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Cortex vs. Cortex
Cortex
Advanced Construction Aircraft
Advanced Construction Aircraft is a unit that opens you the window to most of the T2 economy and defensive structures. In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers. It has a higher buildpower than its T1 version and boosts your metal and energy storage by 50. As an air constructor it has the advantage of being able to quickly access all spots on the map. Use it in packs for faster expansion in remote areas. It has a lower buildpower than land constructors.
Advanced Construction Bot
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:
- T1 metal extractors to T2 Moho mines
- Build Advanced geothermal powerplants
- 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 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 Exploiter
The Advanced Exploiter is an armed and armored Advanced metal extractor. Built by all T2 land and air constructors, they combine the extraction rate of a regular Advanced metal extractor 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.
Advanced 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.
Aggravator
Aggravator 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, Aggravators 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 Grunts / Pawns!
To protect them use your Commander & Constructors to build progressing defense. In comparison to their Armada counterpart Rocketeers they are a bit slower, but stronger..
Agitator
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!
Alligator
Alligator 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 Trashers to get a powerful and self-sufficient strike force.
Angler
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 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. Apocalypse has a bigger AoE than its Armada counterpart – Armageddon. 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, Titans, Juggernauts and heavier battleships. You can use EMP missiles or spy-bots to temporarily disable anti-nukes and strike uncovered areas.
Arbiter
Arbiter 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 Sumos.
Arrow Storm
Arrow Storm is an anti-air ship. Wielding a mighty flak cannon and light missile launcher the Arrow Storm 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 Arrow Storm.
Include at least one of these in their fleets to help destroy the enemy even when in the skies.
Augur
Augur 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 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 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.
Bedbug
Bedbug 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.
Birdshot
Birdshot 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 defenses.
Black Hydra
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.
Brute
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 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 is 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 switched 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
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.
Catalyst
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 Pulsars.
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.
Cerberus
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
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 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 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 amphibious units.
Construction Aircraft
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
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 Ship
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 Vehicle
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
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.
Death Cavalry
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 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 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 armor makes them a difficult target to take down for most foes, Battle submarines are the natural enemy of the Despot as it cannot target the underwater vessel and will take significant damage from it.
Dragon
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 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.
Duck
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.
Eradicator
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.
Exploiter
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 is a very fast raider bot equipped with a flamethrower. It can be built from a T2 bot lab or by a Twitcher. 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 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.
Fury
Fury 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.
Garpike
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.
Graverobber
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
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
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 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 (Whirlwind). As little as 3 Hailstorms 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 Armada counterpart - Blizzard.
Hercules
The Hercules is an airborne transportation unit. It can pick up all T1 land based units and T2, with exception of heavy ones, like Fatboy or Tzar. 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 construction towers too, which enables you to move your build power where you currently need it.
Herring
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).
Incisor
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.
Intruder
Intruder is a heavily armored transportation vehicle. It can deliver troops to the battlefield quickly and safely. Its armor can withstand heavy fire. One very fun use for this unit is to ship your Commander right into your enemy’s defense line to self-destruct it. It is also amphibious which enables it to deliver your forces through water.
Juggernaut
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
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.
Kraken
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.
Lasher
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!
Mammoth
Mammoth 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.
Manticore
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.
Messenger
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.
Muskrat
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.
Negotiator
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.
Nighthawk
Nighthawk 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 Armada counterpart.
Oasis
Oasis 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 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 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 Armada counterpart, but also way slower.
Oppressor
Oppressor 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!
Oppressors have a higher cost, but also higher damage compared to their ARMADA counterpart (Corsair)
Orca
Orca 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.
Orcas 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.
Pathfinder
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 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 is a radar jammer ship, allied units nearby vanish from enemy radar. While bereft of armaments the Phantasms plays a vital role in keeping your ships from the enemy radar screens. But beware, the Phantasm will not stop the enemy spotting your ships visually and line of sight will make the Phantasm 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.
Poison Arrow
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
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 is a submarine killer. It is ideal for obliterating enemy submarines, in particular the T2 battle submarines. Predators 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 Predator 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 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 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 Starlight 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.
Rascal
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 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.
Cost-wise, 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
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 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 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 defenses – 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 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.
Sheldon
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.
Shuriken
Shuriken 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 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 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 (Abductor).
Spectre
Spectre 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, Spectres 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. Spectres 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
Heavily armored T2 Heavy Laser Bot
Sumo is able to deal great amounts of damage in close-combat.
Used mainly as a tanker in combination with long range units like Sheldon or Arbiter.
Much stronger than its Armada counterpart Welder, 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 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 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 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
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.
Tiger
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
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
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 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 is a double LLT Guard 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 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 construction turrets and infantry, most importantly – Fiends and Trashers (AA).
A great way to provide quick combat force in places far from your base is to use them to build a few construction turrets and then put a queue of Fiends setting it on repeat.
This way they will keep producing Fiends until you stop it. Finally, use them for building mines and securing your flanks, and points of high tactical importance.
Tzar
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).
Warden
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 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 Hornets. It is less armored but has a better weapon than its ARM counterpart (Roughneck).
Whirlwind
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
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 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 Construction Aircraft
Advanced Construction Aircraft is a unit that opens you the window to most of the T2 economy and defensive structures. In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers. It has a higher buildpower than its T1 version and boosts your metal and energy storage by 50. As an air constructor it has the advantage of being able to quickly access all spots on the map. Use it in packs for faster expansion in remote areas. It has a lower buildpower than land constructors.
Advanced Construction Bot
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:
- T1 metal extractors to T2 Moho mines
- Build Advanced geothermal powerplants
- 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.