Armada

Anemone
T3
T2
Anemone
Anemone

Anemone

Coastal Torpedo Launcher
T2
T3
T1
Metal
240
Energy
2200
Energy Make
0
Hitpoints
2000
Sight
617
Radar
Sonar
0
Speed
0
DPS
150
Fire Range
600
Buildpower
0
Show List
Beamer
T3
T2
Beamer
Beamer

Beamer

Beam Laser Turret. Transportable (Heavy)
T2
T3
T1
Metal
190
Energy
1500
Energy Make
0
Hitpoints
1290
Sight
475
Radar
Sonar
0
Speed
0
DPS
266
Fire 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 bots, 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
Chainsaw

Chainsaw

Bomb-Resistant Medium-Range Anti-Air Missile Battery
T2
T3
T1
Metal
750
Energy
7300
Energy Make
0
Hitpoints
4000
Sight
380
Radar
Sonar
0
Speed
0
DPS
542
Fire 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
Defender

Defender

Light Anti-air Tower. Transportable (Heavy)
T2
T3
T1
Metal
80
Energy
900
Energy Make
0
Hitpoints
295
Sight
455
Radar
Sonar
0
Speed
0
DPS
68
Fire 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
Dragon's Claw

Dragon's Claw

Pop-up Lightning Turret
T2
T3
T1
Metal
340
Energy
1600
Energy Make
0
Hitpoints
1200
Sight
440
Radar
Sonar
0
Speed
0
DPS
185
Fire Range
440
Buildpower
0
Show List
Dragon's Teeth
T3
T2
Dragon's Teeth
Dragon's Teeth

Dragon's Teeth

Dragon's Teeth
T2
T3
T1
Metal
11
Energy
160
Energy Make
0
Hitpoints
2500
Sight
1
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List

Basic T1 wall defense that can block most T1 units and low altitude projectiles. Can also be useful to funnel enemies into a chokepoint. Also often used against Alien Chickens and Scavengers.

Guardian
T3
T2
Guardian
Guardian

Guardian

Medium Plasma Artillery
T2
T3
T1
Metal
1250
Energy
12500
Energy Make
0
Hitpoints
2760
Sight
455
Radar
Sonar
0
Speed
0
DPS
192
Fire 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 be set to high trajectory for bigger damage and AoE, but lower fire rate and accuracy. This is helpful when you have to shoot over obstacles.

It can overshoot all T1 structures and units, but keep in mind that it requires a lot of metal to build. In most cases this metal is better spent into mobile units or tech advancement.

Building it to protect your base area is usually a big waste, better resort to laser turrets for this purpose. However, making it on extended front, or in range of enemy economy may end up winning you a game.

Useful on hills, for taking down strategic targets. Pretty useless when T2 arrives. Consider reclaiming it to get your metal back.

Gun Platform
T3
T2
Gun Platform
Gun Platform

Gun Platform

Light Plasma Defense
T2
T3
T1
Metal
110
Energy
900
Energy Make
1
Hitpoints
680
Sight
550
Radar
Sonar
0
Speed
0
DPS
113
Fire Range
430
Buildpower
0
Show List
Harpoon
T3
T2
Harpoon
Harpoon

Harpoon

Offshore Torpedo Launcher
T2
T3
T1
Metal
170
Energy
1500
Energy Make
0
Hitpoints
1170
Sight
494
Radar
Sonar
400
Speed
0
DPS
187
Fire Range
500
Buildpower
0
Show List
Kilo
T3
T2
Kilo
Kilo

Kilo

Medium Mine
T2
T3
T1
Metal
16
Energy
1050
Energy Make
0
Hitpoints
10
Sight
83
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List
LLT
T3
T2
LLT
LLT

LLT

Light Laser Tower. Transportable (Heavy)
T2
T3
T1
Metal
85
Energy
680
Energy Make
0
Hitpoints
560
Sight
494
Radar
Sonar
0
Speed
0
DPS
161
Fire 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
Mega

Mega

Heavy Mine
T2
T3
T1
Metal
21
Energy
1350
Energy Make
0
Hitpoints
10
Sight
83
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List
Mega NS
T3
T2
Mega NS
Mega NS

Mega NS

Heavy Mine, Naval Series
T2
T3
T1
Metal
25
Energy
1600
Energy Make
0
Hitpoints
10
Sight
78
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List
Micro
T3
T2
Micro
Micro

Micro

Light Mine
T2
T3
T1
Metal
5
Energy
270
Energy Make
0
Hitpoints
10
Sight
83
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List
Pack0
T3
T2
Pack0
Pack0

Pack0

Pop-Up Missile Battery
T2
T3
T1
Metal
360
Energy
5700
Energy Make
0
Hitpoints
1200
Sight
Radar
Sonar
0
Speed
0
DPS
176
Fire 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.

Scumbag
T3
T2
Scumbag
Scumbag

Scumbag

Floating Anti-Air Missile Battery
T2
T3
T1
Metal
480
Energy
2400
Energy Make
0
Hitpoints
1280
Sight
468
Radar
Sonar
0
Speed
0
DPS
288
Fire Range
1000
Buildpower
0
Show List
Sentinel
T3
T2
Sentinel
Sentinel

Sentinel

Heavy Laser Tower
T2
T3
T1
Metal
440
Energy
4700
Energy Make
0
Hitpoints
2325
Sight
494
Radar
Sonar
0
Speed
0
DPS
215
Fire 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.

Sentry
T3
T2
Sentry
Sentry

Sentry

Floating Anti-air Tower
T2
T3
T1
Metal
90
Energy
1000
Energy Make
0
Hitpoints
340
Sight
468
Radar
Sonar
0
Speed
0
DPS
96
Fire Range
765
Buildpower
0
Show List
Shark's Teeth
T3
T2
Shark's Teeth
Shark's Teeth

Shark's Teeth

Shark's Teeth
T2
T3
T1
Metal
15
Energy
300
Energy Make
0
Hitpoints
4000
Sight
1
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List
Stingray
T3
T2
Stingray
Stingray

Stingray

Floating Heavy Laser Tower
T2
T3
T1
Metal
470
Energy
6200
Energy Make
5
Hitpoints
3837
Sight
630
Radar
Sonar
0
Speed
0
DPS
233
Fire Range
630
Buildpower
0
Show List
Ambusher
T3
T2
Ambusher
Ambusher

Ambusher

Cloakable Pop-up Plasma Artillery
T2
T3
T1
Metal
2500
Energy
17000
Energy Make
0
Hitpoints
3600
Sight
442
Radar
Sonar
0
Speed
0
DPS
316
Fire 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 T1/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.

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

Annihilator
T3
T2
Annihilator
Annihilator

Annihilator

Tachyon Accelerator
T2
T3
T1
Metal
3500
Energy
74000
Energy Make
0
Hitpoints
5500
Sight
780
Radar
1500
Sonar
0
Speed
0
DPS
1091
Fire 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.

Aurora
T3
T2
Aurora
Aurora

Aurora

Floating Plasma Deflector
T2
T3
T1
Metal
3900
Energy
72000
Energy Make
0
Hitpoints
3500
Sight
600
Radar
Sonar
0
Speed
0
DPS
100
Fire Range
600
Buildpower
0
Show List
Big Bertha
T3
T2
Big Bertha
Big Bertha

Big Bertha

Long Range Plasma Cannon
T2
T3
T1
Metal
4500
Energy
64000
Energy Make
0
Hitpoints
4000
Sight
273
Radar
Sonar
0
Speed
0
DPS
123
Fire 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
Detonator

Detonator

EMP Missile Launcher
T2
T3
T1
Metal
1600
Energy
29000
Energy Make
0
Hitpoints
3000
Sight
455
Radar
Sonar
0
Speed
0
DPS
25000
Fire Range
3650
Buildpower
0
Show List
Flakker
T3
T2
Flakker
Flakker

Flakker

Anti-Air Flak Gun
T2
T3
T1
Metal
820
Energy
13000
Energy Make
0
Hitpoints
1575
Sight
525
Radar
Sonar
0
Speed
0
DPS
625
Fire 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.

Flakker NS
T3
T2
Flakker NS
Flakker NS

Flakker NS

Anti-Air Flak Gun - Naval Series
T2
T3
T1
Metal
850
Energy
23000
Energy Make
0
Hitpoints
1730
Sight
550
Radar
Sonar
0
Speed
0
DPS
625
Fire Range
775
Buildpower
0
Show List
Fortification Wall
T3
T2
Fortification Wall
Fortification Wall

Fortification Wall

Fortification Wall
T2
T3
T1
Metal
39
Energy
1050
Energy Make
0
Hitpoints
8000
Sight
1
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List

Tough T2 high wall defense that can block most T1 and T2 units and multiple projectiles. Can also be useful to funnel enemies into a chokepoint. Also often used against Alien Chickens and Scavengers. Very durable and 4x higher than it's little brother, the T1 Dragonteeth.

Keeper
T3
T2
Keeper
Keeper

Keeper

Plasma Deflector
T2
T3
T1
Metal
3000
Energy
54000
Energy Make
0
Hitpoints
3200
Sight
273
Radar
Sonar
0
Speed
0
DPS
100
Fire Range
550
Buildpower
0
Show List
Kraken
T3
T2
Kraken
Kraken

Kraken

Floating Rapid-fire Plasma Tower
T2
T3
T1
Metal
1000
Energy
13000
Energy Make
0
Hitpoints
4000
Sight
700
Radar
Sonar
0
Speed
0
DPS
540
Fire Range
800
Buildpower
0
Show List
Mercury
T3
T2
Mercury
Mercury

Mercury

Long Range Anti-Air Tower
T2
T3
T1
Metal
1600
Energy
33000
Energy Make
0
Hitpoints
1500
Sight
600
Radar
Sonar
0
Speed
0
DPS
417
Fire 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
Moray

Moray

Advanced Torpedo Launcher
T2
T3
T1
Metal
1000
Energy
8500
Energy Make
0
Hitpoints
2500
Sight
585
Radar
Sonar
400
Speed
0
DPS
360
Fire Range
915
Buildpower
0
Show List
Pit Bull
T3
T2
Pit Bull
Pit Bull

Pit Bull

Pop-up Gauss Cannon
T2
T3
T1
Metal
680
Energy
14000
Energy Make
0
Hitpoints
2531
Sight
598
Radar
Sonar
0
Speed
0
DPS
422
Fire 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
Protector

Protector

Anti-Nuke System
T2
T3
T1
Metal
1500
Energy
38000
Energy Make
0
Hitpoints
3300
Sight
201
Radar
50
Sonar
0
Speed
0
DPS
750
Fire 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
Tracer

Tracer

Intrusion Countermeasure System - tracks down stealthy units
T2
T3
T1
Metal
710
Energy
7100
Energy Make
0
Hitpoints
2400
Sight
240
Radar
Sonar
0
Speed
0
DPS
Fire Range
Buildpower
0
Show List

The Tracer can detect small seismic signatures from stealthy (and optionally cloaked) units.

Vulcan
T3
T2
Vulcan
Vulcan

Vulcan

Rapid-Fire Long-Range Plasma Cannon
T2
T3
T1
Metal
63000
Energy
752000
Energy Make
0
Hitpoints
29000
Sight
700
Radar
Sonar
0
Speed
0
DPS
2625
Fire 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.

Cortex

11
T3
T2
11
11

11

T2
T1
T3
Light Mine
5
Metal
270
Energy
0
Energy Make
10
Hitpoints
83
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
110
T3
T2
110
110

110

T2
T1
T3
Medium Mine
16
Metal
1050
Energy
0
Energy Make
10
Hitpoints
83
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
1100
T3
T2
1100
1100

1100

T2
T1
T3
Heavy Mine
21
Metal
1350
Energy
0
Energy Make
10
Hitpoints
83
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
1100 NS
T3
T2
1100 NS
1100 NS

1100 NS

T2
T1
T3
Heavy Mine, Naval Series
25
Metal
1600
Energy
0
Energy Make
10
Hitpoints
72
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
112
T3
T2
112
112

112

T2
T1
T3
Medium Mine
16
Metal
1050
Energy
0
Energy Make
10
Hitpoints
83
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
Dragon's Maw
T3
T2
Dragon's Maw
Dragon's Maw

Dragon's Maw

T2
T1
T3
Pop-up Flamethrower Turret
290
Metal
1550
Energy
0
Energy Make
1450
Hitpoints
422
Sight
Radar
0
Sonar
0
Speed
320
DPS
410
Fire 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.

Dragon's Teeth
T3
T2
Dragon's Teeth
Dragon's Teeth

Dragon's Teeth

T2
T1
T3
Dragon's Teeth
11
Metal
160
Energy
0
Energy Make
2500
Hitpoints
1
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
Eradicator
T3
T2
Eradicator
Eradicator

Eradicator

T2
T1
T3
Bomb-Resistant Medium-Range Anti-Air Missile Battery
800
Metal
7900
Energy
0
Energy Make
4000
Hitpoints
380
Sight
Radar
0
Sonar
0
Speed
542
DPS
1125
Fire 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.

HLLT
T3
T2
HLLT
HLLT

HLLT

T2
T1
T3
Anti-Swarm Double LLT. Transportable (Heavy)
195
Metal
1750
Energy
0
Energy Make
1500
Hitpoints
475
Sight
Radar
0
Sonar
0
Speed
321
DPS
475
Fire 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 bots. Its high DPS and range makes it a big threat to commanders. Similarly to Beamer it can singlehandedly destroy a hostile commander before he gets in the D-gunning range.

Jellyfish
T3
T2
Jellyfish
Jellyfish

Jellyfish

T2
T1
T3
Coastal Torpedo Launcher
250
Metal
2200
Energy
0
Energy Make
2100
Hitpoints
611
Sight
Radar
0
Sonar
0
Speed
150
DPS
600
Fire Range
0
Buildpower
Show List
LLT
T3
T2
LLT
LLT

LLT

T2
T1
T3
Light Laser Tower. Transportable (Heavy)
90
Metal
700
Energy
0
Energy Make
585
Hitpoints
494
Sight
Radar
0
Sonar
0
Speed
161
DPS
435
Fire 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.

Pulverizer
T3
T2
Pulverizer
Pulverizer

Pulverizer

T2
T1
T3
Light Anti-air Tower. Transportable (Heavy)
80
Metal
850
Energy
0
Energy Make
300
Hitpoints
455
Sight
Radar
0
Sonar
0
Speed
68
DPS
765
Fire 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.

Punisher
T3
T2
Punisher
Punisher

Punisher

T2
T1
T3
Medium Plasma Artillery
1300
Metal
13500
Energy
0
Energy Make
2940
Hitpoints
455
Sight
Radar
0
Sonar
0
Speed
197
DPS
1245
Fire 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 be set to high trajectory for bigger damage and AoE, but lower fire rate and accuracy. This is helpful when you have to shoot over obstacles.

It can overshoot all T1 structures and units, but keep in mind that it requires a lot of metal to build. In most cases this metal is better spent into mobile units or tech advancement.

Building it to protect your base area is usually a big waste, better resort to laser turrets for this purpose. However, making it on extended front, or in range of enemy economy may end up winning you a game.

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

SAM
T3
T2
SAM
SAM

SAM

T2
T1
T3
Hardened Anti-Air Missile Battery
315
Metal
6100
Energy
0
Energy Make
2500
Hitpoints
375
Sight
Radar
0
Sonar
0
Speed
190
DPS
840
Fire 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.
Shark's Teeth
T3
T2
Shark's Teeth
Shark's Teeth

Shark's Teeth

T2
T1
T3
Shark's Teeth
15
Metal
300
Energy
0
Energy Make
4000
Hitpoints
1
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
Urchin
T3
T2
Urchin
Urchin

Urchin

T2
T1
T3
Offshore Torpedo Launcher
170
Metal
1800
Energy
0
Energy Make
1300
Hitpoints
495
Sight
Radar
400
Sonar
0
Speed
187
DPS
500
Fire Range
0
Buildpower
Show List
Warden
T3
T2
Warden
Warden

Warden

T2
T1
T3
Heavy Laser Tower
480
Metal
4700
Energy
0
Energy Make
2475
Hitpoints
455
Sight
Radar
0
Sonar
0
Speed
218
DPS
620
Fire Range
0
Buildpower
Show List

The Warden is a heavy laser turret. Built by all T1 cons it overshoots every T1 unit except artillery vehicles. Despite the long range and heavy damage it is hopeless when built alone. Always incorporate it within other defensive structures.

Buzzsaw
T3
T2
Buzzsaw
Buzzsaw

Buzzsaw

T2
T1
T3
Rapid-Fire Long-Range Plasma Cannon
61000
Metal
718000
Energy
0
Energy Make
30000
Hitpoints
700
Sight
Radar
0
Sonar
0
Speed
2660
DPS
6100
Fire 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 Intimidator plasma cannons that can shoot across the map and tear down whole bases. It takes giant resources to build but when it is in place it basically wins you a game. 

However, remember that it consumes great amounts of energy to shoot (16000 energy/shot), hence don’t build it if your income is below 32k energy. 

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

Catalyst
T3
T2
Catalyst
Catalyst

Catalyst

T2
T1
T3
Tactical Missile Launcher
1200
Metal
14000
Energy
0
Energy Make
3200
Hitpoints
455
Sight
Radar
0
Sonar
0
Speed
1250
DPS
2750
Fire Range
0
Buildpower
Show List

Catalyst is a tactical nuke launcher and one of Cortexes signature units, unique in its function.

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

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

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

Cobra
T3
T2
Cobra
Cobra

Cobra

T2
T1
T3
Anti-Air Flak Gun
850
Metal
14000
Energy
0
Energy Make
1655
Hitpoints
525
Sight
Radar
0
Sonar
0
Speed
625
DPS
775
Fire 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.

Devastator
T3
T2
Devastator
Devastator

Devastator

T2
T1
T3
Floating Multi-Weapon Platform
1200
Metal
15000
Energy
0
Energy Make
6000
Hitpoints
780
Sight
Radar
0
Sonar
0
Speed
731
DPS
900
Fire Range
0
Buildpower
Show List
Doomsday Machine
T3
T2
Doomsday Machine
Doomsday Machine

Doomsday Machine

T2
T1
T3
Energy Weapon
3000
Metal
37000
Energy
0
Energy Make
8500
Hitpoints
780
Sight
1200
Radar
0
Sonar
0
Speed
1513
DPS
950
Fire 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.

Fortification Wall
T3
T2
Fortification Wall
Fortification Wall

Fortification Wall

T2
T1
T3
Perimeter Defense
38
Metal
1100
Energy
0
Energy Make
8000
Hitpoints
1
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
Fortitude
T3
T2
Fortitude
Fortitude

Fortitude

T2
T1
T3
Anti-Nuke System
1500
Metal
40000
Energy
0
Energy Make
3280
Hitpoints
195
Sight
50
Radar
0
Sonar
0
Speed
750
DPS
72000
Fire 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.
Intimidator
T3
T2
Intimidator
Intimidator

Intimidator

T2
T1
T3
Long Range Plasma Cannon
4600
Metal
67000
Energy
0
Energy Make
4250
Hitpoints
273
Sight
Radar
0
Sonar
0
Speed
125
DPS
4950
Fire 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.

Lamprey
T3
T2
Lamprey
Lamprey

Lamprey

T2
T1
T3
Advanced Torpedo Launcher
1050
Metal
8500
Energy
0
Energy Make
2500
Hitpoints
585
Sight
Radar
400
Sonar
0
Speed
363
DPS
890
Fire Range
0
Buildpower
Show List
Nemesis
T3
T2
Nemesis
Nemesis

Nemesis

T2
T1
T3
Intrusion Countermeasure System
750
Metal
6700
Energy
0
Energy Make
2500
Hitpoints
225
Sight
Radar
0
Sonar
0
Speed
DPS
Fire Range
0
Buildpower
Show List
Overseer
T3
T2
Overseer
Overseer

Overseer

T2
T1
T3
Plasma Deflector
3200
Metal
55000
Energy
0
Energy Make
3200
Hitpoints
273
Sight
Radar
0
Sonar
0
Speed
100
DPS
550
Fire Range
0
Buildpower
Show List
Screamer
T3
T2
Screamer
Screamer

Screamer

T2
T1
T3
Long Range Anti-Air Tower
1650
Metal
32000
Energy
0
Energy Make
1500
Hitpoints
600
Sight
Radar
0
Sonar
0
Speed
417
DPS
2400
Fire Range
0
Buildpower
Show List

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.

Toaster
T3
T2
Toaster
Toaster

Toaster

T2
T1
T3
Pop-up Plasma Artillery
2500
Metal
17000
Energy
0
Energy Make
3840
Hitpoints
416
Sight
Radar
0
Sonar
0
Speed
320
DPS
1390
Fire Range
0
Buildpower
Show List

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

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

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

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

Viper
T3
T2
Viper
Viper

Viper

T2
T1
T3
Pop-up Sabot Battery
730
Metal
14000
Energy
0
Energy Make
2719
Hitpoints
546
Sight
Radar
0
Sonar
0
Speed
413
DPS
730
Fire Range
0
Buildpower
Show List

Viper is a pop-up sabot battery that has a great DPS and range for considerably low costs. Built by all T2 land/air cons it serves the most basic role among the defences – to pump in big DPS. Its pop-up ability makes it a great way to soak huge damage when needed. 

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