
T3
T1
Metal
400
Energy
4500
Energy Make
1
Hitpoints
1050
Radar Range
Speed
52
DPS
160
Weapon Range
550
Buildpower
0
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Recluse is an all-terrain spider bot that can climb any slope and hit your enemy where he least expects it.

It is equipped with multiple rocket launcher which shoots slow-flying missiles. Due to the delay between shooting and hitting it is not effective against fast moving units. However it works perfect against immobile structures and it deals quite a lot of damage.

They are almost immune to EMP weapons, so it is hard to paralyse them.
Rector

Rector

Stealthy Rez/Repair/Reclaim Bot
T2
T3
T1
Metal
110
Energy
1400
Energy Make
2
Hitpoints
200
Radar Range
50
Speed
78
DPS
Weapon Range
Buildpower
200
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The Rector is a repair and resurrection bot which can turn wrecks into brand new units, or reclaim them to get back your metal! It is fast, cheap to build and stealthy to radar. Therefore it's an effective method for reclaiming trees, rocks, structures and other reclaimable resources scattered across the map.

It is prudent to combine resurrection bots with attacking units so they can repair and either resurrect or reclaim wrecks to keep your army reinforced.

Managing to resurrect a constructor of another fraction is a way to obtain their particular technology.

Retaliator

Retaliator

Nuclear ICBM Launcher
T2
T3
T1
Metal
8100
Energy
90000
Energy Make
0
Hitpoints
5300
Radar Range
50
Speed
0
DPS
4750
Weapon Range
72000
Buildpower
0
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Retaliator is the ICBM nuclear missile silo. Built by all T2 land/air cons it produces missiles that can hit anywhere on the map and turn whole bases and armies into ashes. It can be countered by anti-nukes within their limited range. Retaliatior has a slightly smaller AoE than its ruthless RED counterpart – Silencer. Always make sure that your enemy is unaware of you building it, because anti-nukes are faster to build and load. Stockpiling a nuke takes 120s, anti-nuke – 90s. Few units may survive the nuke blast – Commanders, Banthas, Krogoths and heavier battleships. You can use EMP missiles or spy-bots to temporarily disable anti-nukes and strike uncovered areas.

Rocko

Rocko

Rocket Bot - good vs. static defenses
T2
T3
T1
Metal
120
Energy
1000
Energy Make
1
Hitpoints
650
Radar Range
Speed
51
DPS
41
Weapon Range
475
Buildpower
0
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The Rocko is a light rocket bot, commonly used to push the front-line. Because of its range Rockos can force a lone enemy Commander that is expanding by building light laser towers into retreat. In larger numbers, especially when supported by repairing bots, they are able to take down more advanced defensive structures.

Considerably less  effective against fast mobile units. Watch out for A.K. / Peewees!

The Rocko is, compared to its Cortex counterpart Storm, a bit faster but also slightly weaker.

Rover

Rover

Light Scout Vehicle
T2
T3
T1
Metal
31
Energy
370
Energy Make
0
Hitpoints
80
Radar Range
Speed
168
DPS
38
Weapon Range
180
Buildpower
0
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Supercheap and fast to build

Vehicles used for scouting and damaging the early eco structures. It is the fastest moving unit in the whole game but due to light armor any close confrontation will be lethal to it. Evade laser towers and destroy metal extractors to slow down your foe's expansion! In T2 warfare Rovers come as an effective counter to slow shooting units, like Snipers, Penetrators and artillery. When produced constantly and sent to the front they can pull the heavy fire on themselves while your T2 units deal damage to artillery.

Sabre

Sabre

Seaplane Gunship
T2
T3
T1
Metal
210
Energy
6400
Energy Make
1
Hitpoints
911
Radar Range
Speed
157
DPS
75
Weapon Range
475
Buildpower
0
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Samson

Samson

Missile Truck
T2
T3
T1
Metal
150
Energy
2100
Energy Make
1
Hitpoints
735
Radar Range
Speed
45
DPS
48
Weapon Range
600
Buildpower
0
Show List

Samsons are long range light missile trucks. They can outrange most T1 defensive units and deal constant damage to it. They can also serve as basic anti-air defense. Very ineffective in close combat, so always try to keep them at full distance by using FIGHT command. In larger packs Samsons can even take down Heavy Laser Turrets. Combine with Janus / Stumpy and repairing units for a devastating front-line push! Move them in line, because they can't shoot over each other.

Scarab

Scarab

Mobile Anti-Nuke
T2
T3
T1
Metal
1150
Energy
30000
Energy Make
100
Hitpoints
780
Radar Range
50
Speed
51
DPS
250
Weapon Range
72000
Buildpower
0
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Scarab is a mobile anti-nuke missile system. It has a shorter range than regular anti-nuke static structures, but you may move it around wherever you want.

It is able to climb hills.

In late game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory.

Scumbag

Scumbag

Floating Anti-Air Missile Battery
T2
T3
T1
Metal
480
Energy
2400
Energy Make
0
Hitpoints
1280
Radar Range
Speed
0
DPS
288
Weapon Range
1000
Buildpower
0
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Seahawk

Seahawk

Advanced Radar/Sonar Plane
T2
T3
T1
Metal
125
Energy
7000
Energy Make
12
Hitpoints
520
Radar Range
2250
Speed
338
DPS
Weapon Range
Buildpower
0
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Seaplane Platform

Seaplane Platform

Builds Seaplanes
T2
T3
T1
Metal
1450
Energy
5000
Energy Make
0
Hitpoints
1820
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
200
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Seer

Seer

Radar Vehicle
T2
T3
T1
Metal
125
Energy
2000
Energy Make
8
Hitpoints
880
Radar Range
2300
Speed
57
DPS
Weapon Range
Buildpower
0
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Seer is a mobile radar vehicle. Always have at least one in your artillery/infantry combos. It doesn’t have any weapon of its own and has rather low HP, hence always keep it a bit behind your other forces.

Sentinel

Sentinel

Heavy Laser Tower
T2
T3
T1
Metal
440
Energy
4700
Energy Make
0
Hitpoints
2325
Radar Range
Speed
0
DPS
215
Weapon Range
620
Buildpower
0
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Sentinel is a high-energy laser turret. Built by all T1 cons it overshoots every T1 unit except artillery vehicles. 

Despite the long range and heavy damage it is hopeless when built alone. 

Always incorporate it within other defensive structures.

Sentry

Sentry

Floating Anti-air Tower
T2
T3
T1
Metal
90
Energy
1000
Energy Make
0
Hitpoints
340
Radar Range
Speed
0
DPS
96
Weapon Range
765
Buildpower
0
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Serpent

Serpent

Long-Range Battle Submarine
T2
T3
T1
Metal
1800
Energy
27000
Energy Make
15
Hitpoints
3200
Radar Range
Speed
45
DPS
206
Weapon Range
800
Buildpower
0
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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

Shark's Teeth

Shark's Teeth
T2
T3
T1
Metal
15
Energy
300
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Sharpshooter

Sharpshooter

Sniper Bot
T2
T3
T1
Metal
680
Energy
20000
Energy Make
1
Hitpoints
520
Radar Range
Speed
35
DPS
250
Weapon Range
900
Buildpower
0
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Sharpshooter is a long range sniper bot that deals ludicrous amounts of damage at one shot. It takes 10 seconds to reload its rifle. 

Helpless against swarms of fast moving units. Always accompany it with some short-ranged infantry like Zeus

These snipers work best when you have full vision of enemy units, because it can't effectively aim at radar blobs. This is why it works great combined with Infiltrators (spy bots) staying in front of enemy forces. 

They require 500 Energy per shot which you need to have in reserve!

When you have sufficient energy you may also make use of its cloaking ability in order to make it less likely to get targeted. These units are very precious and fragile, try to keep them safe.

Shellshocker

Shellshocker

Light Artillery Vehicle
T2
T3
T1
Metal
135
Energy
2200
Energy Make
1
Hitpoints
556
Radar Range
Speed
54
DPS
46
Weapon Range
710
Buildpower
0
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Shellshocker is an artillery vehicle used to take down T1 defenses, especially High Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat. Always keep them protected by Stumpies / Flashes, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.

Shipyard

Shipyard

Produces Level 1 Ships
T2
T3
T1
Metal
600
Energy
1200
Energy Make
0
Hitpoints
3700
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
165
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Skeeter

Skeeter

Stealthy Patrol Boat/Light Anti Air/Sonar
T2
T3
T1
Metal
170
Energy
1000
Energy Make
0
Hitpoints
700
Radar Range
Speed
93
DPS
133
Weapon Range
760
Buildpower
0
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Skeeter 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. 

Skeeters are a bit faster than their CORTEX counterpart (Searcher).  



Skimmer

Skimmer

Fast Attack Hovercraft
T2
T3
T1
Metal
85
Energy
1250
Energy Make
3
Hitpoints
260
Radar Range
Speed
114
DPS
80
Weapon Range
230
Buildpower
0
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Sneaky Pete

Sneaky Pete

Cloakable Jammer Tower
T2
T3
T1
Metal
240
Energy
8500
Energy Make
0
Hitpoints
712
Radar Range
500
Speed
0
DPS
Weapon Range
Buildpower
0
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Solar Collector

Solar Collector

Produces 20 Energy
T2
T3
T1
Metal
155
Energy
0
Energy Make
0
Hitpoints
306
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Sonar Station

Sonar Station

Locates Water Units
T2
T3
T1
Metal
20
Energy
450
Energy Make
1
Hitpoints
50
Radar Range
1200
Speed
0
DPS
Weapon Range
Buildpower
0
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Spider

Spider

All-Terrain EMP Spider
T2
T3
T1
Metal
175
Energy
3400
Energy Make
1
Hitpoints
850
Radar Range
Speed
72
DPS
486
Weapon Range
280
Buildpower
0
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Spider is a fast, stealthy, all-terrain EMP bot. It doesn’t deal any damage itself, but it can paralyse enemy units with its close-range EMP laser. Very effective to use as a supportive unit in combination with Recluse

Try to keep them marching on the front of attacking units. They are quite mobile, micro them to evade enemy attacks.  

Also works well in combination with other combat units like Zeus

Spiders are almost immune to EMP weapons, so it is hard to paralyse them.

Stiletto

Stiletto

EMP Bomber
T2
T3
T1
Metal
230
Energy
19000
Energy Make
15
Hitpoints
1300
Radar Range
Speed
362
DPS
2857
Weapon Range
1280
Buildpower
0
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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.


Stingray

Stingray

Floating Heavy Laser Tower
T2
T3
T1
Metal
470
Energy
6200
Energy Make
5
Hitpoints
3837
Radar Range
Speed
0
DPS
233
Weapon Range
630
Buildpower
0
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Stumpy

Stumpy

Medium Assault Tank
T2
T3
T1
Metal
225
Energy
2000
Energy Make
1
Hitpoints
1606
Radar Range
Speed
76
DPS
83
Weapon Range
350
Buildpower
0
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A stumpy is a medium assault tank. It has a relatively high hp so it should always be kept in the first line to sink in all damage. Useful for taking down light defenses with its sheer force. If not micro-ed well, Stumpies can be easily D-Gunned, so try to keep enemy Commanders at a distance. Combine with Samsons or artillery for a great front-line push or use large packs for raiding enemy bases. Don't forget to bring some constructors with your assault for repairing and reclaiming wrecks.

Swatter

Swatter

Anti-Air Hovercraft
T2
T3
T1
Metal
230
Energy
4500
Energy Make
3
Hitpoints
959
Radar Range
Speed
89
DPS
85
Weapon Range
700
Buildpower
0
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Test 3!

Targeting Facility

Targeting Facility

Enhanced Radar Targeting, more facilities enhance accuracy
T2
T3
T1
Metal
810
Energy
7200
Energy Make
0
Hitpoints
1900
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Enhanced Radar Targeting, more facilities enhance accuracy.

Thor

Thor

T3 Terminator Tank
T2
T3
T1
Metal
9000
Energy
220000
Energy Make
2
Hitpoints
50000
Radar Range
Speed
54
DPS
1100
Weapon Range
1000
Buildpower
0
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Thor Stronk.

Thunder

Thunder

Bomber
T2
T3
T1
Metal
145
Energy
4200
Energy Make
1
Hitpoints
600
Radar Range
Speed
255
DPS
88
Weapon Range
1280
Buildpower
0
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The Thunder is a bomber, designed for destroying buildings. A little bit weaker than its CORE counterpart - Shadow.

It drops bombs over the target and makes a flyby to reload its ammunition. It can strike every 9 seconds. Always scout first and combine with fighters to eliminate enemy's airwall before  bombing.

Click A for attack and drag your RMB to execute a carpet bombing, or use area attack command to strike targets within a circle.

Tidal Generator

Tidal Generator

Produces Energy (depends on map)
T2
T3
T1
Metal
90
Energy
250
Energy Make
0
Hitpoints
358
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Tornado

Tornado

Seaplane Swarmer
T2
T3
T1
Metal
90
Energy
4500
Energy Make
0
Hitpoints
255
Radar Range
Speed
311
DPS
252
Weapon Range
710
Buildpower
0
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Tracer

Tracer

Intrusion Countermeasure System - tracks down stealthy units
T2
T3
T1
Metal
710
Energy
7100
Energy Make
0
Hitpoints
2400
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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The Tracer can detect small seismic signatures from stealthy (and optionally cloaked) units.

Triton

Triton

Heavy Amphibious Tank
T2
T3
T1
Metal
500
Energy
12000
Energy Make
1
Hitpoints
3360
Radar Range
Speed
57
DPS
116
Weapon Range
480
Buildpower
0
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Triton is an amphibious tank equipped with medium duty weapon and armor. Falls short combating land units of similar cost, but thanks to its amphibious ability it is able to sneak in beyond enemy defensive lines through water. Stronger than Crocs, weaker than Poison Arrows.

Tsunami

Tsunami

Seaplane Bomber
T2
T3
T1
Metal
240
Energy
7500
Energy Make
1
Hitpoints
1050
Radar Range
Speed
267
DPS
143
Weapon Range
1280
Buildpower
0
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Twilight

Twilight

Stealthy Cloakable Metal Extractor
T2
T3
T1
Metal
200
Energy
1500
Energy Make
0
Hitpoints
1450
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Underwater Energy Storage

Underwater Energy Storage

Increases Energy Storage (6000)
T2
T3
T1
Metal
300
Energy
2600
Energy Make
0
Hitpoints
2980
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Underwater Fusion Plant

Underwater Fusion Plant

Produces 1200 Energy
T2
T3
T1
Metal
5200
Energy
33500
Energy Make
1200
Hitpoints
5000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Underwater Metal Storage

Underwater Metal Storage

Increases Metal Storage (3000)
T2
T3
T1
Metal
400
Energy
1200
Energy Make
0
Hitpoints
3250
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Underwater Moho Mine

Underwater Moho Mine

Advanced Metal Extractor / Storage
T2
T3
T1
Metal
650
Energy
9800
Energy Make
0
Hitpoints
2053
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Valiant

Valiant

Naval Engineer
T2
T3
T1
Metal
190
Energy
3200
Energy Make
1
Hitpoints
1314
Radar Range
Speed
66
DPS
Weapon Range
Buildpower
200
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Valiant is a naval engineer. Similar to Farks on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Nano Turrets, plant powerful naval mines and produce combat units such as Destroyers, Pelicans and Decades

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. 


Vanguard

Vanguard

All-Terrain Heavy Plasma Cannon
T2
T3
T1
Metal
3300
Energy
71000
Energy Make
0
Hitpoints
9000
Radar Range
Speed
33
DPS
158
Weapon Range
1325
Buildpower
0
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Vanguard is an all-terrain experimental long range artillery mech, the pinnacle of ARMADA technologies.

Equipped with a heavy plasma cannon, they can outrange all mobile land units in the game, with the exception of its CORTEX counterpart - Catapult. The cannon shoots powerful plasma shells with high damage and area-of-effect, though with a long reload time (8 seconds). 

Vanguards are one of the most effective units at dismantling T2 defences, even a small group can quickly make an opening in the frontline. However, their slow movement and lack of effective close quarters weapons makes them vulnerable to raids with fast units.

Therefore, always make sure they are escorted by close-range support units, like Zeuses or Razorbacks, and some anti-air units. 

Vanguards are able to outrange most defences, with an exception of Annihilators, T2 coastal defence cannons, tactical nuke launchers, long range plasma cannons and Behemoths. However, their all-terrain capability and high-trajectory weapon option often lets them target those defences while staying covered by natural land barriers. 

Vehicle Plant

Vehicle Plant

Produces Level 1 Vehicles
T2
T3
T1
Metal
740
Energy
1800
Energy Make
0
Hitpoints
2700
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
100
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Veil

Veil

Long-Range Jamming Tower
T2
T3
T1
Metal
125
Energy
19000
Energy Make
0
Hitpoints
750
Radar Range
760
Speed
0
DPS
Weapon Range
Buildpower
0
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Vulcan

Vulcan

Rapid-Fire Long-Range Plasma Cannon
T2
T3
T1
Metal
63000
Energy
752000
Energy Make
0
Hitpoints
29000
Radar Range
Speed
0
DPS
2625
Weapon Range
5750
Buildpower
0
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Vulcan is the ultimate weapon of mass-destruction. Built by all T2 land/air cons it is basically a spinning wheel of Big Bertha plasma cannons that can shoot across the map and tear down whole bases. It takes giant resources to build but when it is in place it basically wins you a game. 

However, remember that it also consumes great amounts of energy to shoot (14500 energy/shot), hence don’t build it if your income is below 35k energy.

Warrior

Warrior

Medium Infantry Bot
T2
T3
T1
Metal
270
Energy
3100
Energy Make
1
Hitpoints
1430
Radar Range
Speed
45
DPS
183
Weapon Range
330
Buildpower
0
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Warrior is a durable bot armed with a rapid firing double laser. It has a relatively high HP for T1 and can easily take down multiple light assault units, like A.K.'s, Peewees etc. Often referred to as "mobile LLT". Their range is enough to overshoot Commanders, so with a little micro it may be used to force them to retreat. 

Always combine with resurrection bots for healing and resurrecting fallen units.
Wind Generator

Wind Generator

Produces Energy. Depends on wind strength.
T2
T3
T1
Metal
37
Energy
175
Energy Make
0
Hitpoints
176
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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The windgenerator produces energy which changes realtime and also is different on each map. Average wind speeds above ±12-15 are interesting and could even be better than solar power. Be aware that wind can change any moment and then you could have a major energy stall.

Wombat

Wombat

Hovercraft Rocket Launcher
T2
T3
T1
Metal
175
Energy
3000
Energy Make
3
Hitpoints
477
Radar Range
Speed
64
DPS
50
Weapon Range
710
Buildpower
0
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Zeus

Zeus

Assault Bot
T2
T3
T1
Metal
350
Energy
6100
Energy Make
4
Hitpoints
2650
Radar Range
Speed
47
DPS
129
Weapon Range
280
Buildpower
0
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Zeus is the most basic ARM T2 general purpose infantry unit equipped with a lightning rifle. For a reasonable cost you get a bot with a decent armor and high damage output. The lightning cannon on Zeus can spread to 2 (nearby) enemy units, dealing 33% bonus damage.

Its disadvantages are low speed and short range, however, in combination with Sharpshooters (Snipers) they make up for a very powerful pushing force. 

Always keep them in a line in front of the snipers, protecting them from fast unit swarms.

Zipper

Zipper

Fast Raider Bot
T2
T3
T1
Metal
190
Energy
4600
Energy Make
0