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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
The Advanced Construction Bot can build Tech 2 structures and opens the door to an advanced economy.
Start by building Advanced Metal Extractors and a Fusion Reactor.
It's quite slow and weak, so try to escort it with a few defensive units. Each Tech 2 constructor also increases the player's energy and metal storage capacity by 100.
Advanced Construction Sub
Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, 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 Energy Converter
The Advanced Energy Converter converts energy into metal. Converts 600 energy into 10.3 metal per second.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.
Advanced Exploiter
The Advanced Exploiter is similar to the Avanced Metal Extractor, except it's armed with dual lasers and a missile launcher.
Useful for extracting metal from potentially dangerous areas such as the frontline.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Advanced Fusion Reactor
The Advanced Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +3000.
Build them later on to power your most powerful weapons.
Defend it very well, as it is one of the most favored targets for enemy bombers. When destroyed it causes a very large explosion that will likely kill other units nearby.
Advanced Geothermal Powerplant
The Advanced Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +1250, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Advanced Metal Extractor
The Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Advanced Radar Tower
The Advanced Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
Advanced Solar Collector
The Advanced Solar Collector produces energy using the sun. Solar energy production is a constant +75 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re more costly than Wind Turbines and Solar Collectors, however, they provide a safe and stable source of energy.
Advanced Sonar Station
The Advanced Sonar Station is similar to the Advanced Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.
It’s basically an upgraded Sonar Station with about four times as much range.
Aggravator
The Aggravator is a light rocket bot that's commonly used for pushing enemy defenses.
Support them with fast units like Grunts and some Graverobbers.
Thanks to its range the rocket bot can out range a Sentry and force enemy commanders to retreat. It's slower than the Rocketer, but also has more health.
Agitator
The Agitator is a medium-range plasma artillery with a large area of effect (AoE).
Build it once you have your front line established to push back your enemy.
It has a low and high trajectory mode, which you can use to target units/structures directly in front of you or to target units behind obstacles.
Air Repair Pad
The Air Repair Pad automatically repairs any friendly aircraft that lands on it.
Use it to repair your air units after an attack.
You can order aircraft to land on the Air Repair Pad manually or automatically when they hit a certain level of health.
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
The Apocalypse is a nuclear missile launcher and is useful for turning enemy bases and whole armies into ashes.
Use Catalysts or Spectres to temporarily disable anti-nukes and strike uncovered areas.
Nukes can be countered by anti-nukes, but can still overwhelm them in large numbers.
Arbiter
The Arbiter is a long-range heavy rocket bot that fires its missiles straight up to hit enemy units from a high angle.
Use them to destroy enemy defenses from far away and to break their front line.
It doesn't have much health, but it can easily target structures and units behind walls or high cliffs.
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
The Augur is a mobile radar bot that gives you intel on enemy units within its range.
Keep it behind your army so it doesn't get taken out.
It doesn’t have any weapons and has rather low health, but having intel on your enemies whereabouts is crucial.
Banisher
Banisher Is a heavy missile tank. It is equipped with a homing rocket launcher that has a pretty big 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
The Basilica is a long-range plasma cannon that can shoot targets across the map.
Build them to take out enemy structures from far away.
It becomes a priority target when built, so make sure you keep it safe. It can also be countered by Overseers, but at a high energy cost to your enemy.
Bat
The Bat is a fighter seaplane, capable of air–to–air combat. It can also submerge underwater, which is useful for escaping enemy fighters and ambushing units like the Tsunami.
Use them to protect Seaplane Bombers or your naval units from enemy aircraft.
It is fast than its ARMADA counterpart, the Cyclone, but also has less health.
Bedbug
The Bedbug is a crawling bomb designed for one purpose — to go kamikaze on enemy units and structures.
When used in a swarm spread them out to avoid a chain reaction.
It has a large area of effect when it explodes, which is even bigger when you self-destruct it. Thanks to their amphibious attribute they're also great for attacking and regaining sea territory.
Behemoth
The Behemoth is an experimental mobile heavy canon equipped with three beam lasers and a powerful disintegrator gun (DGun).
Use it to tank every shot the enemy can fire at you.
It's extremely slow but packs one hell of a punch, and has the most health out of any unit in the game.
Beholder
The Beholder is a small cloaked perimeter camera. Your opponents can’t detect it while it’s cloaked, and it can provide a good line of sight for undefended areas.
Spies can be detected by the perimeter camera.
When defending your front line, place a few cameras to prevent any clocked units from getting through.
Birdeater
The Birdeater is a mobile anti-air hovercraft that's perfect for taking out light aircraft over the sea and land. It uses tracking missiles rather than flak, so it’s more accurate.
Combine it with other units to provide some needed air defense.
It even has built-in low-range sonar!
Birdshot
The Birdshot is a short-range anti-air flak gun that deals high damage with a large area of effect (AoE).
Build them around strategic points and on your front line.
It can shatter most aircraft within its range.
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
The Bulwark is a multi-weapon tower that packs three types of laser turrets that can aim and shoot independently.
Great at dealing with unit swarms.
It can take out most units, including Tech 3 units with enough hits, and is high enough to shoot over other defensive structures.
Calamity
The Calamity is a rapid-fire long-range plasma cannon and is the ultimate weapon of mass-destruction.
It’s a primary target once built, so be ready to defend it.
It takes a lot of resources to build, but when it’s ready you’re almost guaranteed to win the match.
Castro
The Castro is a short-range radar jammer. Useful for confusing enemy targeting systems and covering nearby units.
Use them to hide your real units until they’re actually seen.
Radar jammers show several signatures on your enemy’s radar and make it hard to determine where and how many units are in the area.
Catalyst
The Catalyst is a tactical missile launcher that obliterates most units within its blast radius.
If you self-destruct it as a last resort, the explosion is almost as powerful as a nuclear missile.
They’re great for rendering enemy defenses useless before an assault, and for destroying advancing units while you build a quick reaction force to combat them.
Cataphract
The Cataphract is an experimental hovertank. Equipped with a powerful laser and significant armor.
Although it’s not very fast, the ability to hover makes it useful for attacking from the sea.
It’s not as strong as other experimental units or higher-tier ships, but can definitely hold its own in battle and is able to cross and skirmish from the water.
Catapult
The Catapult is an experimental heavy rocket bot that fires a barrage of unguided heavy missiles.
Use it to rain hellfire down on your enemy.
It is extremely effective against grouped units and can clear out defensive structures.
Cayman
The Cayman is a light hovercraft with a plasma cannon. It can travel over land and sea fairly well, and can even be used to reinforce a naval force.
Tanks don't fair well against bombers, even hovertanks, so bring some anti-air.
It’s has more health than its ARMADA counterpart, the Crocodile, but also costs more to build.
Cerberus
The Cerberus is Geothermal Powerplant that produces 450 energy using steam. The difference to the standard Geothermal Powerplant is that it has a long-range plasma cannon mounted on top.
Seize control of nearby steam vents to take advantage of reliable energy.
It can only be built on top of steam vents on each map. They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Commander
The Decoy Commander is a fake version of your actual Cortex Commander and can build basic Tech 1 structures, including mines.
Use it to fool your enemy and for extra build power on the front line.
It serves the function of confusing your opponent and it's good so the enemy will target the fake one.
Commando
The Commando is a paratrooper bot equipped with a laser cannon and can survive falling out of a shot-down air transport.
Drop them into unprotected bases and tear them down using Medium Mines and Dragon's Maws.
It has a personal radar and radar jammer, and can build a few basic units/defenses.
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
The Construction Bot can build basic Tech 1 structures and is the cheapest construction unit.
Use multiple on a single structure to increase build power.
It's quite slow and weak, so try to escort it with a few Grunts when expanding. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Hovercraft
The Construction Hovercraft can build basic Tech 1 structures, like other constructors, but can also build additional naval structures.
Use multiple on a single structure to increase build power.
It has more build power than the T1 Construction Bot and T1 Construction Vehicle. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Seaplane
The Construction Seaplane can build basic Tech 1 structures, like other constructors, but can also build additional naval structures. It’s great for repairing ships on the front line thanks to its speed.
Use multiple on a single structure to increase build power.
It’s similar to the T1 Construction Aircraft in that it can traverse both land and sea, however, it can also land on and submerge underwater. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Ship
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 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.
Coral
The Coral is a floating heavy laser tower that can be built on water.
Build it to defend your naval base against hovercraft and light naval units.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.
Cortex Commander
The Cortex Commander is the most versatile and important unit in your army. It's what you'll use to start your initial base and to build your first unit factory.
Use it to build and defend your front line when you expand.
It can produce both metal and energy, it's amphibious, equipped with a laser and powerful disintegrator gun (D-Gun), and can build Tech 1 structures.
Cutlass
The Cutlass is a light seaplane gunship with dual cannons.
Use in a group for fast surprise attacks on unsuspecting ships and naval bases.
It can attack both land and sea units, however, it is vulnerable to naval anti-air.
Dam Buster
The Dam Buster is a seaplane bomber with a payload of 12 bombs. It’s designed to hit slow-moving ships and static naval structures, and execute unanticipated bombing runs on land bases.
Target grouped units to benefit from the area of effect damage.
Always scout first to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall. Remember to combine them with sonar planes to target underwater units.
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
The Deceiver is a mobile radar jamming bot that keeps units within its jamming range from appearing on the minimap.
Use it with cloakable units to make them totally invisible and undetectable.
It is best used to mount a surprise attack and to hide your units or structures from long-range weapons. Beware units can still be detected if the enemy has a intrusion countermeasure system.
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.
Devastator
The Devastator is a floating plasma and beam laser turret platform that can be built on the water.
Useful for defending naval bases against light to medium naval units.
Its extended weaponry makes it a formidable defensive structure.
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 Mercuries or 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
The Dragon’s Maw is a flamethrower turret disguised as a fortification wall, that will pop up and fry units within its range.
Build alongside Dragon’s Teeth to surprise unsuspecting units.
It is great against unit swarms.
Dragon's Teeth
The Dragon’s Teeth are basic defensive walls that block most Tech 1 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.
Duck
The Duck is a very fast amphibious bot equipped with a short-range laser and a light torpedo launcher.
Useful for raiding unprotected naval structures and sneaking into enemy territory from the sea.
It's also a good way to allocate a quick moving amphibious torpedo unit to aid your naval units.
Energy Converter
The Energy Converter converts energy into metal, and can be built by the Commander or other construction units.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1 metal per second.
When attacking an enemy base, aim for their converts to set off an explosive chain reaction and cause damage to other nearby structures.
Energy Storage
The Energy Storage increases your energy storage capacity by 6000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and to reduce energy stalls when wind speed is low or if you lose your generators.
Eradicator
Exploiter
The Exploiter is similar to the Metal Extractor, except it's armed with dual lasers.
Useful for extracting metal from potentially dangerous areas such as the frontline.
The amount of metal you can extract per second is shown on each metal spot and ranges from 1.0 to 3.0.
Fiend
The Fiend is a fast raider bot that's equipped with a short-range flamethrower.
Useful for raiding unprotected bases and pushing slow units.
It is one of the most effective and unpredictable units when properly controlled, however, its light armor makes it vulnerable to defensive structures.
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.
Fortification Wall
The Fortification Wall is an advanced defensive wall that blocks most Tech 1/Tech 2 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break. Advanced walls have almost four times the health of a basic Dragon’s Teeth, and are great when used against Alien Raptors and Scavengers.
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.
Fusion Reactor
The Fusion Reactor produces energy using heat from nuclear fusion reactions. Energy production is a constant +1100.
Build it when you push to T2 to power your Advanced Metal Extractors.
Beware of where you build the reactor, as it is one of the most favored targets for enemy bombers. When destroyed it causes a large explosion that may likely kill other units nearby.
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.
Geothermal Powerplant
The Geothermal Powerplant produces energy using steam. Geothermal energy production is a constant +300, however, it can only be built on top of steam vents on each map.
Seize control of nearby steam vents to take advantage of reliable energy.
They’re more costly than Wind Turbines and Solar Collectors, but provide a good energy bonus when completed.
Goon
The Goon is a cheap, fast hovercraft with a close-range laser weapon. Useful for amphibious landings, and surrounding enemy units to take advantage of the flanking bonus.
Great for evading a defensive line if you can find a nearby beach behind enemy lines.
Thanks to its low cost, the Seeker makes for a great unit to mass produce and overwhelm your opponents. It is commonly used as a swarm to raid bases and expansions while avoiding defenses. Watch out for light laser turrets!
Graverobber
Grunt
The Grunt is a basic infantry bot that's cheap to build and can quickly devastate poorly defended expansions, artillery units, and even isolated commanders.
Build up a small force to rush an undefended commander.
It is armed with two light lasers that have slightly greater range than the Pawn cannons, so with good micro skills you can easily take them out.
Guard
The Guard is a light laser tower that can take out light vehicles and bots.
Build a few in your base to protect against early scout raids.
When expanding, use them to protect your metal extractors and stop enemy commanders from pushing.
Gun Platform
The Gun Platform is a floating plasma tower that can be built on the water.
Useful for defending naval bases against light to medium naval units.
Its quite a formidable defensive structure.
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.
Halberd
The Halberd is an assault hovercraft armed with beam laser. It can travel over land and sea fairly well, and can even be used to reinforce a naval force.
Tanks don't fair well against bombers, even hovertanks, so bring some anti-air.
It is basically the Cayman's big brother and packs quite the punch.
Hardened Energy Storage
The Hardened Energy Storage increases your energy storage capacity by 40000.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.
Hardened Metal Storage
The Hardened Metal Storage increases your metal storage capacity by 10000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Heavy Mine
The Heavy Naval Mine is a land mine designed to damage or destroy armored naval units.
Use them to take out unsuspecting ships.
Naval mines will explode if a unit hits them, and can be cloaked automatically or manually. They will also damage other units in range.
Heavy Mine
The Heavy Mine is a land mine designed to damage or destroy armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
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.
Janitor
The Janitor is a floating anti-air missile battery that can shoot down most Tech 1 aircraft.
Useful even against Tech 2 units thanks to its reasonable costs and quick build time.
It has more health than the Slingshot and it's great for protecting your naval base from early air raids.
Jellyfish
The Jellyfish is a torpedo launcher that targets ships and submarines within its range from the shore.
Build them to defend your land structures against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Juggernaut
The Juggernaut is an experimental advanced assault mech and is the most powerful unit among the CORTEX land units. It's armed with
- The most powerful laser
- 2 triple-barreled shotguns on each hand
- A big missile launcher on the back.
If you Self-Destruct it as a last resort, the explosion is almost as powerful as a nuclear missile. The Juggernaut is also immune to EMP.
It doesn't have the most range, but its health and firepower allow it to fight and win against multiple Titans.
Despite its size and power, the Juggernaut is not invulnerable and can be taken down with focused fire from a group of long range units like Pulsars and Starlights or Behemoth at close range.
Overall, the Juggernaut is a fearsome unit that can dominate the battlefield with its sheer size and firepower. Its high cost and slow movement speed make it a risky investment, but in the right hands, it can be a devastating weapon of war.
Escort it with support units and radar and look out for enemy commanders trying to D-Gun it.
Juno
The Juno can build and stockpile electromagnetic impulse missiles. The missiles have to be launched manually, and the area of effect lasts around 25 seconds.
Use them to destroy minefields, scout spam, radar units, and jammer units.
Beware that friendly units within range can also be destroyed by these missiles. Some units with radar/jammer abilities are not affected, such as Spy-bots.
Karganeth
The Karganeth is an experimental all-terrain assault mech that's equipped with four rapid-fire homing missile launchers.
Gain an advantage point by traversing where other units can't go.
It's relatively fast and has a good amount of health, but doesn't have as much range as some other experimental units.
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.
Lamprey
The Lamprey is an advanced torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
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!
Light Mine
The Light Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Mammoth
The Mammoth is a heavily armored assault bot that's equipped with two heavy beam lasers.
Use it to absorb incoming fire while your long-range units take out the enemy units.
It has the most health among all the Tech 2 units and is the best choice for tanking enemy fire. When you have enough of them they become quite an unstoppable force.
Mangonel
The Mangonel is a light hovercraft with a rocket launcher. Good for taking out defensive structures and softening up an enemy expansion before you push in.
Keep them at a distance or at least behind some close combat units.
It does slightly more damage than its ARMADA counterpart, the Possum, and its range is among the highest within Tech 1 units.
Manticore
The Manticore is an advanced anti-air bot equipped with medium-range missiles and a short-range flak cannon.
Keep it at the back of your army to defend against air raids.
It's amphibious and deals a significant amount of damage to most aircraft, but can't shoot while underwater.
Medium Mine
The Medium Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
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.
Metal Extractor
The Metal Extractor extracts metal from metal spots on each map. The amount of metal you can extract per second is shown on each metal spot and ranges from 1.0 to 3.0.
Grunts are cheap units for protecting metal extractors from early raids.
Metal extractors are primary targets during early-game raids, and if destroyed, can stall an opponent's construction and give you the upper hand.
Metal Storage
The Metal Storage increases your metal storage capacity by 3000.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Monsoon
The Monsoon is a seaplane gunship that drops homing torpedoes into the water.
Use it to take out those pesky submarines without sacrificing your ships.
Being able to circle and strafe ships while dropping each torpedo, makes it more effective in narrow waterways where torpedo bombers tend to have trouble hitting their target.
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.
Naval Advanced Energy Converter
The Advanced Navel Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 600 energy into 11 metal per second.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.
Naval Advanced Metal Extractor
The Naval Advanced Metal Extractor extracts more metal from metal spots on each map. Start building them on your most protected metal spots first.
Build them when you’re ready to upgrade to Tech Level 2.
Metal extractors are primary targets, and if destroyed, they can stall an opponent's construction and give you the upper hand.
Naval Birdshot
The Naval Birdshot is a short-range anti-air gun that deals high damage with a large area of effect (AoE) and can be built on water.
Build them around strategic points and to protect your naval base from air raids.
It can shatter most aircraft within its range.
Naval Construction Turret
The Naval Construction Turret can assist and repair nearby units, and can be built on the water. This makes it excellent to use on maps with limited or no land.
Use multiple on a single factory to increase build power.
You can also move Navel Construction Turrets to other locations using the Hercules or Skyhook, and it has more build power than any other unit, excluding the Commander.
Naval Energy Converter
The Naval Energy Converter converts energy into metal and can be built on the water. This makes it excellent to use on maps with limited or no land.
Build in smaller groups to prevent explosive chain reactions if destroyed.
Later in the game, you may have excess energy that’s going to waste. So consider building multiple converters to produce more metal. Converts 70 energy into 1.1 metal per second, and can be built by the Commander or other construction units.
When attacking an enemy base, aim for their converters to set off an explosive chain reaction and cause damage to other nearby structures.
Naval Energy Storage
The Naval Energy Storage increases your energy storage capacity by 6000 and can be built underwater.
Great for powering weapons that consume large amounts of energy.
It's also useful for storing excess energy for later use, and reducing energy stalls when wind speed is low or if you lose your generators.
Naval Fusion Reactor
The Naval Fusion Reactor produces energy using heat from nuclear fusion reactions and can be built on the water. This makes it excellent to use on maps with limited or no land.
Useful for hiding your energy production underwater.
Energy production is a constant +1220. When destroyed it causes a large explosion that may likely kill other units nearby.
Naval Metal Storage
The Naval Metal Storage increases your metal storage capacity by 3000 and can be built underwater.
Build in smaller groups to prevent explosive chain reactions if destroyed.
It's also useful for storing excess metal for later use, especially since metal production is lower than energy.
Naval Radar / Sonar Tower
The Naval Radar/Sonar Tower provides early warning of enemy units in the air, on land, and even underwater.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
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.
Nemesis
The Nemesis is an intrusion countermeasure system that can detect stealthy units.
Build one in your base to detect cloaked units.
It’s great for protecting your Apocalypse against stealthy EMP attacks.
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.
Overseer
The Overseer is a shield generator that deflects plasma artillery and can take a lot of damage before going down.
Build a few around your base to protect it from early artillery barrages.
Beware that shields do not deflect other units weaponry such as bombs, lasers, or missiles.
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
The Persecutor is pop-up plasma artillery battery.
Build on a hill to take advantage of extended range.
It can protect your front line from enemy artillery units and when set to a high-trajectory it shoots slower, but also deals more area of effect (AoE) damage.
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.
Pinpointer
The Pinpointer enhances the accuracy of your radar towers for the entire team. You only need to build 3 facilities on each map.
Use them to improve the targeting of your artillery.
The benefits apply to your entire team and the more you have the more accurate your radars will be.
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
The Prevailer is a nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Build a Nemesis nearby to detect cloaked EMP units before they can disable it.
It has a large radar range to protect your base and nearby surroundings from nuclear attacks. Each defensive missile takes around 90 seconds to build.
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.
Radar Tower
The Radar Tower provides early warning of enemy units and their movements on the battlefield. It’s also cheap and quick to build.
Use it to monitor nearby units and watch for air attacks.
Radar coverage is blocked by high terrain, and can be jammed by units with radar jammers, or evaded by cloaked units.
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.
Riptides have a higher cost, but stronger armor and weapons then their ARMADA counterpart (Ellysaw).
SAM
The SAM is a medium-range anti-air missile battery that can shoot down most Tech 1 aircraft.
Useful even against Tech 2 units thanks to its reasonable costs and quick build time.
It has more health than the Thistle, and its hardened exterior makes it difficult for air units destroy it.
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
The Scorpion is a pop-up sabot battery that has high damage and range for a relatively low cost.
Switch it off when targeted to soak up huge amonts of damage.
Its ability to hide makes it a great for taking enemy fire while your other units take out the attacking forces.
Screamer
The Screamer is a long-range anti-air missile battery that can take down most aircraft within its range.
Build them later in a match to defend your base from strategic bombers.
It can also be build on an extended front line to slowly dismantle an enemy air wall.
Shark's Teeth
The Shark’s Teeth are basic defensive walls that block most Tech 1 naval units and low-altitude projectiles.
Use them to funnel enemy ships into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.
Sheldon
The Sheldon is a fast and mobile mortar bot that can out range most defenses.
Useful for dealing damage to enemy units while staying out of their weapon range.
It needs a good line of sight to hit its targets, even though some shots will miss due to the long range and relative slow projectile speed. The Sheldon is good at dismantling enemy defensive lines as it can slowly but steadily do damage from a relative safe distance.
Shiva
The Shiva is an experimental siege mech that's equipped with two powerful cannons and a heavy missile launcher.
Use it to breach enemy bases.
It's amphibious and can walk underwater, however, it's quite slow at firing the cannons.
Shroud
The Shroud is a long-range radar jammer. Useful for confusing enemy targeting systems and covering nearby units.
Use them to cover your real units until they’re actually seen.
Radar jammers show several signatures on your enemy’s radar and make it hard to determine where and how many units are in the area.
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.
Also useful as a defense of last resort.
Skuttle
The Skuttle is a crawling bomb designed for one purpose — to go kamikaze on enemy units and structures.
When used in a swarm spread them out to avoid a chain reaction.
It has a large area of effect when it explodes, which is even bigger when you self-destruct it. Thanks to their amphibious attribute they're also great for attacking and regaining sea territory.
Skuttle's main advantage over the Bedbug is the ability to Cloak.
Use Juno to disable enemy Radar before sneaking in a cloaked Skuttle for devastating effect.
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).
Slingshot
The Slingshot is a light anti-air missile tower that can shoot down light aircraft, and can be built on water.
Build some early on to protect your naval base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.
Solar Collector
The Solar Collector produces energy using the sun. Solar energy production is a constant +20 and is essential when wind speeds are low.
Can be used for backup energy when the wind is weak.
They’re not as cost-effective as Wind Turbines, and instead, provide a safe and stable source of energy.
Sonar Station
The Sonar Station is similar to the Radar Tower, except it detects sea units instead of land or air units.
Great for detecting sneaky submarines and submerged commanders.
Can be built by the Commander or other construction units.
Spectre
The Spectre is a stealthy and cloakable spy bot that's totally invisible to your enemy.
Self-destruct it near an enemy Citadel to disable it with the discharged EMP.
It is also good to have nearby enemy units so your artillery has a clear target location. However, beware that it can be detected if the enemy has a Tracer within range.
Sumo
The Sumo is a heavily armored laser bot that deals great amounts of damage in close-combat.
Use it to absorb incoming fire while your long-range units take out the enemy units.
It's a lot stronger than the Welder, but also costs more. When you have enough of them they become quite an unstoppable force.
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
The Termite is an all-terrain spider bot equipped with two beam lasers.
Evade enemy defenses by traversing where other units can't go.
It has a good amount of armor and and can climb even the steepest cliffs.
Thistle
The Thistle is a light anti-air missile tower that can shoot down light aircraft.
Build some early on to protect your base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.
Thug
The Thug is a light plasma bot that deals sizeable damage for a relatively low cost to build.
Combine with resurrection bots to keep them healthy while pushing the enemy front line.
It is fairly slow, so watch out for fast enemy units and long-range defences. It also has more range when shooting from higher ground.
Tidal Generator
The Tidal Generator produces energy through water movement. Tidal energy production is a consistent value and is pre-determined by the map settings.
Build in smaller groups to prevent explosive chain reactions if destroyed.
They’re essential when there is limited land and excellent on water maps.
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 an amphibious anti-air bot that's cheap to build and can shoot down light air units.
Keep them at the back of your army to defend against air raids.
It's useful for preventing enemy bombing runs and can also walk underwater.
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
The Twin Guard is a dual laser turret that can take out light vehicles and bots.
Use them to out-range rocket bots and light laser turrets.
It is an excellent choice to combat unit swarms and its high DPS and range makes it a formidable threat to enemy commanders.
Twitcher
The Twitcher is a handy construction unit that can run fairly quickly and provide build-power wherever you need it.
Useful for producing Fiends while on the move.
Its purpose is to have a source of mobile build power that you can quickly move to wherever you need it. It's also used to build mines for securing your flanks and areas of high tactical importance.
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).
Urchin
The Urchin is a torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Warden
The Warden is a heavy laser tower that out-ranges almost every Tech 1 unit, except for artillery.
Build it on your front line to out-range and take out enemy laser towers.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.
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. It is less armored but has a better weapon than the T2 Armada Gunship 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 Wind Turbine produces energy using the wind. Energy production varies depending on the wind speed, which also changes in real-time and for each map.
Be aware that wind speeds can change at any moment.
Wind Turbines are best used on maps with strong wind, as the production rate will be more likely to stay high. However, if the wind is weak, try using Solar Collectors instead.
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.