Cortex

Advanced Aircraft Plant

Advanced Aircraft Plant

Produces Tech 2 Aircraft
T2
T3
T1
Metal
3200
Energy
28000
Energy Make
0
Hitpoints
3520
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
200
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Advanced Bot Lab

Advanced Bot Lab

Produces Tech 2 Bots
T2
T3
T1
Metal
2900
Energy
16000
Energy Make
0
Hitpoints
4072
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
300
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Advanced Construction Aircraft

Advanced Construction Aircraft

Tech 2 Constructor
T2
T3
T1
Metal
360
Energy
11000
Energy Make
10
Hitpoints
185
Radar Range
50
Speed
182
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 faster expansion in remote areas. It has a lower buildpower than land constructors.

Advanced Construction Bot

Advanced Construction Bot

Tech 2 Constructor
T2
T3
T1
Metal
470
Energy
6900
Energy Make
14
Hitpoints
900
Radar Range
50
Speed
33
DPS
Weapon Range
Buildpower
180
Show List

Advanced Construction Bot is a unit that opens the door to the T2 economy and high-level defensive structures. 

In most situations when you get one, start upgrading your:

  1. T1 metal extractors to T2 Moho mines
  2. Build Advanced geothermal powerplants
  3. Build fusion reactors in combination with advanced metal makers

It has a higher buildpower than its T1 version and boosts your metal and energy storage by 100.

Advanced Construction Sub

Advanced Construction Sub

Tech 2 Constructor
T2
T3
T1
Metal
700
Energy
9000
Energy Make
30
Hitpoints
1000
Radar Range
50
Speed
65
DPS
Weapon Range
Buildpower
300
Show List

Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, building fusion reactors and then advanced metal makers.

They have a higher build power than the T1 Construction Ship and grant a small boost to both your metal and energy storage. Guard them with other 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 2 Constructor
T2
T3
T1
Metal
580
Energy
7000
Energy Make
20
Hitpoints
1930
Radar Range
50
Speed
50
DPS
Weapon Range
Buildpower
250
Show List
Advanced Energy Converter

Advanced Energy Converter

Converts 600 energy into 10.3 metal per sec
T2
T3
T1
Metal
370
Energy
21000
Energy Make
0
Hitpoints
500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Converts 600 energy into 10.3 metal per second

Advanced Exploiter

Advanced Exploiter

Armed Advanced Metal Extractor
T2
T3
T1
Metal
2400
Energy
12000
Energy Make
0
Hitpoints
3500
Radar Range
Speed
0
DPS
1270
Weapon Range
650
Buildpower
0
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The Moho exploiter is an armed and armoured Moho metal extractor. Built by all T2 land and air constructors, they combine the extraction rate of a regular Moho Mine with a powerful defensive pop-up turret. It remains hidden until the enemy moves into range.

While looking like harmless metal extractors, they have potential to ambush and quickly neutralize hostile units. The turret is a double weapon composed of a heavy laser and a missile launcher with both ground and air functionality.

Being a burst weapon the launcher adds to the ambushing potential, the damage is heavily front-loaded leaving very little time to react and retreat.

Moho Exploiters also have a decent amount of health which makes them withstand much more damage than regular extractors. This versatility comes at a very high metal cost, so they are typically not worth building during the initial T2 expansion.

Advanced Fusion Reactor

Advanced Fusion Reactor

Produces 3000 Energy (Hazardous)
T2
T3
T1
Metal
9700
Energy
48000
Energy Make
3000
Hitpoints
8500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Advanced Geothermal Powerplant

Advanced Geothermal Powerplant

Produces 1250 Energy (Hazardous)
T2
T3
T1
Metal
1500
Energy
27000
Energy Make
1250
Hitpoints
3720
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Advanced Metal Extractor

Advanced Metal Extractor

Advanced Metal Extractor / Storage
T2
T3
T1
Metal
640
Energy
8100
Energy Make
0
Hitpoints
3500
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
0
Hitpoints
330
Radar Range
3500
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Advanced Shipyard

Advanced Shipyard

Produces Tech 2 Ships
T2
T3
T1
Metal
3100
Energy
10000
Energy Make
0
Hitpoints
5300
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
4000
Energy Make
75
Hitpoints
1080
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
160
Energy
2400
Energy Make
0
Hitpoints
2140
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Advanced Vehicle Plant

Advanced Vehicle Plant

Produces Tech 2 Vehicles
T2
T3
T1
Metal
2800
Energy
16000
Energy Make
0
Hitpoints
4628
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
300
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Aggravator

Aggravator

Rocket Bot - good vs. static defenses
T2
T3
T1
Metal
110
Energy
1150
Energy Make
0
Hitpoints
670
Radar Range
Speed
48
DPS
41
Weapon Range
475
Buildpower
0
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Storm is a light rocket bot used mainly To push the front-line towards the opponent’s base. It can out range light laser turrets so if your enemy expands solely with a Commander, Storms can force him to retreat. In bigger numbers and with repairing support of resurrection bots they are able to take down more advanced defensive structures.

Very ineffective against fast mobile units, watch out for A.K. / Peewees!

To protect them use your Commander & Constructors to build progressing defense. In comparison to their BLUE counterpart Rockos they are a bit slower, but stronger..

Agitator

Agitator

Medium Plasma Artillery
T2
T3
T1
Metal
1300
Energy
13500
Energy Make
0
Hitpoints
2940
Radar Range
Speed
0
DPS
197
Weapon Range
1245
Buildpower
0
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Agitator 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.

Pretty useless when T2 arrives. Consider reclaiming it to get your metal back!

Air Repair Pad

Air Repair Pad

Automatically Repairs Aircraft
T2
T3
T1
Metal
400
Energy
4400
Energy Make
0
Hitpoints
1600
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
1000
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Aircraft Plant

Aircraft Plant

Produces Tech 1 Aircraft
T2
T3
T1
Metal
840
Energy
1350
Energy Make
0
Hitpoints
1925
Radar Range
510
Speed
0
DPS
Weapon Range
Buildpower
100
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Alligator

Alligator

Medium Amphibious Tank
T2
T3
T1
Metal
480
Energy
9100
Energy Make
0
Hitpoints
2340
Radar Range
Speed
72
DPS
129
Weapon Range
440
Buildpower
0
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Croc is a medium amphibious tank. Equipped with a decent amount of hitpoints and a good plasma weapon it is the best amphibious unit cost-to-cost. Use it as the main part of your amphibious infantry. Combine with Poison Arrow and amphibious AA like Crashers to get a powerful and self-sufficient strike force.


Amphibious Complex

Amphibious Complex

Produces Amphibious/Underwater Units
T2
T3
T1
Metal
1200
Energy
5600
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
150
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Angler

Angler

Torpedo Bomber
T2
T3
T1
Metal
410
Energy
8200
Energy Make
0
Hitpoints
1760
Radar Range
800
Speed
279
DPS
188
Weapon Range
650
Buildpower
0
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Angler is a torpedo bomber. It has no weapon to fight against land units. However it is able to deal massive damage to any ship/submarine/amphibious unit. Torpedoes need a long open path to drop and accelerate in water. Therefore don’t try to drop them flying from the side of the shore line as they will just get stuck in sand.

Torpedo Bombers are able to attack underwater units without support since they are equipped with sonar and increased sight range.
Apocalypse

Apocalypse

Nuclear ICBM Launcher
T2
T3
T1
Metal
7700
Energy
82000
Energy Make
0
Hitpoints
5560
Radar Range
50
Speed
0
DPS
5751
Weapon Range
72000
Buildpower
0
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Silencer is the ICBM nuclear missile silo. Built by all T2 land/air constructors 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. Silencer has a bigger AoE than its ARM counterpart – Retaliator. In many situations it is even able to destroy two bases at once if they are built in vicinity.

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 180s, an 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.

Arbiter

Arbiter

Heavy Rocket Bot
T2
T3
T1
Metal
600
Energy
5800
Energy Make
0
Hitpoints
550
Radar Range
Speed
54
DPS
100
Weapon Range
1210
Buildpower
0
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Dominator is a long-range heavy rocket bot that shoots its missiles far to the skies to let them hit from a big angle. This way it is able to target remote structures and units covered by walls and high hilltops. 

Able to overshoot most defensive structures – use it to break enemy defense line. 

They are very fragile and useless against mobile units, therefore always keep them covered with short range infantry like Cans.

Arrow Storm

Arrow Storm

Anti-Air Ship
T2
T3
T1
Metal
1000
Energy
12000
Energy Make
0
Hitpoints
3500
Radar Range
Speed
60
DPS
520
Weapon Range
870
Buildpower
0
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Shredder is an anti-air ship. Wielding a mighty flak cannon and light missile launcher the Shredder is capable of obliterating entire waves of enemy aircraft. Light aircraft disintegrate like confetti and even heavier aircraft fall from the sky under the hail of fire from the Shredder.

Include at least one of these in their fleets to help destroy the enemy even when in the skies.

Augur

Augur

Radar Bot
T2
T3
T1
Metal
99
Energy
1350
Energy Make
0
Hitpoints
350
Radar Range
2200
Speed
45
DPS
Weapon Range
Buildpower
0
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Voyeur is a mobile radar bot. Always have at least one in your artillery / infantry combos. 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.
Banisher

Banisher

Heavy Missile Tank
T2
T3
T1
Metal
1000
Energy
23000
Energy Make
0
Hitpoints
2250
Radar Range
Speed
54
DPS
133
Weapon Range
800
Buildpower
0
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Banisher Is a heavy missile tank. It is equipped with a homing rocket launcher this can shoot over a decent range. Its missiles deal very high damage and can take down T1 units with a single shot. Its homing missiles are very efficient even against quick and mobile targets. However, they take quite some time to reload (7.5 seconds). Therefore,  they are not really designed for close-quarters combat. Always keep them covered with other infantry units.

Basilisk

Basilisk

Long Range Plasma Cannon
T2
T3
T1
Metal
4600
Energy
67000
Energy Make
0
Hitpoints
4250
Radar Range
Speed
0
DPS
125
Weapon Range
4950
Buildpower
0
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Intimidator 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 frontline 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.

Bat

Bat

Seaplane Swarmer
T2
T3
T1
Metal
90
Energy
4600
Energy Make
0
Hitpoints
181
Radar Range
Speed
316
DPS
240
Weapon Range
710
Buildpower
0
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Bedbug

Bedbug

Amphibious Crawling Bomb
T2
T3
T1
Metal
69
Energy
5800
Energy Make
0
Hitpoints
560
Radar Range
Speed
81
DPS
20
Weapon Range
80
Buildpower
0
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Roach is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It deals significant damage in a large radius when it explodes and even bigger when you self-destruct it in time. 

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

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

Behemoth

Behemoth

(barely) Mobile Heavy Turret
T2
T3
T1
Metal
20000
Energy
513000
Energy Make
0
Hitpoints
300000
Radar Range
Speed
17
DPS
1121
Weapon Range
590
Buildpower
0
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Beholder

Beholder

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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Birdeater

Birdeater

Anti-Air Hovercraft
T2
T3
T1
Metal
250
Energy
4700
Energy Make
0
Hitpoints
1008
Radar Range
Speed
89
DPS
85
Weapon Range
700
Buildpower
0
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Birdshot

Birdshot

Anti-Air Flak Gun
T2
T3
T1
Metal
850
Energy
14000
Energy Make
0
Hitpoints
1655
Radar Range
Speed
0
DPS
625
Weapon Range
775
Buildpower
0
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Cobra is a short range anti-air turret that can deal ludicrous amounts of AoE damage. Built by all T2 land/air cons it is able to shatter most aircrafts within its range.  Best DPS/cost ratio among all AA, but also - short range. 

Build it around strategic point-targets and frontline defences.

Black Hydra

Black Hydra

Flagship
T2
T3
T1
Metal
18000
Energy
158000
Energy Make
0
Hitpoints
48000
Radar Range
1510
Speed
50
DPS
1685
Weapon Range
2450
Buildpower
0
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Black Hydra is the CORTEX flagship. They are the most powerful ships and arguably the most powerful units available. They combine awesome fire power with exceedingly long range. Construct one of these and watch as your enemy fleet pales into insignificance.

They are equipped with two plasma cannon turrets, laser turrets and even a small anti-air missile launcher. Their main cannon range exceeds even that of the missile cruisers and possess such might that plasma shields will provide only a temporary respite from the shells.

While the cannons obliterate targets from afar the lasers give the Black Hydra incredible lethality at shorter ranges too. Owing to the range and mobility a Black Hydra is able to destroy any T3 unit they clash with, as long as it doesn't get too close.

They achieve maximum damage when oriented to their targets from the broadside, so they are able to shoot all cannons and lasers at once.

While they are also equipped with medium anti-air missile launchers they are still vulnerable to heavier aircraft and possess no anti-submarine weaponry so never leave them bereft of an escort.


Bot Lab

Bot Lab

Produces Tech 1 Bots
T2
T3
T1
Metal
620
Energy
1300
Energy Make
0
Hitpoints
2600
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
100
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Brute

Brute

Medium Assault Tank
T2
T3
T1
Metal
235
Energy
2400
Energy Make
0
Hitpoints
1769
Radar Range
Speed
73
DPS
83
Weapon Range
350
Buildpower
0
Show List

The Brute 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, Brutes can be easily D-Gunned, so try to keep enemy Commanders at a distance.

Combine with Lashers (rocket vehicle) or Wolverines (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.

Buccaneer

Buccaneer

Cruiser
T2
T3
T1
Metal
1000
Energy
12000
Energy Make
0
Hitpoints
5000
Radar Range
Speed
66
DPS
407
Weapon Range
565
Buildpower
0
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Executioner is a medium assault cruiser. Positioned as an upgraded version of Destroyers and a frequent part of any T2 naval group. Wielding a medium-range plasma cannon, a pair of light laser turrets and a depth charge launcher the cruiser is a flexible vessel. They are the fastest T2 ship and useful for rushing your opponent in the initial T2 naval warfare phase. They can easily take out any T1 units while also offering protection against both hovercraft and submarines.


Bulwark

Bulwark

Energy Weapon
T2
T3
T1
Metal
3000
Energy
37000
Energy Make
0
Hitpoints
8500
Radar Range
1200
Speed
0
DPS
1513
Weapon Range
950
Buildpower
0
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Doomsday Machine a multi-weapon tower. Built by all T2 land/air cons it packs three types of laser turrets that can aim and shoot independently. 

First, the tachyon accelerator for long-range highly damaging outbursts. 

Secondly, a high energy laser turret for mid-range. 

Finally, a double light laser turret for short range anti-swarm purposes. It can deal with most T2 units and even light T3. 

When swithed off if hides its turrets under heavy armor. Use it to soak big amounts of damage when targeted, while your other defensive structures do all the work.

Calamity

Calamity

Rapid-Fire Long-Range Plasma Cannon
T2
T3
T1
Metal
61000
Energy
718000
Energy Make
0
Hitpoints
30000
Radar Range
Speed
0
DPS
2660
Weapon Range
6100
Buildpower
0
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Buzzsaw is the ultimate weapon of mass-destruction. Built by all T2 land/air cons it is basically a spinning wheel of Intimidator 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 consumes great amounts of energy to shoot (16000 energy/shot), hence don’t build it if your income is below 32k energy. 

Shoots a little bit faster than its BLUE counterpart – Vulcan.

Castro

Castro

Short-Range Jamming Device
T2
T3
T1
Metal
115
Energy
5200
Energy Make
0
Hitpoints
960
Radar Range
360
Speed
0
DPS
Weapon Range
Buildpower
0
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Catalyst

Catalyst

Tactical Missile Launcher
T2
T3
T1
Metal
1200
Energy
14000
Energy Make
0
Hitpoints
3200
Radar Range
Speed
0
DPS
1250
Weapon Range
2750
Buildpower
0
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Catalyst is a tactical nuke launcher and one of Cortexes signature units, unique in its function.

Built by all T2 land/air cons it can strike with light nuclear missiles within a huge range. It is able to overshoot all T1 and T2 defenses so it serves a great role in dismantling heavy defense lines and destroying strategic targets such as Annihilators.

A skilled player may even use it as a defensive unit. If you can extrapolate where incoming units are going to be located 10 seconds from now – you can hit them with an unexpected lethal strike. It stockpiles 1 missile in 75 seconds.

When self-destructed, Catalyst explodes almost like a regular nuke. Use it as a last resort weapon when you know you can’t hold the defense line.

Cataphract

Cataphract

Heavy Laser Hovertank
T2
T3
T1
Metal
950
Energy
12000
Energy Make
0
Hitpoints
3800
Radar Range
Speed
45
DPS
239
Weapon Range
725
Buildpower
0
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Catapult

Catapult

Heavy Rocket Bot
T2
T3
T1
Metal
4900
Energy
80000
Energy Make
0
Hitpoints
5500
Radar Range
Speed
48
DPS
600
Weapon Range
1350
Buildpower
0
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Cayman

Cayman

Hovertank
T2
T3
T1
Metal
320
Energy
3300
Energy Make
0
Hitpoints
1550
Radar Range
Speed
67
DPS
70
Weapon Range
370
Buildpower
0
Show List
Cerberus

Cerberus

Geothermal Plasma Battery
T2
T3
T1
Metal
3100
Energy
35000
Energy Make
450
Hitpoints
7500
Radar Range
Speed
0
DPS
900
Weapon Range
1650
Buildpower
0
Show List

Cerberus is an intimidating long-range plasma weapon mounted on top of a geothermal powerplant. Built by all T2 land/air cons it is able to overshoot all T1 and T2 defenses and deal great AoE damage to units and structures. On top of good defense it serves a function of a basic energy source producing 450 Energy/second. Very effective in protecting high-ground and other strategic positions. Build it instead of Advanced Geothermal powerplant in hazardous areas.

Commander

Commander

Decoy Commander
T2
T3
T1
Metal
750
Energy
13000
Energy Make
15
Hitpoints
3000
Radar Range
50
Speed
38
DPS
411
Weapon Range
300
Buildpower
300
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Decoy Commander is just a fake commander. It may build most of the units, the real one can (+mines) and 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.

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

Commando

Commando

Stealthy Paratrooper Bot
T2
T3
T1
Metal
1200
Energy
15500
Energy Make
10
Hitpoints
1400
Radar Range
900
Speed
75
DPS
200
Weapon Range
300
Buildpower
200
Show List

Commando is one of the most fun units in the game. It is the only bot that can survive falling from a shot-down air transporter. Also it has a personal radar and radar-jamming device.

Use this fact to drop it straight into an unprotected enemy base and tear it down with mines » The Commando can build medium mines

Pro players use it to “steal” resources. To do that, damage a structure until it has few % of HP and then reclaim it gaining all the tasty metal. Falls short in comparison with regular combat units. Try to avoid engaging with them.

Condor

Condor

Radar/Sonar Plane
T2
T3
T1
Metal
180
Energy
8300
Energy Make
0
Hitpoints
890
Radar Range
2400
Speed
321
DPS
Weapon Range
Buildpower
0
Show List

Vulture is a radar and sonar plane that can locate land and underwater units. It has 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.

Construction Aircraft

Construction Aircraft

Tech 1 Constructor
T2
T3
T1
Metal
115
Energy
3200
Energy Make
5
Hitpoints
145
Radar Range
50
Speed
201
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 amongst 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, 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 1 Constructor
T2
T3
T1
Metal
120
Energy
1750
Energy Make
7
Hitpoints
590
Radar Range
Speed
35
DPS
Weapon Range
Buildpower
80
Show List

A construction Bot (con-bot) 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 bot lab

It is slightly slower and weaker than the equivalent vehicle constructor, but it can climb steeper hills, so it is effective in expansion on mountainous terrain. Each Construction bot increases the player's energy and metal storage capacity by 50. 

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

Construction Hovercraft

Construction Hovercraft

Tech 1 Constructor
T2
T3
T1
Metal
190
Energy
3000
Energy Make
11
Hitpoints
1341
Radar Range
50
Speed
61
DPS
Weapon Range
Buildpower
110
Show List
Construction Seaplane

Construction Seaplane

Tech 1 Constructor
T2
T3
T1
Metal
140
Energy
8200
Energy Make
20
Hitpoints
390
Radar Range
Speed
218
DPS
Weapon Range
Buildpower
75
Show List
Construction Ship

Construction Ship

Tech 1 Constructor
T2
T3
T1
Metal
200
Energy
2000
Energy Make
7
Hitpoints
975
Radar Range
Speed
60
DPS
Weapon Range
Buildpower
125
Show List

The Construction Ship is a good builder in terms of build power and speed. Even a single one of these assisting the lab almost doubles its output of units provided that you have the resources. On top of Commander’s build list they're able to produce more advanced T1 defences like the Floating Heavy Laser Turret and give access to T2 Shipyard. It adds 50 to your metal and energy storage capability 

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



Construction Turret

Construction 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
Show List
Construction Vehicle

Construction Vehicle

Tech 1 Constructor
T2
T3
T1
Metal
145
Energy
2100
Energy Make
10
Hitpoints
1290
Radar Range
50
Speed
51
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 stepper 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.

Cortex Commander

Cortex Commander

Cortex Commander
T2
T3
T1
Metal
2700
Energy
26000
Energy Make
25
Hitpoints
3000
Radar Range
700
Speed
38
DPS
111614
Weapon Range
300
Buildpower
300
Show List

The Commander is your most versatile and important unit and can be seen as your avatar on the battlefield.

The Commander is your starting unit from which all your other units decent. So apart form its other many roles and abilities, it is first and foremost a builder; and builds faster than any other unit. You will use it to start up a basic economy, and to build your first factory capable of manufacturing other mobile units.

Cutlass

Cutlass

Seaplane Gunship
T2
T3
T1
Metal
230
Energy
5400
Energy Make
0
Hitpoints
905
Radar Range
Speed
152
DPS
72
Weapon Range
430
Buildpower
0
Show List
Dam Buster

Dam Buster

Seaplane Bomber
T2
T3
T1
Metal
200
Energy
8200
Energy Make
0
Hitpoints
850
Radar Range
Speed
240
DPS
150
Weapon Range
1280
Buildpower
0
Show List
Death Cavalry

Death Cavalry

Ressurection Sub
T2
T3
T1
Metal
200
Energy
3200
Energy Make
0
Hitpoints
380
Radar Range
Speed
67
DPS
Weapon Range
Buildpower
150
Show List

Death Cavalry is a stealthy resurrection submarine. They are not visible to units on the surface if your enemy doesn’t have sonar nearby. Use them as support to provide repairs, reclaiming and resurrecting wrecks. They are relatively cheap and provide essential support to your navy maneuvers, don't forget to mix them in your fleet. Don't forget however the high energy cost of building and using them.

Resurrecting requires 50% of unit's energy cost.


Deceiver

Deceiver

Radar Jammer Bot
T2
T3
T1
Metal
75
Energy
1550
Energy Make
0
Hitpoints
310
Radar Range
450
Speed
39
DPS
Weapon Range
Buildpower
0
Show List

Spectre is a mobile radar-jamming device that can hide your units away from enemy’s radar. In combination with cloakable units like a Commander it makes them totally undetectable (if your enemy hasn't built the intrusion countermeasure system).

Despot

Despot

Battleship
T2
T3
T1
Metal
3400
Energy
23000
Energy Make
0
Hitpoints
10000
Radar Range
Speed
53
DPS
1221
Weapon Range
950
Buildpower
0
Show List

Warlord is a heavy battleship. They are equipped with a powerful long-range plasma cannon and heavy laser. They are masters of ship to ship warfare; sinking enemy ships with ease and even taking the fight to land based targets.  

While their heavy armour makes them a difficult target to take down for most foes, Battle submarines are the natural enemy of the Warlord as it cannot target the underwater vessel and will take significant damage from it.

Devastator

Devastator

Floating Multi-Weapon Platform
T2
T3
T1
Metal
1200
Energy
15000
Energy Make
0
Hitpoints
6000
Radar Range
Speed
0
DPS
731
Weapon Range
900
Buildpower
0
Show List
Dragon

Dragon

Flying Fortress
T2
T3
T1
Metal
5100
Energy
72000
Energy Make
0
Hitpoints
15000
Radar Range
Speed
115
DPS
477
Weapon Range
575
Buildpower
0
Show List
Dragon a.k.a. The flying fortress it the heaviest and most dreadful of all aircrafts.

It can withstand incredible amounts of damage, making it virtually impossible to destroy without fighters or heavy AA like Screamers. It flies slowly, but leaves not a single living thing behind. With three independent heavy laser turrets it can obliterate whole armies of light units and deal significant damage even to T3 Mechs. Considered an endgame unit due to its super high cost.

Most often used for defending from ground units. In special cases, when your opponent has tons of ground AA, and you can’t get through with your bombers, Dragons make a good choice for a striking unit.

Dragon's Maw

Dragon's Maw

Pop-up Flamethrower Turret
T2
T3
T1
Metal
290
Energy
1550
Energy Make
0
Hitpoints
1450
Radar Range
Speed
0
DPS
320
Weapon Range
410
Buildpower
0
Show List

Dragon’s Maw is a pop-up flamethrower turret that can disguise itself as a harmless Dragon’s tooth. Built by all T1 cons it may surprise your opponent with its high AoE DPS, lethal to all T1 units. 

When hidden in ground it may take in massive amounts of damage staying unharmed.

Great anti-swarm weapon.

Dragon's Teeth

Dragon's Teeth

Fortification
T2
T3
T1
Metal
11
Energy
160
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Duck

Duck

Amphibious Bot
T2
T3
T1
Metal
330
Energy
9500
Energy Make
0
Hitpoints
2100
Radar Range
300
Speed
56
DPS
174
Weapon Range
400
Buildpower
0
Show List

Slow but powerful amphibious bot

Equipped with a short-range heavy laser. Gimp is able to deal significant damage in close combat. On top of that it can also fight when underwater with its light torpedo launcher. 

Gimp is pretty hard to spot when underwater, try to sneak in through the shoreline.
Energy Converter

Energy Converter

Converts 70 energy into 1 metal per sec
T2
T3
T1
Metal
1
Energy
1250
Energy Make
0
Hitpoints
150
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List

Converts 70 energy into 1 metal per second

Energy Storage

Energy Storage

Increases Energy Storage (6000)
T2
T3
T1
Metal
175
Energy
1800
Energy Make
0
Hitpoints
1800
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Eradicator

Eradicator

Bomb-Resistant Medium-Range Anti-Air Missile Battery
T2
T3
T1
Metal
800
Energy
7900
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
DPS
542
Weapon Range
1125
Buildpower
0
Show List

Eradicator (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) before it hits.

Experimental Gantry

Experimental Gantry

Produces Large Amphibious Units
T2
T3
T1
Metal
8350
Energy
62500
Energy Make
0
Hitpoints
16000
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
600
Show List
Experimental Gantry

Experimental Gantry

Produces Experimental Units
T2
T3
T1
Metal
8400
Energy
62000
Energy Make
0
Hitpoints
16000
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
600
Show List
Exploiter

Exploiter

Armed Metal Extractor
T2
T3
T1
Metal
240
Energy
1900
Energy Make
0
Hitpoints
1300
Radar Range
Speed
0
DPS
161
Weapon Range
435
Buildpower
0
Show List

Exploiter is an armed metal extractor. Built by all T1 land/air cons it is basically a mex+LLT in one unit. Very useful to expand with in late T1 game. It is more expensive than a mex+LLT, however it is way more armored and can withstand higher damage. Don’t use in your early expansion, before you set up a good economy.

Fiend

Fiend

Fast Assault Bot
T2
T3
T1
Metal
200
Energy
3000
Energy Make
0
Hitpoints
950
Radar Range
Speed
83
DPS
240
Weapon Range
230
Buildpower
0
Show List

Pyro is a very fast raider bot equipped with a flamethrower. It can be built from a T2 bot lab or by a Freaker. One of the most effective and unpredictable units when properly and actively controlled 

Its speed and maneuverability make it virtually impossible to D-gun, and with its high damage, close-range flamethrower, it is thé perfect unit for flaming down Commanders

However its light armor makes it vulnerable to defensive structures, try to avoid them and sneak into unguarded spots. Always spread them to avoid chain-exploding.  

As a gimmick used by pros it can be self-destructed to deal huge damage in a relatively large radius. Self-destruct time is only 1 second.
Finch

Finch

Scout
T2
T3
T1
Metal
51
Energy
1450
Energy Make
0
Hitpoints
90
Radar Range
1120
Speed
360
DPS
Weapon Range
Buildpower
0
Show List

Fink is a cheap and fast-moving air scout, that is not armed with any weapons, but 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. They can also be used as a cheap distraction swarm that takes the fire from anti-air during bombing runs.

Fortification Wall

Fortification Wall

Advanced Fortification
T2
T3
T1
Metal
38
Energy
1100
Energy Make
0
Hitpoints
8000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Fury

Fury

Anti-Air Flak Vehicle
T2
T3
T1
Metal
470
Energy
10500
Energy Make
0
Hitpoints
2425
Radar Range
Speed
69
DPS
364
Weapon Range
775
Buildpower
0
Show List

Copperhead 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.


Fusion Reactor

Fusion Reactor

Produces 1100 Energy
T2
T3
T1
Metal
4500
Energy
26000
Energy Make
1100
Hitpoints
4500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Garpike

Garpike

Light Amphibious Tank
T2
T3
T1
Metal
220
Energy
2600
Energy Make
0
Hitpoints
1279
Radar Range
Speed
59
DPS
77
Weapon Range
305
Buildpower
0
Show List

Garpike 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.

Geothermal Powerplant

Geothermal Powerplant

Produces 300 Energy
T2
T3
T1
Metal
540
Energy
13000
Energy Make
300
Hitpoints
1850
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Goon

Goon

Fast Attack Hovercraft
T2
T3
T1
Metal
75
Energy
1500
Energy Make
0
Hitpoints
230
Radar Range
Speed
110
DPS
60
Weapon Range
230
Buildpower
0
Show List
Graverobber

Graverobber

Stealthy Rez/Reclaim/Repair Bot
T2
T3
T1
Metal
110
Energy
1400
Energy Make
0
Hitpoints
200
Radar Range
50
Speed
78
DPS
Weapon Range
Buildpower
200
Show List

Graverobber is a resurrection bot which can turn wrecks into brand new army members or reclaim them to get back your metal! It is fast and cheap to build, therefore it can serve as an ideal solution for reclaiming trees, rocks and other structures scattered across the map.

It is essential to combine resurrection Bots with any attacking units so they can repair and resurrect / reclaim wrecks in real-time constantly reinforcing your army.

It can be used to obtain constructors of the other faction by resurrecting enemies wrecks.

Grunt

Grunt

Fast Infantry Bot
T2
T3
T1
Metal
36
Energy
880
Energy Make
0
Hitpoints
260
Radar Range
Speed
84
DPS
74
Weapon Range
240
Buildpower
0
Show List

Cheap Cannonfodder

Grunt is a light infantry bot which is cheap and quick to build. Proves useful for scouting and taking down unguarded structures like metal extractors and early eco. It is armed with two light, but precise lasers with a slightly greater range than Pawn, so with little micro-ing skills you can outrange them easily.

In late T1 warfare Grunts can be used for ambushing Commanders and speedy skirmishing. However, light armor and relatively short range makes them very vulnerable to defensive towers like Guards and Riot tanks.

Guard

Guard

Light Laser Tower. Transportable (Heavy)
T2
T3
T1
Metal
90
Energy
700
Energy Make
0
Hitpoints
585
Radar Range
Speed
0
DPS
161
Weapon Range
435
Buildpower
0
Show List

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.

Hailstorm

Hailstorm

Heavy Strategic Bomber
T2
T3
T1
Metal
310
Energy
18500
Energy Make
0
Hitpoints
1371
Radar Range
Speed
248
DPS
238
Weapon Range
1280
Buildpower
0
Show List

Hurricane 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 (Shadow). As little as 3 Hurricanes can destroy a fusion powerplant on one flyby (4-5 for an adv. fusion). They can drop another round of bombs every 7 seconds. It is more expensive but also stronger than its ARM counterpart - Phoenix.

Halberd

Halberd

Assault Hovertank
T2
T3
T1
Metal
640
Energy
13000
Energy Make
0
Hitpoints
3900
Radar Range
Speed
45
DPS
344
Weapon Range
300
Buildpower
0
Show List
Hardened Energy Storage

Hardened Energy Storage

Increases Energy Storage (40000)
T2
T3
T1
Metal
840
Energy
11000
Energy Make
0
Hitpoints
11400
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
760
Energy
11000
Energy Make
0
Hitpoints
10050
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Heavy Mine

Heavy Mine

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
Show List
Heavy Mine

Heavy Mine

Heavy Mine
T2
T3
T1
Metal
21
Energy
1350
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Hercules

Hercules

Air Transport
T2
T3
T1
Metal
74
Energy
1450
Energy Make
0
Hitpoints
250
Radar Range
Speed
198
DPS
Weapon Range
Buildpower
0
Show List

The Valkyrie 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 build power where you currently need it.

Herring

Herring

Missile Corvette/Light Anti Air/Sonar
T2
T3
T1
Metal
230
Energy
1600
Energy Make
0
Hitpoints
800
Radar Range
Speed
69
DPS
87
Weapon Range
760
Buildpower
0
Show List

Herring is a light scout/AA ship, offering very high speed, and a big line of sight. Use them in the beginning of sea battles in order to harass enemy’s early base structures and block constructors from expanding. 

Their AA turret is weak and won’t stand a chance versus more advanced aircrafts but during the T1 stage it proves very useful to protect your ships from EMP drones and gunships. Always include a bunch of these in your fleet.

They are hopeless in a matchup with any other ships, hence only use them as a support/scouting force. 

Herrings are a bit slower than their ARMADA counterpart (Skater).  


Hovercraft Platform

Hovercraft Platform

Builds Hovercraft
T2
T3
T1
Metal
1100
Energy
4200
Energy Make
0
Hitpoints
3356
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
200
Show List
Incisor

Incisor

Light Tank
T2
T3
T1
Metal
118
Energy
1042
Energy Make
0
Hitpoints
740
Radar Range
Speed
86
DPS
98
Weapon Range
230
Buildpower
0
Show List

The Incisor is a light, fast moving tank armed with a weak, but very precise laser weapon, accurate even when fired on the move. This makes it useful against fast lightly armored units, such as Pawn. A bit slower than its ARMADA counterpart - Blitz - but it has a higher range, so always try to keep distance.

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 Incisors 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.

Jellyfish

Jellyfish

Coastal Torpedo Launcher
T2
T3
T1
Metal
250
Energy
2200
Energy Make
0
Hitpoints
2100
Radar Range
Speed
0
DPS
150
Weapon Range
600
Buildpower
0
Show List
Juggernaut

Juggernaut

Experimental Assault Bot
T2
T3
T1
Metal
29000
Energy
615000
Energy Make
0
Hitpoints
133700
Radar Range
Speed
34
DPS
4187
Weapon Range
950
Buildpower
0
Show List

He's Huge!

He roars, and whistles! He even plays music? Oh well, this guy is one can short of a six-pack, that alien. With a huge amount of hitpoints, matching it's size, he makes the biggest of commanders look like rag dolls. Not one commander can survive alone. It is recommended for every Juggernaut, 4 people fight it. He can fire over map features with eye gun and blast his way through with his arm cannons. He does have short range radar, and getting close to him is suicide.

The only way to beat a Juggernaut is not going head on!

Or perhaps there is a way...

Juno

Juno

Anti Radar/Jammer/Minefield/ScoutSpam Weapon
T2
T3
T1
Metal
660
Energy
16000
Energy Make
0
Hitpoints
2250
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.
Karganeth

Karganeth

All-Terrain Assault Mech
T2
T3
T1
Metal
1650
Energy
38000
Energy Make
0
Hitpoints
9000
Radar Range
Speed
45
DPS
556
Weapon Range
700
Buildpower
0
Show List
Kraken

Kraken

Long-Range Battle Submarine
T2
T3
T1
Metal
1900
Energy
29000
Energy Make
0
Hitpoints
3500
Radar Range
Speed
39
DPS
206
Weapon Range
850
Buildpower
0
Show List

Kraken is a battle submarine with unmatched damage and range. The threat they pose to unguarded fleets is not to be underestimated and their ability to deal damage at range makes them truly dangerous. While devastating in the correct circumstances the Kraken is vulnerable to both submarine killers and torpedo launchers.

The ideal use of them is to destroy heavy ships and protect the sea from T3 amphibious units.

Utilize their range and try to keep a good safe distance. 
Lamprey

Lamprey

Advanced Torpedo Launcher
T2
T3
T1
Metal
1050
Energy
8500
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
363
Weapon Range
890
Buildpower
0
Show List
Lasher

Lasher

Missile Truck
T2
T3
T1
Metal
155
Energy
2400
Energy Make
0
Hitpoints
777
Radar Range
Speed
42
DPS
48
Weapon Range
600
Buildpower
0
Show List

Lashers are long range light missile trucks. They can out range 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, avoid flashes and other fast infantry. In larger packs Slashers can even take down Heavy Laser Turrets. Combine with Pounders / Brutes and repairing units for a devastating front-line push!

Move them in line, because they can't shoot over each other!
Light Mine

Light Mine

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

Mammoth

Heavily Armored Assault Bot
T2
T3
T1
Metal
2200
Energy
35000
Energy Make
0
Hitpoints
14000
Radar Range
Speed
23
DPS
503
Weapon Range
650
Buildpower
0
Show List

Sumo is a super slow and massively armored bot. It has the most Hitpoints among all T2 units making it the best choice for a tanking unit for your artillery. 

In one-on-one situation it can even stand a chance against lighter T3 units. 

It is equipped with a heavy laser that deals massive damage over an impressive range. It’s a precious unit in your army that leaves a big wreck. 

Try to micro it wisely and repair it when needed.
Mangonel

Mangonel

Hovercraft Rocket Launcher
T2
T3
T1
Metal
200
Energy
3300
Energy Make
0
Hitpoints
495
Radar Range
Speed
64
DPS
61
Weapon Range
700
Buildpower
0
Show List
Manticore

Manticore

Heavy Amphibious Anti-Air Bot
T2
T3
T1
Metal
650
Energy
6200
Energy Make
0
Hitpoints
1280
Radar Range
Speed
35
DPS
249
Weapon Range
850
Buildpower
0
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Manticore is a T2 amphibious anti-air (AA) bot that can deal significant damage to aircrafts using a multi missile barrage launcher and has an extra flak-cannon. It cannot shoot aircraft when underwater. It doesn’t have any weapon to protect itself from ground units, always keep it covered.

Medium Mine

Medium Mine

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

Medium Mine

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

Messenger

Cruise Missile Ship
T2
T3
T1
Metal
2000
Energy
10000
Energy Make
0
Hitpoints
3000
Radar Range
1000
Speed
61
DPS
207
Weapon Range
1550
Buildpower
0
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Messenger is a missile cruiser. They are equipped with a heavy long-range missile launcher and a medium anti-air missile turret. Their focus is typically to get to the shore of an enemy and unleash an overwhelming first strike against their defences. A few missiles will completely level most structures and their range exceeds all land-based defence structures, even Annihilators, so the only realistic way to counteract 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. As their munitions are not plasma based they will also completely ignore plasma shields.

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.


Metal Extractor

Metal Extractor

Extracts Metal from Metalspots
T2
T3
T1
Metal
50
Energy
500
Energy Make
0
Hitpoints
175
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
340
Energy
590
Energy Make
0
Hitpoints
1900
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Monsoon

Monsoon

Torpedo Gunship
T2
T3
T1
Metal
240
Energy
6100
Energy Make
0
Hitpoints
960
Radar Range
Speed
266
DPS
72
Weapon Range
500
Buildpower
0
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Muskrat

Muskrat

Amphibious Construction Vehicle
T2
T3
T1
Metal
170
Energy
3500
Energy Make
8
Hitpoints
995
Radar Range
Speed
41
DPS
Weapon Range
Buildpower
80
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The Muskrat 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 stepper 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.

Naval Advanced Metal Extractor

Naval Advanced Metal Extractor

Advanced Metal Extractor / Storage
T2
T3
T1
Metal
710
Energy
10500
Energy Make
0
Hitpoints
2072
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Naval Energy Storage

Naval Energy Storage

Increases Energy Storage (6000)
T2
T3
T1
Metal
300
Energy
2700
Energy Make
0
Hitpoints
3042
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Naval Fusion Reactor

Naval Fusion Reactor

Produces 1220 Energy
T2
T3
T1
Metal
5400
Energy
34000
Energy Make
1220
Hitpoints
5350
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Naval Hovercraft Platform

Naval Hovercraft Platform

Builds Hovercraft
T2
T3
T1
Metal
1100
Energy
4200
Energy Make
0
Hitpoints
3356
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
200
Show List
Naval Metal Storage

Naval Metal Storage

Increases Metal Storage (3000)
T2
T3
T1
Metal
370
Energy
1600
Energy Make
0
Hitpoints
3500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Negotiator

Negotiator

Stealthy Rocket Launcher
T2
T3
T1
Metal
880
Energy
6700
Energy Make
0
Hitpoints
1250
Radar Range
Speed
33
DPS
106
Weapon Range
1310
Buildpower
0
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Negotiator 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. A bit cheaper than its ARMADA counterpart, the Ambassador.


Nemesis

Nemesis

Intrusion Countermeasure System
T2
T3
T1
Metal
750
Energy
6700
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Nighthawk

Nighthawk

Stealth Fighter
T2
T3
T1
Metal
105
Energy
3700
Energy Make
0
Hitpoints
260
Radar Range
Speed
380
DPS
633
Weapon Range
740
Buildpower
0
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Vamp is a fast moving fighter jet designed for eliminating air units. It is the most effective form of T2 air defense that can access all parts of the map to get rid of any air threats. 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 fighterwall before your bombers come to deliver the final blow.

Its stealthy attribute makes it invisible to radars.

Due to that fact your enemy never knows how many you have without scouting. Faster but a little more fragile than its ARM counterpart.

Oasis

Oasis

Aircraft Carrier with Anti-Nuke
T2
T3
T1
Metal
1400
Energy
17000
Energy Make
300
Hitpoints
4500
Radar Range
2700
Speed
60
DPS
750
Weapon Range
72000
Buildpower
1000
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Hive is both 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 equipped with both medium range radar and sonar to help your fleet 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.

Obscurer

Obscurer

Radar Jammer Vehicle
T2
T3
T1
Metal
105
Energy
1900
Energy Make
0
Hitpoints
520
Radar Range
450
Speed
41
DPS
Weapon Range
Buildpower
0
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Deleter is a mobile radar-jamming device that can hide your units away from the enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy hasn’t built the intrusion countermeasure system).

Omen

Omen

Radar Vehicle
T2
T3
T1
Metal
92
Energy
1300
Energy Make
0
Hitpoints
510
Radar Range
2200
Speed
36
DPS
Weapon Range
Buildpower
0
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Informer 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. It is cheaper than its ARM counterpart, but also way slower.


Oppressor

Oppressor

Destroyer
T2
T3
T1
Metal
960
Energy
7200
Energy Make
0
Hitpoints
3555
Radar Range
Speed
62
DPS
267
Weapon Range
710
Buildpower
0
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Enforcer is the heaviest of T1 ships. It’s biggest advantage is its durable armor and versatility. They are equipped with a powerful long range plasma cannon and a depth charge launcher. Their range allows them to outrange all ships and also torpedo static launchers, which makes them a great choice for pushing the front-line. They are also used as a good counter to 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!

Enforcers have a higher cost, but also higher damage compared to their ARMADA counterpart (Crusader)


Orca

Orca

Submarine
T2
T3
T1
Metal
580
Energy
4000
Energy Make
0
Hitpoints
950
Radar Range
Speed
60
DPS
137
Weapon Range
500
Buildpower
0
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Snake is a stealthy assault submarine. They are equipped with powerful torpedo launchers that can deal some lethal damage to structures and ships within seconds, though they are also very vulnerable due to low health. They are kind of a glass cannon. 

Snakes are invisible to radars and the units on the surface, so if your enemy is not careful enough you can sneak one or two of these into his base and cause some havoc. 

The main use case for those is taking down underwater metal extractors and trapping fleets, which don’t include proper anti-submarine units, like Destroyers


Overseer

Overseer

Plasma Deflector
T2
T3
T1
Metal
3200
Energy
55000
Energy Make
0
Hitpoints
3200
Radar Range
Speed
0
DPS
100
Weapon Range
550
Buildpower
0
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Pathfinder

Pathfinder

Naval Engineer
T2
T3
T1
Metal
200
Energy
3300
Energy Make
0
Hitpoints
1438
Radar Range
Speed
58
DPS
Weapon Range
Buildpower
200
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Pathfinder is a naval engineer. Similar to Freakers 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 T1 combat units such as Enforcers, and Supporters.

Never underestimate the destruction a carefully positioned minefield can bring about. With them you can rapidly secure large areas. Mines are effective until you are able to produce the more powerful T2 ships to fend off hovercraft assaults.


Persecutor

Persecutor

Pop-up Plasma Artillery
T2
T3
T1
Metal
2500
Energy
17000
Energy Make
0
Hitpoints
3840
Radar Range
Speed
0
DPS
320
Weapon Range
1390
Buildpower
0
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Persecutor is a T2 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. 

Outranges all T1/T2 units except Annihilators, Berthas etc. Build on hills to take advantage of extended range and take down strategic targets. 

Set to Hi-traj it deals more AoE damage, but shoots slower. 

It is a great way to stop your enemy from building an Annihilator thanks to its lower costs and buildtime.

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

Phantasm

Phantasm

Radar Jammer Ship
T2
T3
T1
Metal
120
Energy
1800
Energy Make
0
Hitpoints
570
Radar Range
900
Speed
61
DPS
Weapon Range
Buildpower
0
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Phantom is a radar jammer ship, allied units nearby vanish from enemy radar. While bereft of armaments the Phantom plays a vital role in keeping your ships from the enemy radar screens. But beware, the Phantom will not stop the enemy spotting your ships visually and line of sight will make the Phantom ineffective.

Combining a cloaked unit with a jammer makes a given unit totally invisible.

Place one amongst a group of missile cruisers. While undetected they can maneuver around the enemy flanks and bring about terrible damage to the foe. Once the attack is complete they can escape out of sight and become difficult to hunt down.


Pinpointer

Pinpointer

Enhanced Radar Targeting, more facilities enhance accuracy
T2
T3
T1
Metal
800
Energy
7500
Energy Make
0
Hitpoints
1800
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Enhanced Radar Targeting, more facilities enhance accuracy.

Poison Arrow

Poison Arrow

Very Heavy Amphibious Tank
T2
T3
T1
Metal
1050
Energy
29000
Energy Make
0
Hitpoints
5700
Radar Range
Speed
51
DPS
206
Weapon Range
575
Buildpower
0
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Poison Arrow is a heavy amphibious tank with tons of hitpoints and powerful AoE plasma cannon. It can sneak in through water to enemy territory and cause heavy damage to anything on its way. Its gun one-shoots all T1 units and can even deal with some T2 troops and defenses. However moves and fires at a very slow rate, what makes it susceptible to fast infantry like pyros. Try to combine it with Crocs some amphibious AA like Crashers, to make it a self-sufficient strike force. Amphibious tanks can also climb hills better.


Pounder

Pounder

Riot Tank
T2
T3
T1
Metal
220
Energy
2600
Energy Make
0
Hitpoints
1338
Radar Range
Speed
41
DPS
106
Weapon Range
315
Buildpower
0
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The Pounder is a powerful tank armed with an impulse weapon that deals AoE damage and repels light units.

It makes it highly effective against swarms of Pawns, Blitzes etc. A drawback is their low speed and inability to shoot over each other, therefore always try to move them in a line.

It's rather ineffective against long range defense towers - combine them with Lashers (rocket vehicle) or Aggravators (rocket bot) to push the front and use constructors for repairing.

Predator

Predator

Fast Assault Submarine
T2
T3
T1
Metal
730
Energy
14000
Energy Make
0
Hitpoints
1450
Radar Range
Speed
84
DPS
159
Weapon Range
400
Buildpower
0
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Shark is a submarine killer. It is ideal for obliterating enemy submarines, in particular the T2 battle submarines. Sharks deal additional damage to submarines, move more swiftly, turn faster and have a better angle of fire compared to other submarines. These attributes give the Shark unmatched lethality against battle submarines which against an unguarded fleet would cause devastation..

Always include a few of these in your T2 navy.

Prevailer

Prevailer

Anti-Nuke System
T2
T3
T1
Metal
1500
Energy
40000
Energy Make
0
Hitpoints
3280
Radar Range
50
Speed
0
DPS
750
Weapon Range
72000
Buildpower
0
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Fortitude 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 Armada EMP silos.
Quaker

Quaker

Mobile Artillery
T2
T3
T1
Metal
280
Energy
3300
Energy Make
0
Hitpoints
750
Radar Range
Speed
54
DPS
71
Weapon Range
915
Buildpower
0
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Pillager 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.


Radar Tower

Radar Tower

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

Rascal

Light Scout Vehicle
T2
T3
T1
Metal
26
Energy
270
Energy Make
0
Hitpoints
95
Radar Range
Speed
138
DPS
35
Weapon Range
180
Buildpower
0
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Rascals are super cheap and fast to build vehicles used for scouting and damaging the early eco structures of enemies. It is the fastest moving unit in the whole game (except ARMADA counterpart - Rover) 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 early in the game!

In T2 warfare Rascals come as an effective counter to slow shooting units, like Snipers, Starlights 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.

Riptide

Riptide

Assault Frigate
T2
T3
T1
Metal
410
Energy
2700
Energy Make
0
Hitpoints
2100
Radar Range
Speed
83
DPS
120
Weapon Range
480
Buildpower
0
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Era is an assault frigate equipped with three light plasma cannons with decent range. It resides in the middle-ground between corvettes and destroyers. It’s main use case is defending from Destroyers, as its range and speed allows it to outmaneuver them and deal some significant damage, though you need to make in big numbers to pull that off. 

Costwise, you can make two of these for every destroyer, so it is a good investment for fighting against them. However, they get easily countered by submarines, against which they have no weapon.

Eras have a higher cost, but stronger armor and weapons then their ARMADA counterpart (Ellysaw).


SAM

SAM

Hardened Anti-Air Missile Battery
T2
T3
T1
Metal
315
Energy
6100
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
DPS
190
Weapon Range
840
Buildpower
0
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S.A.M. is a medium range anti-air tower. Built by all land/air cons it It stands a chance against heavier T1 aircrafts. It is the most economic form of T1 air defence damage-to-cost wise. Useful even in T2 stage thanks to its reasonable costs and short buildtime. 

Use it as a last resort unit built when you see hostile aircrafts coming at your base while.
Saviour

Saviour

Mobile Anti-Nuke
T2
T3
T1
Metal
1250
Energy
32000
Energy Make
0
Hitpoints
780
Radar Range
50
Speed
51
DPS
250
Weapon Range
72000
Buildpower
0
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Hedgehog 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.. In late-game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory. It stockpiles 1 anti-nuke in 90 seconds.

Scorpion

Scorpion

Pop-up Sabot Battery
T2
T3
T1
Metal
730
Energy
14000
Energy Make
0
Hitpoints
2719
Radar Range
Speed
0
DPS
413
Weapon Range
730
Buildpower
0
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Viper is a pop-up sabot battery 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 defences – to pump in big DPS. Its pop-up ability makes it a great way to soak huge damage when needed. 

When you see your opponent focus fire on it – switch it off and use as a tank, while your other units do all the work.

Screamer

Screamer

Long Range Anti-Air Tower
T2
T3
T1
Metal
1650
Energy
32000
Energy Make
0
Hitpoints
1500
Radar Range
Speed
0
DPS
417
Weapon Range
2400
Buildpower
0
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Screamer 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 aircrafts. 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 frontline, thanks to its range it may be used to slowly dismantle enemy’s fighter wall.

Seaplane Platform

Seaplane Platform

Builds Seaplanes
T2
T3
T1
Metal
1400
Energy
5500
Energy Make
0
Hitpoints
2000
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
200
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Shark's Teeth

Shark's Teeth

Naval Fortification
T2
T3
T1
Metal
15
Energy
300
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Sheldon

Sheldon

Mobile Mortar Bot
T2
T3
T1
Metal
410
Energy
2200
Energy Make
0
Hitpoints
850
Radar Range
Speed
50
DPS
66
Weapon Range
850
Buildpower
0
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Sheldon is a long-range plasma bot that overshoots all T1 and most T2 defense structures, most importantly – pit bulls. Use it en masse to quickly dismantle enemy defense line and finish the job with your close-combat units. 

Requires good vision to aim well, for this – use a Spy bot or a constant stream of cheap T1 scouting units.
Shipyard

Shipyard

Produces Tech 1 Ships
T2
T3
T1
Metal
600
Energy
1200
Energy Make
0
Hitpoints
3850
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
165
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Shiva

Shiva

Amphibious Siege Mech
T2
T3
T1
Metal
1550
Energy
23000
Energy Make
0
Hitpoints
8500
Radar Range
Speed
48
DPS
407
Weapon Range
800
Buildpower
0
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Shroud

Shroud

Long-Range Jamming Tower
T2
T3
T1
Metal
130
Energy
20000
Energy Make
0
Hitpoints
800
Radar Range
700
Speed
0
DPS
Weapon Range
Buildpower
0
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Shuriken

Shuriken

Light Paralyzer Drone
T2
T3
T1
Metal
58
Energy
1300
Energy Make
0
Hitpoints
75
Radar Range
Speed
281
DPS
667
Weapon Range
220
Buildpower
0
Show List

Bladewings are little drones armed with EMP lasers. They can paralyze opponents units, but they can't deal any damage. They serve as a great support for your attacks and can turn the tide of war easily. However, they have very little armor and quickly vanish if faced with even basic anti-air. Always try to hide them from enemy's radars - surprise is their strength. Useful as a defense of last resort too.

Skuttle

Skuttle

Advanced Amphibious Crawling Bomb
T2
T3
T1
Metal
540
Energy
26000
Energy Make
0
Hitpoints
320
Radar Range
Speed
84
DPS
20
Weapon Range
80
Buildpower
0
Show List

Skuttle is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It deals damage in a large radius when it explodes and way more damage (2,5x) when you self-destruct it in time.

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

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

The Skuttle can also cloak. Use that ability to sneak in unharmed and destroy big blobs of enemy units at once.
Skyhook

Skyhook

Assault Heavy Transport
T2
T3
T1
Metal
370
Energy
6400
Energy Make
0
Hitpoints
1650
Radar Range
Speed
210
DPS
Weapon Range
Buildpower
0
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Seahook is an armored transportation aircraft. It can take on board even the heavier T2 units and easily withstand light anti air defenses. Use it to deploy your forces right on the front, reducing your tactical reaction speed. It can load 4 small units (footprint 2x2) or a single big one. Slower but way more armored than its ARM counterpart (Dragonfly).

Solar Collector

Solar Collector

Produces 20 Energy
T2
T3
T1
Metal
150
Energy
0
Energy Make
0
Hitpoints
320
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
Show List
Spectre

Spectre

Radar-Invisible Spy Bot
T2
T3
T1
Metal
165
Energy
12500
Energy Make
0
Hitpoints
340
Radar Range
Speed
62
DPS
Weapon Range
Buildpower
50
Show List

Parasite is the so called “spy” bot. With its cloak and stealthy attributes 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 always be a step ahead. 

When self-destructed, Parasites deliver an EMP explosion with a large radius, which can paralyse enemy units for up to 45 seconds! 

Use this to temporarily disable enemy anti-nukes and strike with your ICBMs. Parasites are also great in combination with any artillery. Put it in front of enemy’s army to gain perfect vision and perfect aim for your artillery.

Sumo

Sumo

Armored Assault Bot
T2
T3
T1
Metal
560
Energy
9300
Energy Make
0
Hitpoints
4850
Radar Range
Speed
38
DPS
344
Weapon Range
275
Buildpower
0
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Heavily armored T2 Heavy Laser Bot

Can is able to deal great amounts of damage in close-combat.

Used mainly as a tanker in combination with long range units like Morties or Dominators

Much stronger than its ARM counterpart Zeus, but also more costly. When metal is plenty – mass  them to produce an unstoppable force that does the job on it's own and doesn't require much micro-control.

Supporter

Supporter

Light Gun Boat
T2
T3
T1
Metal
100
Energy
1000
Energy Make
0
Hitpoints
430
Radar Range
Speed
110
DPS
82
Weapon Range
280
Buildpower
0
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Supporter is a fast and very maneuverable light assault ship. They are equipped with two rapid-fire short-range laser turrets. Useful for raiding the expanding constructors in the early-mid T1 stage. In higher numbers they can overpower heavier ships if your enemy doesn’t carefully micro them. Similarly to Grunts on land, Supporters pack a relatively high DPS, but only in close distance.  

Tip: try to keep their broadside facing the enemy unit while attacking, to maximize damage. Turrets are not able to shoot over each other, so only one will be used when facing the enemy head-on. 

Similar to the Pawn/Grunt matchup, Supporters have lower damage but higher accuracy than their ARMADA counterpart (Dolphin).


Termite

Termite

Heavy All-terrain Assault Spider
T2
T3
T1
Metal
700
Energy
12000
Energy Make
0
Hitpoints
2800
Radar Range
Speed
48
DPS
331
Weapon Range
340
Buildpower
0
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Termite is an all-terrain spider bot that can deal huge amounts of damage in close-quarters combat. Equipped with a heavy burning laser and good armor it stands a chance against most of the regular combat units.

Climb any slope and hit your enemy where he least expects it. 

Termites are almost immune to EMP weapons, so it is hard to paralyze them.
Thistle

Thistle

Light Anti-air Tower. Transportable (Heavy)
T2
T3
T1
Metal
80
Energy
850
Energy Make
0
Hitpoints
300
Radar Range
Speed
0
DPS
68
Weapon Range
765
Buildpower
0
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Pulverizer 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.

Thug

Thug

Light Plasma Bot
T2
T3
T1
Metal
140
Energy
1150
Energy Make
0
Hitpoints
900
Radar Range
Speed
45
DPS
60
Weapon Range
380
Buildpower
0
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T1 Artillery Bot

Thug can deal size-able amounts of damage with relatively low cost of building. It has a decent amount of hitpoints, thus they last longer than most other T1 bots.

Try to take high ground, because Thud's range is longer when shooting downhill.

Thud's are fairly slow, so watch out for fast moving enemies and (long range) defenses.

Tidal Generator

Tidal Generator

Produces Energy (depends on map)
T2
T3
T1
Metal
85
Energy
250
Energy Make
0
Hitpoints
354
Radar Range
Speed
0
DPS
Weapon Range
Buildpower
0
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Tiger

Tiger

Heavy Assault Tank
T2
T3
T1
Metal
665
Energy
10000
Energy Make
0
Hitpoints
4800
Radar Range
Speed
71
DPS
156
Weapon Range
410
Buildpower
0
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Tiger 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 cheaper and more armored than its ARMADA counterpart (Bulls) but it deals less damage and offers shorter range. Combine them with Banishers to make a good counter to Bulls.


Trapper

Trapper

Stealthy Minelayer/Minesweeper
T2
T3
T1
Metal
61
Energy
1300
Energy Make
0
Hitpoints
155
Radar Range
64
Speed
69
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 Pawns, Grunts, Blitzes 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! Trappers can also detonate enemy's mines using the attack command.

Trappers are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover.

A funny gimmick using Trappers can be done:  Place 4 heavy mines on a location where you expect an enemy Commander to go (eg. near a metal spot) and detonate them simultaneously when he walks over them to give your enemy a big surprise.
Trasher

Trasher

Amphibious Anti-air Bot
T2
T3
T1
Metal
125
Energy
1100
Energy Make
0
Hitpoints
580
Radar Range
Speed
53
DPS
55
Weapon Range
760
Buildpower
0
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The Trasher is a cheap mobile anti-air (AA) bot, that can easily take down light aircrafts, 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 unable to defend itself.

In bigger numbers it can prevent bombing runs. It is able to walk underwater - combine it with amphibious units!

Tremor

Tremor

Heavy Artillery Vehicle
T2
T3
T1
Metal
1850
Energy
49000
Energy Make
0
Hitpoints
2700
Radar Range
Speed
41
DPS
738
Weapon Range
1275
Buildpower
0
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Tremor is a miniature, mobile version of a Calamity. It is a very fast shooting artillery vehicle with an incredible range that can compete with longest-range defenses like Pulsar. It shoots along a parabola, making it able to target units over walls and hills. Due to its high costs it has a situational usage.

It is useful on maps with many natural barriers separating different sections and bases.

Creating a rain of plasma, it shoots and damages units in a huge area. Be careful with your own units so that they don't end up under Tremor's mighty spread of fire!

Twin Guard

Twin Guard

Anti-Swarm Double Guard. Transportable (Heavy)
T2
T3
T1
Metal
195
Energy
1750
Energy Make
0
Hitpoints
1500
Radar Range
Speed
0
DPS
321
Weapon Range
475
Buildpower
0
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HLLT is a double LLT turret. Built by all T1 land/air cons it is an excellent choice for an anti-swarm weapon. Its upper LLT turret has a slightly higher range and is able to overshoot T1 rocket bots. Its high DPS and range makes it a big threat to commanders. Similarly to Beamer it can singlehandedly destroy a hostile commander before he gets in the D-gunning range.

Twitcher

Twitcher

Combat Engineer
T2
T3
T1
Metal
210
Energy
3800
Energy Make
15
Hitpoints
750
Radar Range
Speed
90
DPS
Weapon Range
Buildpower
125
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Freaker is a very handy constructor that can run fairly quickly and provide buildpower wherever you need it. On top of that it is able to produce nano-towers and infantry, most importantly – Pyros and Crashers (AA). 

A great way to provide quick combat force in places far from your base is to use them to build a few nanos and then put a queue of Pyros setting it on repeat. 

This way they will keep producing Pyros until you stop it. Finally, use them for building mines and securing your flanks, and points of high tactical importance.

Tzar

Tzar

Very Heavy Assault Tank
T2
T3
T1
Metal
1650
Energy
22000
Energy Make
0
Hitpoints
7000
Radar Range
0
Speed
41
DPS
300
Weapon Range
650
Buildpower
0
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Tzar is a super heavy tank. Equipped with a powerful AoE plasma cannon can obliterate whole groups of light units with one shot. It is very heavily armored and can take in massive amounts of damage.

It defines a great use in an early T2 game.

Take it to the front covered by some AA units in order to push through the remaining T1 units and defenses like a knife through butter. Though, better try not to lose it, because it leaves very precious wreckage (894 metal).

Urchin

Urchin

Offshore Torpedo Launcher
T2
T3
T1
Metal
170
Energy
1800
Energy Make
0
Hitpoints
1300
Radar Range
Speed
0
DPS
187
Weapon Range
500
Buildpower
0
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Valiant

Valiant

Fighter
T2
T3
T1
Metal
73
Energy
2800
Energy Make
0
Hitpoints
140
Radar Range
Speed
298
DPS
167
Weapon Range
680
Buildpower
0
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Vehicle Plant

Vehicle Plant

Produces Tech 1 Vehicles
T2
T3
T1
Metal
720
Energy
1800
Energy Make
0
Hitpoints
2700
Radar Range
50
Speed
0
DPS
Weapon Range
Buildpower
100
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Warden

Warden

Heavy Laser Tower
T2
T3
T1
Metal
480
Energy
4700
Energy Make
0
Hitpoints
2475
Radar Range
Speed
0
DPS
218
Weapon Range
620
Buildpower
0
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The Warden is a heavy 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.

Wasp

Wasp

Gunship
T2
T3
T1
Metal
370
Energy
6800
Energy Make
0
Hitpoints
1400
Radar Range
Speed
159
DPS
111
Weapon Range
410
Buildpower
0
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Rapier is a heavy sabot rocket gunship. It has very good 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 is less armoured but has a better weapon than its ARM counterpart (Brawler).

Watcher

Watcher

Advanced Radar/Sonar Plane
T2
T3
T1
Metal
130
Energy
6900
Energy Make
0
Hitpoints
660
Radar Range
2200
Speed
324
DPS
Weapon Range
Buildpower
0
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Whirlwind

Whirlwind

Bomber
T2
T3
T1
Metal
150
Energy
4600
Energy Make
0
Hitpoints
615
Radar Range
Speed
234
DPS
93
Weapon Range
1280
Buildpower
0
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The Whirlwind is a bomber, designed for destroying buildings. It's DPS is higher than that of the Armada T1 bomber. It drops bombs over the target and makes a flyby to reload ammunition. It can strike every 9 seconds. Always scout first and combine with fighters to eliminate enemy's airwall before  bombing. Press A for attack and drag your RMB to execute a carpet bombing, or use area attack command to strike targets within a circle.

Wind Turbine

Wind Turbine

Produces Energy. Depends on wind strength.
T2
T3
T1
Metal
45
Energy
175
Energy Make
0
Hitpoints
179
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!

Wolverine

Wolverine

Light Mobile Artillery
T2
T3
T1
Metal
155
Energy
2300
Energy Make
0
Hitpoints
577
Radar Range
Speed
51
DPS
45
Weapon Range
710
Buildpower
0
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Wolverine is an artillery vehicle used to take down T1 defenses, especially Heavy Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries like the Guardian. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat.  Always keep them protected by Levelers / Instigators, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.

Cortex

Advanced Aircraft Plant

Advanced Aircraft Plant

T2
T1
T3
Produces Tech 2 Aircraft
3200
Metal
28000
Energy
0
Energy Make
3520
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
200
Buildpower
Show List
Advanced Bot Lab

Advanced Bot Lab

T2
T1
T3
Produces Tech 2 Bots
2900
Metal
16000
Energy
0
Energy Make
4072
Hitpoints
50
Radar Range
0
Speed
DPS
Weapon Range
300
Buildpower
Show List
Advanced Construction Aircraft

Advanced Construction Aircraft

T2
T1
T3
Tech 2 Constructor
360
Metal
11000
Energy
10
Energy Make
185
Hitpoints
50
Radar Range
182
Speed
DPS
Weapon Range
100
Buildpower
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 faster expansion in remote areas. It has a lower buildpower than land constructors.

Advanced Construction Bot

Advanced Construction Bot

T2
T1
T3
Tech 2 Constructor
470
Metal
6900
Energy
14
Energy Make
900
Hitpoints
50
Radar Range
33
Speed
DPS
Weapon Range
180
Buildpower
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Advanced Construction Bot is a unit that opens the door to the T2 economy and high-level defensive structures. 

In most situations when you get one, start upgrading your:

  1. T1 metal extractors to T2 Moho mines
  2. Build Advanced geothermal powerplants
  3. Build fusion reactors in combination with advanced metal makers

It has a higher buildpower than its T1 version and boosts your metal and energy storage by 100.

Advanced Construction Sub

Advanced Construction Sub

T2
T1
T3
Tech 2 Constructor
700
Metal
9000
Energy
30
Energy Make
1000
Hitpoints
50
Radar Range
65
Speed
DPS
Weapon Range
300
Buildpower
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Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, building fusion reactors and then advanced metal makers.

They have a higher build power than the T1 Construction Ship and grant a small boost to both your metal and energy storage. Guard them with other 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

T2
T1
T3
Tech 2 Constructor
580
Metal
7000
Energy
20
Energy Make
1930
Hitpoints
50
Radar Range
50
Speed
DPS
Weapon Range
250
Buildpower
Show List
Advanced Energy Converter

Advanced Energy Converter

T2
T1
T3
Converts 600 energy into 10.3 metal per sec
370
Metal
21000
Energy
0
Energy Make
500
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
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Converts 600 energy into 10.3 metal per second

Advanced Exploiter

Advanced Exploiter

T2
T1
T3
Armed Advanced Metal Extractor
2400
Metal
12000
Energy
0
Energy Make
3500
Hitpoints
Radar Range
0
Speed
1270
DPS
650
Weapon Range
0
Buildpower
Show List

The Moho exploiter is an armed and armoured Moho metal extractor. Built by all T2 land and air constructors, they combine the extraction rate of a regular Moho Mine with a powerful defensive pop-up turret. It remains hidden until the enemy moves into range.

While looking like harmless metal extractors, they have potential to ambush and quickly neutralize hostile units. The turret is a double weapon composed of a heavy laser and a missile launcher with both ground and air functionality.

Being a burst weapon the launcher adds to the ambushing potential, the damage is heavily front-loaded leaving very little time to react and retreat.

Moho Exploiters also have a decent amount of health which makes them withstand much more damage than regular extractors. This versatility comes at a very high metal cost, so they are typically not worth building during the initial T2 expansion.

Advanced Fusion Reactor

Advanced Fusion Reactor

T2
T1
T3
Produces 3000 Energy (Hazardous)
9700
Metal
48000
Energy
3000
Energy Make
8500
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
Show List
Advanced Geothermal Powerplant

Advanced Geothermal Powerplant

T2
T1
T3
Produces 1250 Energy (Hazardous)
1500
Metal
27000
Energy
1250
Energy Make
3720
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
Show List
Advanced Metal Extractor

Advanced Metal Extractor

T2
T1
T3
Advanced Metal Extractor / Storage
640
Metal
8100
Energy
0
Energy Make
3500
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
Show List
Advanced Radar Tower

Advanced Radar Tower

T2
T1
T3
Long-Range Radar
560
Metal
19000
Energy
0
Energy Make
330
Hitpoints
3500
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
Show List
Advanced Shipyard

Advanced Shipyard

T2
T1
T3
Produces Tech 2 Ships
3100
Metal
10000
Energy
0
Energy Make
5300
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
300
Buildpower
Show List
Advanced Solar Collector

Advanced Solar Collector

T2
T1
T3
Produces 75 Energy
370
Metal
4000
Energy
75
Energy Make
1080
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
Show List
Advanced Sonar Station

Advanced Sonar Station

T2
T1
T3
Extended Sonar
160
Metal
2400
Energy
0
Energy Make
2140
Hitpoints
Radar Range
0
Speed
DPS
Weapon Range
0
Buildpower
Show List
Advanced Vehicle Plant

Advanced Vehicle Plant

T2
T1
T3
Produces Tech 2 Vehicles
2800
Metal
16000
Energy
0
Energy Make
4628
Hitpoints
50
Radar Range
0
Speed
DPS
Weapon Range
300
Buildpower
Show List
Aggravator