Armada
Construction Bot
The Tech 1 Construction bot is the cheapest construction unit in the game. It is slow and weak, so never stray too far from safety. On top of building everything the commander builds, this constructor builds advanced T1 structures, including the T2 Bot Lab.
Use in groups to increase build speed.
To build more advanced units, you need to build the T2 Construction bot in the T2 Bot Lab.
Flea
Scout quickly and cheaply with the ”Flea”! Only outpaced by the vehicle scout Rover, this unit is designed to evade units and defenses, providing valuable intel while packing just firepower to cripple your opponent’s early-game expansion. Because of its low cost, the “Flea” is also the best unit to draw enemy fire. The ”Flea” is not designed for fighting with any other combat unit.
Hammer
Hammer is a plasma bot that can deal a sizeable damage with relatively low cost of building. It has a shorter range than rocket bots, but if you manage to reach them, it can easily eliminate them. It has slightly higher HP than rocket bots, hence it can be used in big numbers to destroy T1 defensive structures. Combine with resurrection bots, for healing and resurrecting fallen units, to quickly push the front-line.
Effective for defending mountain tops, as their range is longer when shooting downhill. Always try to get higher ground.
Watch out for Heavy Laser Turrets!
Jethro
Jethro is a cheap mobile anti air (AA) bot, that can easily take down light aircraft, like scouts, or transporters. Always send a few with your army to protect it from EMP drones / gunships or commander drop tactics. Remember that it has no land-to-land weapons, so it is not able to defend itself. In bigger numbers it can even prevent bombing runs. It is able to walk underwater - combine it with amphibious units!
Peewee
The ”Peewee” is a basic infantry bot. Cheap and mobile, it can quickly devastate poorly defended expansion, artillery, and even isolated commanders.
Don’t be fooled by their firepower!
However, the “Peewee” melts in the face of heavier defenses and riot tanks.
Rector
Rector 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 and 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 fraction by resurrecting enemies wrecks.
Rocko
A light rocket bot used mainly to push the front-line towards opponent's base. It can out range light laser turrets so if your enemy expands solely with a Commander, Rockos can force him to retreat. In bigger numbers and with repairing support of resurrection bots they are able to take down more advanced defensive structures.
Very ineffective against fast mobile units, watch out for A.K. / Peewees!
To protect them use your Commander / Constructors to build progressing defense. In comparison to their RED counterpart Storm that are a bit faster, but weaker at the same time.
Warrior
Warrior is a durable bot armed with a rapid firing double laser. It has a relatively high HP for T1 and can easily take down multiple light assault units, like A.K.'s, Peewees etc. Often referred to as "mobile LLT". Their range is enough to overshoot Commanders, so with a little micro it may be used to force them to retreat.
Always combine with resurrection bots for healing and resurrecting fallen units.
Advanced Construction Bot
Advanced Construction bot is a unit that opens you the window to most of the T2 economy and defensive structures. In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers. It has a higher buildpower than the simpler T1 Construction bot and boosts your metal and energy storage by 100.
Archangel
Archangel is a T2 amphibious anti-air bot that can deal significant damage to aircrafts using two types of weapons – long range missiles and short-range flak canon. It cannot shoot aircrafts when underwater.
Decoy Commander
Decoy Commander is simply just a fake commander. It can build most of the units and buildings, including mines.
It serves the function of confusing your opponent. It is reasonable to build it when you have your last commander, so the enemy might get tricked and focus fire on the fake one. Its D-gun doesn't deal much damage.
The Decoy Commander has a lot of buildpower and is very good to assist in late-game mass-production.
Eraser
Eraser is a mobile radar-jamming device that can hide your units away form enemy’s radar. In combination with cloakable units like snipers, or a Commander it makes them totally invisible and undetectible
The only way to detect jammed & cloaked units is to build the intruision countermeasure system.
Fark
Fark is a fast repair bot that can build only the most basic T1 economy and utility structures in the field. Its purpose is to have a mobile buildpower source that you can quickly move to wherever you need it.
You can also use Farks to assist factories or (large) build projects and then move them quickly to the next construction site.
Fatboy
Fatboy is a big and long range plasma bot that can deal ludicrous damage in a huge area to any light unit.
Try to aim at ‘blobs’ of T1 troops to see the beautiful splash of unit pieces flying.
Very slow moving and shooting bot. Helpless when used alone against any raider units. It overshoots all T1 defense structures, most commonly used to destroy heavy laser turrets etc.
Fido
Fido is a fast and very mobile plasma & mortar bot. It overshoots all T1 infantry, and may deal two types of damage.
Using Plasma Cannon - shoot along a Hi-trajectory long range parabolic trajectory, dealing light damage in a larger radius.
Using Gauss Cannon- much better Low-trajectory aim against fast moving units, and deals point-damage.
With good micro It may always stay out of range of most units.
Infiltrator
Infiltrator is the so called “spy” bot. With its cloak and stealth abilities combined it remains totally invisible for your enemy unless he has built an intrusion countermeasure system.
Use it to sneak into bases and get intel on what is going on there, so you can be a step ahead. On top of that, when self-destructed infiltrator delivers an EMP explosion with a large radius which can paralyse enemy units for up to 45 seconds.
Use its self-destruct EMP to disable enemy anti-nukes and strike with your nukes » ICBMs.
It also finds great use in combination with any artillery units. put it in front of enemy’s army to gain perfect vision and perfect aim for your artillery.
Also unique is their ability to reclaim, so you can dismantle unguarded structures
Invader
Invader is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It has a Area of Effect (AoE) when it explodes and even bigger when you self-destruct it in time.
If used in a pack remember to spread them to avoid a chainreaction.
Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.
Marky
Marky is a mobile radar bot. Always have at least one in your artillery/infantry groups. It doesn’t have any weapon of its own and has rather low HP, but having intel on your enemies whereabouts can be very crucial.
Always try to keep it a bit behind your fighting troops.
Maverick
Maverick is a very peculiar unit designed solely for one purpose – destroying T1 leftovers.
It has some unique attributes that make it perfect for this role:
- Self-repair - it regenerates Hitpoints on the run.
- Fast-learning - it quickly gains experience from its victims and gets buffed with higher range, Hitpoints., creating a snowballing effect
- Repulsive shells - which will keep light units away
However, remember that in its initial form it is not really powerful and may be easily overrun by a big T1 army.
Requires heavy micro to stay out of T1 range.
Pelican
Pelican is a very fast amphibious bot that uniquely hovers above the water surface. It is equipped with a light laser turret and a basic AA missile launcher.
Useful for quick raiding of unprotected naval structures and sneaking in to enemy territory through the water.
It is also a good way to allocate quick moving amphibious anti-air force quickly, wherever you might need it.
Recluse
Recluse is an all-terrain spider bot that can climb any slope and hit your enemy where he least expects it.
It is equipped with multiple rocket launcher which shoots slow-flying missiles. Due to the delay between shooting and hitting it is not effective against fast moving units. However it works perfect against immobile structures and it deals quite a lot of damage.
They are almost immune to EMP weapons, so it is hard to paralyse them.
Scarab
Scarab is a mobile anti-nuke missile system. It has a shorter range than regular anti-nuke static structures, but you may move it around wherever you want.
It is able to climb hills.
In late game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory.
Sharpshooter
Sharpshooter is a long range sniper bot that deals ludicrous amounts of damage at one shot. It takes 10 seconds to reload its rifle.
Helpless against swarms of fast moving units. Always accompany it with some short-ranged infantry like Zeus.
These snipers work best when you have full vision of enemy units, because it can't effectively aim at radar blobs. This is why it works great combined with Infiltrators (spy bots) staying in front of enemy forces.
They require 500 Energy per shot which you need to have in reserve!
When you have sufficient energy you may also make use of its cloaking ability in order to make it less likely to get targeted. These units are very precious and fragile, try to keep them safe.
Spider
Spider is a fast, stealthy, all-terrain EMP bot. It doesn’t deal any damage itself, but it can paralyse enemy units with its close-range EMP laser. Very effective to use as a supportive unit in combination with Recluse.
Try to keep them marching on the front of attacking units. They are quite mobile, micro them to evade enemy attacks.
Also works well in combination with other combat units like Zeus.
Spiders are almost immune to EMP weapons, so it is hard to paralyse them.
Zeus
Zeus is the most basic ARM T2 general purpose infantry unit equipped with a lightning rifle. For a reasonable cost you get a bot with a decent armor and high damage output.
Its disadvantages are low speed and short range, however, in combination with Sharpshooters (Snipers) they make up for a very powerful pushing force.
Always keep them in a line in front of the snipers, protecting them from fast unit swarms.
Zipper
Zipper is the third fastest land unit in the game - only Rovers and Fleas are a bit faster. It is equipped with a rapid-fire machine gun of a very short range. Useful for raiding unprotected structures, slow artillery etc. Thanks to its speed, it is also effective to build it as the last addition to your pushing force. When the heavy duty frontline breaks, Zippers may sneak in and deal the final unstoppable blow.
Super hard to D-gun, hence a good way to destroy unprotected commanders.
Bantha
Bantha is an advanced heavy assault mech. They are the strongest amongst all ARMADA land units and, cost-wise, arguably the best unit in the game. They are equipped with three types of weapons:
- Dual rapid-fire lasers for close range combat
- A medium range homing missile launcher, targeting both land and air
- A powerful long range tachyon laser, also for land and air
Banthas are the most versatile T3 experimental bots. Combining tremendous weaponry, a relatively high movement and maneuverability and heavy armor, they outclass every ARMADA land unit in the game. Their health is high enough to withstand and break though even the strongest T2 defences using just brute force, and their weapons can deal with heavier aircraft too. However, there are several counters which you have to be prepared for when using Banthas.
On land, be aware of Annihilators and Snipers, which when massed can deal lethal damage to any T3 unit. Don’t engage if you are not 100% sure you are going to make it, as losing even a single Bantha may be detrimental to the course of the game. In the air, watch out for EMP bombers, and never forget to provide anti-air support for your Banthas.
Losing Banthas means leaving valuable wrecks for you opponent to reclaim, which can change the outcome of a match. Optimally, support your Banthas with many repair or resurrection bots to quickly repair damage, and in the case of losing one, to reclaim or resurrect the wreck.
As a last resort, if you are certain your Banthas are going to die in enemy territory, initiate a self-destruct (Ctrl+D) to have them die in a huge explosion, leaving no wrecks behind. Beware though, as Banthas have a much longer self-destruct countdown than regular units (10 seconds). Try to use this enhanced explosion to damage as many hostile units as possible.
Lastly, beware of cloaked and jammed Commanders, because no matter how strong your experimental unit is, it will still turn into dust when met with a DGun. Keep a crowd of light units in front of your Banthas so that enemy cloaked units will have no way of approaching them. This also counters spy bots, which could paralyse your Banthas.
Marauder
Marauder is a fast amphibious experimental assault bot. Equipped with two powerful plasma cannons and two light anti-air turrets, Marauders are great standalone and versatile units used for surprise raids across the seas. The plasma cannons have a pushback effect, which makes lighter units unable to reach them, while the AA turrets are good enough to protect them from light aircraft, like using EMP drones.
They have very high speed both in and out of water, which lets them quickly reach the enemy shoreline and land before your opponent realizes the danger.
In water they transform into a submarine, staying below the surface and making them undetectable to radar. However, for a T3 unit they are rather fragile, so use them only if you see a nice opening in the enemy defences. Also make sure to keep them a safe distance away from enemy submarines, as they do not have any means of defending themselves while submerged. Marauders are the lightest and fastest T3 units!
Razorback
Razorback is a fast experimental battle mech. Equipped with two powerful rapid laser guns, they can inflict some of the highest damage in the entire game.
Melting through most T1 and T2 units within seconds, they are a great anti-swarm unit, thanks to their rapid rate of fire and high precision. One of the best choices for close quarters combat, they are very effective in the early T3 stages, due to relatively low costs and high speed.
Razorbacks are able to be deployed to the battlefield very quickly, often rushed for surprise T3 attacks during the T2 stage.
However, Razorbacks can be easily countered by long-range units, like Snipers, Penetrators and Annihilators, so for an optimal pushing force accompany them with Vanguards or other long range units, and ideally with a steady stream of scouts. While their lasers can target air and take down light aircraft, beware of heavy gunships and EMP bombers.
Vanguard
Vanguard is an all-terrain experimental long range artillery mech, the pinnacle of ARMADA technologies.
Equipped with a heavy plasma cannon, they can outrange all mobile land units in the game, with the exception of its CORTEX counterpart - Catapult. The cannon shoots powerful plasma shells with high damage and area-of-effect, though with a long reload time (8 seconds).
Vanguards are one of the most effective units at dismantling T2 defences, even a small group can quickly make an opening in the frontline. However, their slow movement and lack of effective close quarters weapons makes them vulnerable to raids with fast units.
Therefore, always make sure they are escorted by close-range support units, like Zeuses or Razorbacks, and some anti-air units.
Vanguards are able to outrange most defences, with an exception of Annihilators, T2 coastal defence cannons, tactical nuke launchers, long range plasma cannons and Behemoths. However, their all-terrain capability and high-trajectory weapon option often lets them target those defences while staying covered by natural land barriers.
Cortex
A.K.
Cheap Cannonfodder
A.K. 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 PeeWee PeeWee, so with little micro-ing skills you can outrange them easily.
In late T1 warfare A.K.'s can be used for ambushing Commanders and speedy skirmishing. However, light armor and relatively short range makes them very vulnerable to defensive towers and Riot tanks.
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.
Important Buildoptions



Crasher
The Crasher 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!
Necro
Necro 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.
Storm
Storm is a light rocket bot used mainly To push the front-line towards the opponent’s base. It can out range light laser turrets so if your enemy expands solely with a Commander, Storms can force him to retreat. In bigger numbers and with repairing support of resurrection bots they are able to take down more advanced defensive structures.
Very ineffective against fast mobile units, watch out for A.K. / Peewees!
To protect them use your Commander & Constructors to build progressing defense. In comparison to their BLUE counterpart Rockos they are a bit slower, but stronger..
Thud
T1 Artillery Bot
Thud 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.
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.
Can
Heavily armored T2 Heavy Laser Bot
Can is able to deal great amounts of damage in close-combat.
Used mainly as a tanker in combination with long range units like Morties or Dominators.
Much stronger than its ARM counterpart Zeus, but also more costly. When metal is plenty – mass them to produce an unstoppable force that does the job on it's own and doesn't require much micro-control.
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.
Decoy 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.
Dominator
Dominator is a long-range heavy rocket bot that shoots its missiles far to the skies to let them hit from a big angle. This way it is able to target remote structures and units covered by walls and high hilltops.
Able to overshoot most defensive structures – use it to break enemy defense line.
They are very fragile and useless against mobile units, therefore always keep them covered with short range infantry like Cans.
Freaker
Freaker is a very handy constructor that can run fairly quickly and provide buildpower wherever you need it. On top of that it is able to produce nano-towers and infantry, most importantly – Pyros and Crashers (AA).
A great way to provide quick combat force in places far from your base is to use them to build a few nanos and then put a queue of Pyros setting it on repeat.
This way they will keep producing Pyros until you stop it. Finally, use them for building mines and securing your flanks, and points of high tactical importance.
Gimp
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.
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.
Morty
Morty 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.
Parasite
Parasite is the so called “spy” bot. With its cloak and stealthy attributes combined it remains totally invisible for your enemy unless he has built an intrusion countermeasure system. Use it to sneak into bases, and get intel on what is going on there so you can always be a step ahead.
When self-destructed, Parasites deliver an EMP explosion with a large radius, which can paralyse enemy units for up to 45 seconds!
Use this to temporarily disable enemy anti-nukes and strike with your ICBMs. Parasites are also great in combination with any artillery. Put it in front of enemy’s army to gain perfect vision and perfect aim for your artillery.
Pyro
Pyro is a very fast raider bot equipped with a flamethrower. It can be built from a T2 bot lab or by a Freaker. One of the most effective and unpredictable units when properly and actively controlled
Its speed and maneuverability make it virtually impossible to D-gun, and with its high damage, close-range flamethrower, it is thé perfect unit for flaming down Commanders.
However its light armor makes it vulnerable to defensive structures, try to avoid them and sneak into unguarded spots. Always spread them to avoid chain-exploding.
As a gimmick used by pros it can be self-destructed to deal huge damage in a relatively large radius. Self-destruct time is only 1 second.
Roach
Roach is a crawling bomb designed for one purpose – to go kamikaze on enemy units and structures. It deals significant damage in a large radius when it explodes and even bigger when you self-destruct it in time.
If used in a pack remember to spread them to avoid chaining.
Thanks to their amphibious attribute they prove very helpful in attacking and regaining sea territory.
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.
Spectre
Spectre is a mobile radar-jamming device that can hide your units away from enemy’s radar. In combination with cloakable units like a Commander it makes them totally undetectable (if your enemy hasn't built the intrusion countermeasure system).
Sumo
Sumo is a super slow and massively armored bot. It has the most Hitpoints among all T2 units making it the best choice for a tanking unit for your artillery.
In one-on-one situation it can even stand a chance against lighter T3 units.
It is equipped with a heavy laser that deals massive damage over an impressive range. It’s a precious unit in your army that leaves a big wreck.
Try to micro it wisely and repair it when needed.
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.
Voyeur
Voyeur is a mobile radar bot. Always have at least one in your artillery / infantry combos. It doesn’t have any weapon of its own and has rather low HP, but having intel on your enemies whereabouts can be very crucial.
Always try to keep it a bit behind your fighting troops.
Korgoth
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, matiching it's size, he makes the biggest of commanders look like rag dolls. Not one commander can survive alone. It is recommended for every Korgoth, 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 Korgoth is not going head on!
His auto repair makes him impossible to beat with several commanders alone!