BLUE

Anemone
T3
T2

Anemone

Coastal Torpedo Launcher
T2
T3
T1
Metal
240
Energy
2200
Energy Make
0
Hitpoints
1520
Radar Range
Speed
0
Damage
188
Weapon Range
530
Buildpower
0
Show List
Beamer
T3
T2

Beamer

Beam Laser Turret
T2
T3
T1
Metal
190
Energy
1500
Energy Make
0
Hitpoints
1290
Radar Range
Speed
0
Damage
266
Weapon Range
475
Buildpower
0
Show List

Beamer is a tracking-laser turret with the highest DPS among all T1 defensive structures. Built by all T1 land/air cons has a very precise aim and decent range. Use it to overshoot rocket Kbots, LLTs, and deal the greatest chunk of damage to raiding units. It may even kill a walking commander before it gets D-gunned.

Chainsaw
T3
T2

Chainsaw

Bomb-Resistant Medium-Range Missile Battery
T2
T3
T1
Metal
750
Energy
7300
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
Damage
542
Weapon Range
1125
Buildpower
0
Show List

Chainsaw (Bomb-Resistant Medium-Range Missile Battery) is an expensive T1 anti-air tower that serves a very situational purpose. Built by all T1 land/air cons it has the highest DPS and range among all T1 AA. When placed properly it may even take down a Liche (Nuclear bomber).

Defender
T3
T2

Defender

Anti-air Tower
T2
T3
T1
Metal
84
Energy
900
Energy Make
0
Hitpoints
295
Radar Range
Speed
0
Damage
68
Weapon Range
765
Buildpower
0
Show List

Defender is the basic and cheap anti-air missile tower. Built by all T1 cons it is able to take down light aircrafts. Not enough to stop bombing/gunship runs. Always have one or two in your base to protect yourself from humiliating com-dropping tactics.

Dragon's Claw
T3
T2

Dragon's Claw

Pop-up Lightning Turret
T2
T3
T1
Metal
340
Energy
1600
Energy Make
0
Hitpoints
1200
Radar Range
Speed
0
Damage
183
Weapon Range
440
Buildpower
0
Show List
Dragon's Teeth
T3
T2

Dragon's Teeth

Dragons Teeth
T2
T3
T1
Metal
11
Energy
160
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
Damage
Weapon Range
Buildpower
0
Show List
Guardian
T3
T2

Guardian

Coastal Defense
T2
T3
T1
Metal
1250
Energy
12500
Energy Make
0
Hitpoints
2760
Radar Range
Speed
0
Damage
164
Weapon Range
1220
Buildpower
0
Show List

Guardian is the T1 long-range plasma battery. Built by all land/air cons it serves a very situational purpose. It can overshoot all T1 structures and units, but keep in mind that it requires a lot of metal to build. Useful on hills, for taking down strategic targets. Pretty useless when T2 arrives. Consider reclaiming it to get your metal back.

Harpoon
T3
T2

Harpoon

Offshore Torpedo Launcher
T2
T3
T1
Metal
189
Energy
1701
Energy Make
0
Hitpoints
1380
Radar Range
Speed
0
Damage
186
Weapon Range
500
Buildpower
0
Show List
Kilo
T3
T2

Kilo

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

LLT

Light Laser Tower
T2
T3
T1
Metal
86
Energy
680
Energy Make
0
Hitpoints
560
Radar Range
Speed
0
Damage
156
Weapon Range
430
Buildpower
0
Show List

Light Laser Tower is the cheapest and fastest to set up form of defense. Built by the Commander and all T1 cons. It is reasonable to build one or two to protect your T1 base against early scout raids. When expanding, protect your metal extractors with those. Two LLT's are often enough to stop a hostile Commander push.

Mega
T3
T2

Mega

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

Mega NS

Heavy Mine, Naval Series
T2
T3
T1
Metal
25
Energy
1600
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
Damage
Weapon Range
Buildpower
0
Show List
Micro
T3
T2

Micro

Light Mine
T2
T3
T1
Metal
5
Energy
270
Energy Make
0
Hitpoints
10
Radar Range
Speed
0
Damage
Weapon Range
Buildpower
0
Show List
Pack0
T3
T2

Pack0

Pop-Up Missile Battery
T2
T3
T1
Metal
360
Energy
5700
Energy Make
0
Hitpoints
1200
Radar Range
Speed
0
Damage
176
Weapon Range
840
Buildpower
0
Show List

Packo is a pop-up medium range anti-air tower. Built by all land/air cons it It stands a chance against heavier T1 aircraft. Its pop-up and cloak abilities make it a difficult target for land infantry. As a cool gimmick it may be cloaked to trick your opponent into thinking that you have insufficient Air defense and trap his aircraft when as they come.

Sentinel
T3
T2

Sentinel

Heavy Laser Tower
T2
T3
T1
Metal
440
Energy
4700
Energy Make
0
Hitpoints
2325
Radar Range
Speed
0
Damage
215
Weapon Range
620
Buildpower
0
Show List

Sentinel is a high-energy laser turret. Built by all T1 cons it overshoots every T1 unit except artillery vehicles. 

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

Always incorporate it within other defensive structures.

Shark's Teeth
T3
T2

Shark's Teeth

Shark's Teeth
T2
T3
T1
Metal
15
Energy
300
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
Damage
Weapon Range
Buildpower
0
Show List
Ambusher
T3
T2

Ambusher

Cloakable Coastal Defense
T2
T3
T1
Metal
2500
Energy
17000
Energy Make
0
Hitpoints
3600
Radar Range
Speed
0
Damage
316
Weapon Range
1380
Buildpower
0
Show List

Ambusher is a T2 cloakable pop-up long range plasma battery. Built by all T2 land/air cons it is able to protect your defense line from artillery units and dismantle enemy’s defense line. Out ranges all T2/T2 units except Annihilators, Berthas etc. Build on hills to take advantage of extended range and take down strategic targets. Set to High-Trajectory it deals more damage in a larger radius (AoE), but it will shoot slower.

Annihilator
T3
T2

Annihilator

Tachyon Accelerator
T2
T3
T1
Metal
3500
Energy
74000
Energy Make
0
Hitpoints
5500
Radar Range
1500
Speed
0
Damage
1091
Weapon Range
1400
Buildpower
0
Show List

Annihilator is the most powerful T2 defense structure. Built by all T2 land/air cons, it packs a bad-ass long-range tachyon laser that can one-shoot all T1 and T2 mobile units. It overshoots all other defense structures and may even take down T3 mechs. Takes 1500 E to shoot. You can put it on “off” in order to hide its turret in its heavy duty armor that can withstand tons of damage.

Big Bertha
T3
T2

Big Bertha

Long Range Plasma Cannon
T2
T3
T1
Metal
4500
Energy
64000
Energy Make
0
Hitpoints
4000
Radar Range
Speed
0
Damage
123
Weapon Range
4650
Buildpower
0
Show List

Big Bertha is a long range plasma cannon (LRPC). Built by all T2 land/air cons it is able to shoot targets across the map. On most battlefields placing it on the front-line enables you to take down buildings in enemy’s base. Not very effective on mobile targets. When built, it immediately becomes a priority target for your foes, try to keep it safe. Can be countered with Plasma deflectors, but those come at a high cost.

Detonator
T3
T2

Detonator

EMP Missile Launcher
T2
T3
T1
Metal
1600
Energy
29000
Energy Make
0
Hitpoints
3000
Radar Range
Speed
0
Damage
25000
Weapon Range
4050
Buildpower
0
Show List
Flakker
T3
T2

Flakker

Anti-Air Flak Gun
T2
T3
T1
Metal
820
Energy
13000
Energy Make
0
Hitpoints
1575
Radar Range
Speed
0
Damage
606
Weapon Range
775
Buildpower
0
Show List

Flakker is a short range anti-air turret that can deal ludicrous amounts of damage in a big radius (AoE). Built by all T2 land/air cons it is able to shatter most aircraft within its range. Best Damage per second/cost ratio among all AA, but also - short range. Build it around strategic point-targets and front-line defenses.

Fortification Wall
T3
T2

Fortification Wall

Fortification Wall
T2
T3
T1
Metal
39
Energy
1050
Energy Make
0
Hitpoints
8000
Radar Range
Speed
0
Damage
Weapon Range
Buildpower
0
Show List
Keeper
T3
T2

Keeper

Plasma Deflector
T2
T3
T1
Metal
3000
Energy
54000
Energy Make
0
Hitpoints
3200
Radar Range
Speed
0
Damage
100
Weapon Range
550
Buildpower
0
Show List
Mercury
T3
T2

Mercury

Long Range Anti-Air Tower
T2
T3
T1
Metal
1600
Energy
33000
Energy Make
0
Hitpoints
1500
Radar Range
Speed
0
Damage
417
Weapon Range
2400
Buildpower
0
Show List

Mercury is a long range anti-air missile battery. Built by all T2 land/air constructors it piles up to five missiles (14s to produce one) that can shoot across great distances and deal ludicrous damage to aircraft. A single missile can take down most air units. Great for countering Liche (atomic bomber) runs, when used with SET TARGET command. Built on the extended front-line, thanks to its range it may be used to slowly dismantle enemy’s fighter wall.

Moray
T3
T2

Moray

Advanced Torpedo Launcher
T2
T3
T1
Metal
1000
Energy
8500
Energy Make
0
Hitpoints
2500
Radar Range
Speed
0
Damage
446
Weapon Range
915
Buildpower
0
Show List
Pit Bull
T3
T2

Pit Bull

Pop-up Gauss Cannon
T2
T3
T1
Metal
680
Energy
14000
Energy Make
0
Hitpoints
2531
Radar Range
Speed
0
Damage
415
Weapon Range
730
Buildpower
0
Show List

Pit bull is a cloakable pop-up gauss cannon that has a great DPS and range for considerably low costs. Built by all T2 land/air cons it serves the most basic role among the defenses – to pump in big DPS. Its pop-up and cloak ability makes it a great way to surprise attacking troops with unexpected damage source.

Protector
T3
T2

Protector

Anti-Nuke System
T2
T3
T1
Metal
1500
Energy
38000
Energy Make
0
Hitpoints
3300
Radar Range
Speed
0
Damage
750
Weapon Range
72000
Buildpower
0
Show List

Protector is an ICBM interception missile silo. Built by all T2 land/air cons it is able to cover a decent area spanning over your base and surroundings. It protects you from long-range nuclear missiles (not tactical nukes). Takes 90 seconds to stack up one missile. Always make one after the 15 minute mark and be careful as it may be EMPed by spies or ARM EMP silos.

Tracer
T3
T2

Tracer

Intrusion Countermeasure System
T2
T3
T1
Metal
710
Energy
7100
Energy Make
0
Hitpoints
2400
Radar Range
Speed
0
Damage
Weapon Range
Buildpower
0
Show List
Vulcan
T3
T2

Vulcan

Rapid-Fire Long-Range Plasma Cannon
T2
T3
T1
Metal
63000
Energy
752000
Energy Make
0
Hitpoints
29000
Radar Range
Speed
0
Damage
2625
Weapon Range
5750
Buildpower
0
Show List

Vulcan is the ultimate weapon of mass-destruction. Built by all T2 land/air cons it is basically a spinning wheel of Big-bertha plasma cannons that can shoot across the map and tear down whole bases. It takes giant resources to build but when it is in place it basically wins you a game. 

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

RED

T3
T2
11

11

T2
T1
T3
Light Mine
5
Metal
270
Energy
0
Energy Make
10
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
110

110

T2
T1
T3
Medium Mine
16
Metal
1050
Energy
0
Energy Make
10
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
1100

1100

T2
T1
T3
Heavy Mine
21
Metal
1350
Energy
0
Energy Make
10
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
1100 NS

1100 NS

T2
T1
T3
Heavy Mine, Naval Series
25
Metal
1600
Energy
0
Energy Make
10
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
112

112

T2
T1
T3
Medium Mine
16
Metal
1050
Energy
0
Energy Make
10
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
Dragon's Maw

Dragon's Maw

T2
T1
T3
Pop-up Flamethrower Turret
290
Metal
1550
Energy
0
Energy Make
1450
Hitpoints
Radar Range
0
Speed
440
Damage
410
Weapon Range
0
Buildpower
Show List

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

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

Great anti-swarm weapon.

T3
T2
Dragon's Teeth

Dragon's Teeth

T2
T1
T3
Dragons Teeth
11
Metal
160
Energy
0
Energy Make
2500
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
Eradicator

Eradicator

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

Eradicator (Bomb-Resistant Medium-Range Missile Battery) is an expensive T1 anti-air tower that serves a very situational purpose. Built by all T1 land/air cons it has the highest DPS and range among all T1 AA. 

When placed properly it may even take down a Liche (Nuclear bomber) before it hits.

T3
T2
Gaat Gun

Gaat Gun

T2
T1
T3
Heavy Laser Tower
480
Metal
4700
Energy
0
Energy Make
2475
Hitpoints
Radar Range
0
Speed
218
Damage
620
Weapon Range
0
Buildpower
Show List

Gaat Gun 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.

T3
T2
HLLT

HLLT

T2
T1
T3
Anti-Swarm Double LLT
195
Metal
1750
Energy
0
Energy Make
1500
Hitpoints
Radar Range
0
Speed
313
Damage
475
Weapon Range
0
Buildpower
Show List

HLLT is a double LLT turret. Built by all T1 land/air cons it is an excellent choice for an anti-swarm weapon. Its upper LLT turret has a slightly higher range and is able to overshoot T1 rocket Kbots. 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 Dgunning range.

T3
T2
Jellyfish

Jellyfish

T2
T1
T3
Coastal Torpedo Launcher
250
Metal
2200
Energy
0
Energy Make
1610
Hitpoints
Radar Range
0
Speed
188
Damage
530
Weapon Range
0
Buildpower
Show List
T3
T2
LLT

LLT

T2
T1
T3
Light Laser Tower
90
Metal
700
Energy
0
Energy Make
585
Hitpoints
Radar Range
0
Speed
156
Damage
435
Weapon Range
0
Buildpower
Show List

Light Laser Tower is the cheapest and fastest to set up form of defense. Built by the Commander and all T1 cons. It is reasonable to build one or two to protect your T1 base against early scout raids. When expanding, protect your metal extractors with those. Two LLT’s are often enough to stop a hostile Commander push.

T3
T2
Pulverizer

Pulverizer

T2
T1
T3
Anti-air Tower
81
Metal
860
Energy
0
Energy Make
300
Hitpoints
Radar Range
0
Speed
68
Damage
765
Weapon Range
0
Buildpower
Show List

Pulverizer is the basic and cheap anti-air missile tower. Built by all T1 cons it is able to take down light aircrafts. Not enough to stop bombing/gunship runs. Always have one or two in your base to protect yourself from humiliating com-dropping tactics.

T3
T2
Punisher

Punisher

T2
T1
T3
Coastal Defense
1300
Metal
13500
Energy
0
Energy Make
2940
Hitpoints
Radar Range
0
Speed
169
Damage
1245
Weapon Range
0
Buildpower
Show List

Punisher is the T1 long-range plasma battery. Built by all land/air cons it serves a very situational purpose. It can overshoot all T1 structures and units, but keep in mind that it requires a lot of metal to build. Always ask yourself if it isn't just better to spend this metal on T2.

Useful on hills, for taking down strategic targets and defending the coastline (damage boost vs ships). 

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

T3
T2
SAM

SAM

T2
T1
T3
Hardened Missile Battery
315
Metal
6100
Energy
0
Energy Make
2500
Hitpoints
Radar Range
0
Speed
179
Damage
840
Weapon Range
0
Buildpower
Show List

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.
T3
T2
Shark's Teeth

Shark's Teeth

T2
T1
T3
Shark's Teeth
15
Metal
300
Energy
0
Energy Make
4000
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
Urchin

Urchin

T2
T1
T3
Offshore Torpedo Launcher
189
Metal
2025
Energy
0
Energy Make
1530
Hitpoints
Radar Range
0
Speed
169
Damage
500
Weapon Range
0
Buildpower
Show List
T3
T2
Buzzsaw

Buzzsaw

T2
T1
T3
Rapid-Fire Long-Range Plasma Cannon
61000
Metal
718000
Energy
0
Energy Make
30000
Hitpoints
Radar Range
0
Speed
2660
Damage
6100
Weapon Range
0
Buildpower
Show List

Buzzsaw is the ultimate weapon of mass-destruction. Built by all T2 land/air cons it is basically a spinning wheel of Big-bertha plasma cannons that can shoot across the map and tear down whole bases. It takes giant resources to build but when it is in place it basically wins you a game. 

However, remember that it 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.

T3
T2
Catalyst

Catalyst

T2
T1
T3
Tactical Nuke Launcher
1200
Metal
14000
Energy
0
Energy Make
3200
Hitpoints
Radar Range
0
Speed
1250
Damage
2750
Weapon Range
0
Buildpower
Show List

Catalyst is a tactical nuke launcher and one of RED 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 porc lines and destroying strategic targets such as annihilators. Skilled player may even use it as a defensive unit. If you can extrapolate where the coming troops are going to be located 10 seconds from now – you can hit them with an unexpected lethal strike. It stockpiles one missile in 75 seconds. Cool gimmick/trivia: when seld-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.

T3
T2
Cobra

Cobra

T2
T1
T3
Anti-Air Flak Gun
850
Metal
14000
Energy
0
Energy Make
1655
Hitpoints
Radar Range
0
Speed
606
Damage
775
Weapon Range
0
Buildpower
Show List

Cobra is a short range anti-air turret that can deal ludicrous amounts of AoE damage. Built by all T2 land/air cons it is able to shatter most aircrafts within its range.  Best DPS/cost ratio among all AA, but also - short range. 

Build it around strategic point-targets and frontline defences.

T3
T2
Doomsday Machine

Doomsday Machine

T2
T1
T3
Energy Weapon
3000
Metal
37000
Energy
0
Energy Make
8500
Hitpoints
1200
Radar Range
0
Speed
1485
Damage
950
Weapon Range
0
Buildpower
Show List

Doomsday Machine a multi-weapon tower. Built by all T2 land/air cons it packs three types of laser turrets that can aim and shoot independently. 

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

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

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

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

T3
T2
Fortification Wall

Fortification Wall

T2
T1
T3
Perimeter Defense
38
Metal
1100
Energy
0
Energy Make
8000
Hitpoints
Radar Range
0
Speed
Damage
Weapon Range
0
Buildpower
Show List
T3
T2
Fortitude

Fortitude

T2
T1
T3
Anti-Nuke System
1500
Metal
40000
Energy
0
Energy Make
3280
Hitpoints
Radar Range
0
Speed
750
Damage
72000
Weapon Range
0
Buildpower
Show List

Fortitude is an ICBM interception missile silo. Built by all T2 land/air cons it is able to cover a decent area spanning over your base and surroundings. It protects you from long-range nuclear missiles (not tactical nukes). Takes 90 seconds to stack up one missile. 

Always make one after the 15 minute mark and be careful as it may be EMPed by spies or BLUE EMP silos.
T3
T2
Intimidator

Intimidator

T2
T1
T3
Long Range Plasma Cannon
4600
Metal
67000
Energy
0
Energy Make
4250
Hitpoints
Radar Range
0
Speed
125
Damage
4950
Weapon Range
0
Buildpower
Show List

Intimidator is a long range plasma cannon (LRPC). Built by all T2 land/air cons it is able to shoot targets across the map. 

On most battlefields placing it on the frontline enables you to take down buildings in enemy’s base. Not very effective on mobile targets. 

When built, it immediately becomes a priority target for your foes, try to keep it safe. 

Can be countered with plasma deflectors, but those come at a high cost.

T3
T2
Lamprey

Lamprey

T2
T1
T3
Advanced Torpedo Launcher
1050
Metal
8500
Energy
0
Energy Make
2500
Hitpoints
Radar Range
0
Speed
443
Damage
890
Weapon Range
0
Buildpower
Show List
T3
T2
Nemesis

Nemesis

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

Overseer

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

Screamer

T2
T1
T3
Long Range Anti-Air Tower
1650
Metal
32000
Energy
0
Energy Make
1500
Hitpoints
Radar Range
0
Speed
417
Damage
2400
Weapon Range
0
Buildpower
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Screamer is a long range anti-air missile battery. Built by all T2 land/air constructors it piles up to five missiles (14s to produce one) that can shoot across great distances and deal ludicrous damage to aircrafts. A single missile can take down most air units. 

Great for countering Liche (atomic bomber) runs, when used with SET TARGET command.

Built on the extended frontline, thanks to its range it may be used to slowly dismantle enemy’s fighter wall.

T3
T2
Toaster

Toaster

T2
T1
T3
Coastal Defense
2500
Metal
17000
Energy
0
Energy Make
3840
Hitpoints
Radar Range
0
Speed
281
Damage
1390
Weapon Range
0
Buildpower
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Toaster is a T2 pop-up long range plasma battery. Built by all T2 land/air cons it is able to protect your defence line from artillery units and dismantle enemy’s defense line. 

Outranges all T2/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.

T3
T2
Viper

Viper

T2
T1
T3
Pop-up Sabot Battery
730
Metal
14000
Energy
0
Energy Make
2719
Hitpoints
Radar Range
0
Speed
413
Damage
730
Weapon Range
0
Buildpower
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Viper is a pop-up sabot battery that has a great DPS and range for considerably low costs. Built by all T2 land/air cons it serves the most basic role among the defences – to pump in big DPS. Its pop-up abbility 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.