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Defenses
Armada
Anemone
The Anemone 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.
Beamer
The Beamer is a laser turret that fires a continuous high-intensity laser beam.
Use them to out-range rocket bots and light laser turrets.
It has the highest DPS out of all the Tech 1 defenses and can target both land and air units.
Chainsaw
Dragon's Claw
The Dragon’s Claw is a lighting 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.
The lightning bolt will ark at nearby enemy units.
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.
Ferret
The Ferret is an anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Nettle, and its ability to cloak also makes it difficult for land units to target.
Gauntlet
The Gauntlet 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.
Gorgon
The Gorgon is a floating rapid-fire plasma tower that can be built on the water.
Useful for defending naval bases against light to medium naval units.
Its high fire rate makes it a formidable defensive structure.
Harpoon
The Harpoon 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.
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.
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.
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.
Manta
The Manta 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.
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.
Naval Nettle
The Naval Nettle 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.
Nettle
The Nettle 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.
Overwatch
The Overwatch 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.
Scumbag
The Scumbag is a floating anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Naval Nettle, and its ability to cloak also makes it difficult for naval units to target.
Sentry
The Sentry 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.
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.
Arbalest
The Arbalest 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.
Armageddon
The Armageddon is a nuclear missile launcher and is useful for turning enemy bases and whole armies into ashes.
Use Paralyzers or Ghosts to temporarily disable anti-nukes and strike uncovered areas.
Nukes can be countered by the anti-nukes, but can still overwhelm them in large numbers.
Basilica
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 Keepers, but at a high energy cost to your enemy.
Citadel
The Citadel is a nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Build a Tracer 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 aorund 90 seconds to build.
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.
Keeper
The Keeper 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.
Mercury
The Mercury 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.
Moray
The Moray 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.
Naval Arbalest
The Naval Arbalest 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.
Paralyzer
The Paralyzer is a electromagnetic pulse (EMP) missile launcher that paralyzes all units within its blast radius.
Fire a EMP at enemy defenses or units before pushing in to take them out.
They’re great for rendering enemy defenses useless before an assault, and for stopping pushing units in place while you build a quick reaction force to computer them.
Pit Bull
The Pit Bull is a pop-up gauss cannon that has high damage and range for a relatively low cost.
Keep it cloaked to surprise attacking units.
Its ability to cloak also makes it difficult for land units to target.
Pulsar
The Pulsar is a long-range tachyon accelerator laser tower that delivers a devastating amount of damage.
Build multiple to take out a Tech 3 unit before it can reach your base.
It can take out most units, including Tech 3 units with enough hits, and is high enough to shoot over other defensive structures.
Ragnarok
The Ragnarok 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.
Rattlesnake
The Rattlesnake is pop-up plasma artillery battery that can be cloaked.
Keep it cloaked to surprise attacking units.
It can protect your front line from enemy artillery units and its ability to cloak makes it difficult for land and air units to target. When set to a high-trajectory it shoots slower, but also deals more area of effect (AoE) damage.
Tracer
The Tracer 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 Armageddon against stealthy EMP attacks.
Cortex
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.
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.
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.
Eradicator
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.