Armada

Construction Ship
T3
T2
Construction Ship
Construction Ship

Construction Ship

Tech 1 Constructor
T2
T3
T1
Metal
200
Energy
2000
Energy Make
7
Hitpoints
940
Sight
400
Radar
Sonar
0
Speed
65
DPS
Fire Range
Buildpower
125
Show List

Construction Ship is the T1 naval constructor. They are a good builder in terms of build power and speed - even a single one of these assisting the shipyard almost doubles its output. In addition to the Commander’s build list, they are able to produce more advanced T1 defenses, like the Floating Heavy Laser Turret, and give access to the T2 Shipyard. Each one increases your energy storage capacity by 50.

Use them for assisting the lab and quickly expanding, claiming underwater metal spots with underwater metal extractors.

Corsair
T3
T2
Corsair
Corsair

Corsair

Destroyer
T2
T3
T1
Metal
880
Energy
6600
Energy Make
0
Hitpoints
3340
Sight
500
Radar
Sonar
375
Speed
67
DPS
248
Fire Range
700
Buildpower
0
Show List

Corsair is the heaviest of the T1 ships. Their biggest advantage is their durable armor and versatility. They are equipped with a powerful long range plasma cannon and a depth charge launcher. Their large range allows them to outrange all ships and torpedo launchers, which make them a great choice for pushing forward the front-line. They are also a good counter against submarines. However, due to slow movement and low maneuverability, they can get easily overrun by lighter ships. It is a good idea to provide them with an escort of lighter ships and repairing support.

They are costly and leave very precious wrecks, so take good care of them!

Corsairs have lower costs, but also weaker damage, compared to their CORTEX counterpart (Oppressor).

Dolphin
T3
T2
Dolphin
Dolphin

Dolphin

Fast Assault Corvette
T2
T3
T1
Metal
165
Energy
1400
Energy Make
0
Hitpoints
875
Sight
375
Radar
Sonar
0
Speed
105
DPS
135
Fire Range
280
Buildpower
0
Show List

Dolphin is a fast and maneuverable light assault ship. They are equipped with two rapid-fire short-range plasma turrets, useful for raiding constructors in the early- to mid- T1 stage. In higher numbers they can overpower heavier ships, if your enemy isn’t paying attention.

Tip: Try to keep their broadside facing the enemy units while attacking, to maximize damage. Turrets are not able to shoot over each other, so only one will be used when facing the enemy head on.

Similar to the Pawn/Grunt matchup, Decades have higher damage but lower accuracy than their CORTEX counterpart (Supporter).

Eel
T3
T2
Eel
Eel

Eel

Submarine
T2
T3
T1
Metal
440
Energy
3100
Energy Make
0
Hitpoints
760
Sight
400
Radar
Sonar
400
Speed
63
DPS
86
Fire Range
500
Buildpower
0
Show List

Eels are stealthy assault submarines. They are equipped with a powerful torpedo launcher that can deal lethal damage to structures and ships within seconds. However, they are also very vulnerable due to having low health. It is kind of a glass cannon.

They are invisible to radar and to units on the surface, but are visible to sonar and other submarines.

If your enemy is not careful, you can sneak one or two of those into their base and cause havoc.

Their main use is destroying underwater metal extractors, and trapping fleets which don’t include proper anti-submarine units, like destroyers.

Ellysaw
T3
T2
Ellysaw
Ellysaw

Ellysaw

Assault Frigate
T2
T3
T1
Metal
390
Energy
2600
Energy Make
0
Hitpoints
1940
Sight
500
Radar
Sonar
0
Speed
81
DPS
117
Fire Range
470
Buildpower
0
Show List

Ellysaw is an assault frigate. They are equipped with two light plasma cannons with decent range. They reside in the middle-ground between corvettes and destroyers. Their main use is defending against destroyers, as their range and speed allow them to outmaneuver the destroyers, though you need to use them in big numbers to pull that off.

Cost-wise, you can make two Ellysaws for every destroyer, so it is a good investment for fighting against them. However, they get easily destroyed by submarines, against which they have no weapon.

Ellysaws have a lower cost, but weaker armor and weapons than their CORTEX counterpart (Riptide).

Grim Reaper
T3
T2
Grim Reaper
Grim Reaper

Grim Reaper

Resurrection Sub
T2
T3
T1
Metal
210
Energy
3000
Energy Make
0
Hitpoints
380
Sight
300
Radar
Sonar
50
Speed
66
DPS
Fire Range
Buildpower
150
Show List

Grim Reaper is a stealthy resurrection submarine. They are not visible to units on the surface if your enemy doesn’t have sonar nearby. Use them as support to provide repairs, reclaiming and resurrecting wrecks. They are relatively cheap and provide essential support to your navy maneuvers, don't forget to mix them in your fleet. Don't forget however the high energy cost of building and using them.

Resurrecting requires 50% of unit's energy cost.
Skater
T3
T2
Skater
Skater

Skater

Stealthy Patrol Boat/Light Anti Air/Sonar
T2
T3
T1
Metal
150
Energy
1000
Energy Make
0
Hitpoints
700
Sight
750
Radar
Sonar
400
Speed
93
DPS
123
Fire Range
760
Buildpower
0
Show List

Skater is a light scout/AA ship. They offer very high speed, and a large line of sight. Use them in the beginning of sea battles to harass your enemy’s early base structures, and block their constructors from expanding. Their AA turret is weak and won’t stand a chance against more advanced aircraft, but during the T1 stage they provide useful protection from EMP drones and gunships. Always include a bunch of them in your fleet.

They are hopeless in a matchup with any other ships, so only use them as a support/scouting force.

Skaters are a faster than their CORTEX counterpart (Herring).

Advanced Construction Sub
T3
T2
Advanced Construction Sub
Advanced Construction Sub

Advanced Construction Sub

Tech 2 Constructor
T2
T3
T1
Metal
700
Energy
9000
Energy Make
30
Hitpoints
1000
Sight
156
Radar
50
Sonar
0
Speed
72
DPS
Fire Range
Buildpower
300
Show List

Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are  upgrading your metal extractors, then building fusion reactors and advanced metal makers.

They have a higher build power than the T1 Construction Ship, and boost your metal and energy storage by 150. Guard them with T1 constructors or naval engineers to assist with building.

In addition to T2 economy structures, they are able to build advanced torpedo launchers and the underwater experimental gantry.

Barracuda
T3
T2
Barracuda
Barracuda

Barracuda

Fast Assault Submarine
T2
T3
T1
Metal
950
Energy
17000
Energy Make
0
Hitpoints
2100
Sight
390
Radar
Sonar
525
Speed
81
DPS
175
Fire Range
400
Buildpower
0
Show List

Barracuda is a submarine killer. They are used to hunt other submarines, especially T2 battle submarines. They deal bonus damage to submarines, offer better speed better maneuverability and can shoot from wider angles than other submarines. This allows them to counter battle submarines, which otherwise are lethal when faced with an unguarded fleet.

Always include a few of these in your T2 navy.

Bermuda
T3
T2
Bermuda
Bermuda

Bermuda

Radar Jammer Ship
T2
T3
T1
Metal
110
Energy
1600
Energy Make
0
Hitpoints
510
Sight
390
Radar
980
Sonar
0
Speed
66
DPS
Fire Range
Buildpower
0
Show List

Bermuda is a radar jammer ship. They are used to make your units invisible to enemy radar, useful for planting traps and moving your fleet under cover. However, be aware that jammers do not make your units invisible, your enemy will spot them once they are within line of sight.

Combining a cloaked unit with a jammer makes a given unit totally invisible.

Usually, they are used to support Missile Cruisers, allowing the cruisers to sneak in close to the enemy’s shores. This lets you get within missile range of their base without being spotted, and unleash a lethal barrage of missiles.

Dragonslayer
T3
T2
Dragonslayer
Dragonslayer

Dragonslayer

Anti-Air Ship
T2
T3
T1
Metal
1000
Energy
12000
Energy Make
0
Hitpoints
3500
Sight
475
Radar
Sonar
0
Speed
63
DPS
521
Fire Range
840
Buildpower
0
Show List

Dragonslayer is an anti-air ship. They are equipped with a powerful flak cannon and two light missile turrets, which makes them the best mobile anti-air unit in the game. Even just one of these can neutralize an entire fleet of lighter aircraft. As little as two can take out a Dragon. Always remember to include them in your fleet.

Dreadnought
T3
T2
Dreadnought
Dreadnought

Dreadnought

Battleship
T2
T3
T1
Metal
3300
Energy
22000
Energy Make
0
Hitpoints
8000
Sight
600
Radar
Sonar
0
Speed
58
DPS
600
Fire Range
880
Buildpower
0
Show List

Dreadnought is a heavy battleship. They are equipped with two powerful long-range plasma cannons that deal significant splash damage. They prove useful at fighting other ships, but also excel at bombarding areas far inland from the coast, with most land units falling to their firepower.

Heavy armor makes them a difficult target to take down, however always make sure they are protected from battle submarines, which can easily turn them into shreds.

Epoch
T3
T2
Epoch
Epoch

Epoch

Flagship
T2
T3
T1
Metal
17000
Energy
158000
Energy Make
0
Hitpoints
44800
Sight
689
Radar
1530
Sonar
0
Speed
54
DPS
1608
Fire Range
2450
Buildpower
0
Show List

Epoch is the the ARMADA flagship. They are the most powerful ships, and arguably the most powerful units in the game. They combine overwhelming firepower with unmatched range. Once you have one, it is usually game over for the enemy.

They are equipped with five plasma cannon turrets,. the two main cannons having the longest range. On most maps, it can bombard any point on land, if you manage to bring it close to the shore.

The other three cannons are used to kill off anything that manages to get closer. Thanks to their power, range and mobility they are able to destroy any T3 unit they clash with, as long as you can keep your distance.

They achieve maximum damage when facing their targets head-on, so they are able to shoot all cannons at once.

They are also equipped with medium anti-air missile launchers. However, they can be vulnerable to aircraft and battle submarines, so never leave them without an escort.

Haven
T3
T2
Haven
Haven

Haven

Aircraft Carrier with Anti-Nuke
T2
T3
T1
Metal
1400
Energy
12000
Energy Make
300
Hitpoints
4500
Sight
1105
Radar
2950
Sonar
760
Speed
63
DPS
750
Fire Range
72000
Buildpower
1000
Show List

Haven is an aircraft carrier and a mobile anti-nuke system. They can be used to repair damaged aircraft, but their main use is to protect against nuclear missiles. They are also equipped with both radar and sonar with medium range, to help your ships spot enemy units.

The anti-nuke interception range is lower than anti-nuke structures, but they are the only possibility in protecting the sea from nuclear strikes.

Longbow
T3
T2
Longbow
Longbow

Longbow

Missile Cruiser
T2
T3
T1
Metal
2000
Energy
10000
Energy Make
0
Hitpoints
3000
Sight
319
Radar
1000
Sonar
0
Speed
63
DPS
131
Fire Range
1550
Buildpower
0
Show List

Longbow is a missile cruiser. They are equipped with a heavy long-range missile launcher and a medium anti-air turret. Their main use is getting near the shore, then launching powerful missile barrages against land bases. As long as you can manage to get them close enough, it takes only a few missiles to completely level bases to the ground. Fortunately, their range surpasses all land-based defensive structures, even the Pulsar, so the only viable ways to stop them is to intercept them or hit them with tactical nukes.

A high missile trajectory enables them to shoot over mountains and other natural land barriers, which can stop other ships that use plasma cannons.

Take advantage of the element of surprise by combining them with jammer ships to hide them from enemy radar, and let them sneak in close enough before starting the bombardment.

Paladin
T3
T2
Paladin
Paladin

Paladin

Cruiser
T2
T3
T1
Metal
1000
Energy
12000
Energy Make
0
Hitpoints
4500
Sight
600
Radar
Sonar
375
Speed
72
DPS
357
Fire Range
585
Buildpower
0
Show List

Paladins are medium assault cruisers. They are like an upgraded version of Destroyers, and are a casual part of a T2 naval strike force. Equipped with a medium-range plasma cannon, two light laser turrets and a depth charge launcher, they are very versatile.

They are the fastest T2 ship, and it is useful to rush your enemy with a few of them at the beginning of T2 sea battle stage. They can easily take out any T1 units, and offer very good protection against hovercrafts.

Serpent
T3
T2
Serpent
Serpent

Serpent

Long-Range Battle Submarine
T2
T3
T1
Metal
1800
Energy
27000
Energy Make
0
Hitpoints
3200
Sight
550
Radar
Sonar
400
Speed
45
DPS
206
Fire Range
800
Buildpower
0
Show List

Serpent is a battle submarine. They have unmatched range and damage, and pose a very big threat to unguarded fleets. Their role can be compared to that of the Sharpshooter bot on land. They can deal heavy damage from afar, but are vulnerable in close quarters combat, and are easily destroyed by submarine killers.

Use them to destroy heavy ships and protect the sea from T3 amphibious units. However, do not rely on them as the only part of your fleet, as they will fail in a clash with advanced torpedo launchers or submarine killers.

Voyager
T3
T2
Voyager
Voyager

Voyager

Naval Engineer
T2
T3
T1
Metal
190
Energy
3200
Energy Make
0
Hitpoints
1314
Sight
260
Radar
Sonar
0
Speed
66
DPS
Fire Range
Buildpower
200
Show List

Voyager is a naval engineer. Similar to Butlers on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Construction Turrets, plant powerful naval mines and produce combat units such as Destroyers, Platypus and Dolphins.

Don’t underestimate the damage you can do with a well-placed naval minefield. Use them to quickly secure large areas from hovercrafts, particularly early after you take control of the sea. Use mines until you are able to produce the proper T2 ships to defend yourself.

Cortex

Construction Ship
T3
T2
Construction Ship
Construction Ship

Construction Ship

T2
T1
T3
Tech 1 Constructor
200
Metal
2000
Energy
7
Energy Make
975
Hitpoints
400
Sight
Radar
0
Sonar
60
Speed
DPS
Fire Range
125
Buildpower
Show List

The Construction Ship is a good builder in terms of build power and speed. Even a single one of these assisting the lab almost doubles its output of units provided that you have the resources. On top of Commander’s build list they're able to produce more advanced T1 defences like the Floating Heavy Laser Turret and give access to T2 Shipyard. It adds 50 to your metal and energy storage capability

Use them for assisting the lab and quickly expanding, claiming the metal spots with underwater metal extractors.

Death Cavalry
T3
T2
Death Cavalry
Death Cavalry

Death Cavalry

T2
T1
T3
Resurrection Sub
200
Metal
3200
Energy
0
Energy Make
380
Hitpoints
300
Sight
Radar
50
Sonar
67
Speed
DPS
Fire Range
150
Buildpower
Show List

Death Cavalry is a stealthy resurrection submarine. They are not visible to units on the surface if your enemy doesn’t have sonar nearby. Use them as support to provide repairs, reclaiming and resurrecting wrecks. They are relatively cheap and provide essential support to your navy maneuvers, don't forget to mix them in your fleet. Don't forget however the high energy cost of building and using them.

Resurrecting requires 50% of unit's energy cost.

Herring
T3
T2
Herring
Herring

Herring

T2
T1
T3
Missile Corvette/Light Anti Air/Sonar
230
Metal
1600
Energy
0
Energy Make
800
Hitpoints
670
Sight
Radar
400
Sonar
69
Speed
92
DPS
760
Fire Range
0
Buildpower
Show List

Herring is a light scout/AA ship, offering very high speed, and a big line of sight. Use them in the beginning of sea battles in order to harass enemy’s early base structures and block constructors from expanding.

Their AA turret is weak and won’t stand a chance versus more advanced aircrafts but during the T1 stage it proves very useful to protect your ships from EMP drones and gunships. Always include a bunch of these in your fleet.

They are hopeless in a matchup with any other ships, hence only use them as a support/scouting force.

Herrings are a bit slower than their ARMADA counterpart (Skater).

Oppressor
T3
T2
Oppressor
Oppressor

Oppressor

T2
T1
T3
Destroyer
960
Metal
7200
Energy
0
Energy Make
3555
Hitpoints
500
Sight
Radar
400
Sonar
62
Speed
267
DPS
710
Fire Range
0
Buildpower
Show List

Oppressor is the heaviest of T1 ships. It’s biggest advantage is its durable armor and versatility. They are equipped with a powerful long range plasma cannon and a depth charge launcher. Their range allows them to outrange all ships and also torpedo static launchers, which makes them a great choice for pushing the front-line. They are also used as a good counter to submarines. However, due to slow movement and low maneuverability, they can get easily overrun by lighter ships.

It is a good idea to provide them with an escort of lighter ships and repairing support. They are costly and leave very precious wrecks, so take good care of them!

Oppressors have a higher cost, but also higher damage compared to their ARMADA counterpart (Corsair)

Orca
T3
T2
Orca
Orca

Orca

T2
T1
T3
Submarine
580
Metal
4000
Energy
0
Energy Make
950
Hitpoints
400
Sight
Radar
400
Sonar
60
Speed
137
DPS
500
Fire Range
0
Buildpower
Show List

Orca is a stealthy assault submarine. They are equipped with powerful torpedo launchers that can deal some lethal damage to structures and ships within seconds, though they are also very vulnerable due to low health. They are kind of a glass cannon.

Orcas are invisible to radars and the units on the surface, so if your enemy is not careful enough you can sneak one or two of these into his base and cause some havoc.

The main use case for those is taking down underwater metal extractors and trapping fleets, which don’t include proper anti-submarine units, like Destroyers.

Riptide
T3
T2
Riptide
Riptide

Riptide

T2
T1
T3
Assault Frigate
410
Metal
2700
Energy
0
Energy Make
2100
Hitpoints
500
Sight
Radar
0
Sonar
83
Speed
120
DPS
480
Fire Range
0
Buildpower
Show List

Riptide is an assault frigate equipped with three light plasma cannons with decent range. It resides in the middle-ground between corvettes and destroyers. It’s main use case is defending from Destroyers, as its range and speed allows it to outmaneuver them and deal some significant damage, though you need to make in big numbers to pull that off.

Cost-wise, you can make two of these for every destroyer, so it is a good investment for fighting against them. However, they get easily countered by submarines, against which they have no weapon.

Eras have a higher cost, but stronger armor and weapons then their ARMADA counterpart (Ellysaw).

Supporter
T3
T2
Supporter
Supporter

Supporter

T2
T1
T3
Light Gun Boat
100
Metal
1000
Energy
0
Energy Make
430
Hitpoints
500
Sight
Radar
0
Sonar
110
Speed
82
DPS
280
Fire Range
0
Buildpower
Show List

Supporter is a fast and very maneuverable light assault ship. They are equipped with two rapid-fire short-range laser turrets. Useful for raiding the expanding constructors in the early-mid T1 stage. In higher numbers they can overpower heavier ships if your enemy doesn’t carefully micro them. Similarly to Grunts on land, Supporters pack a relatively high DPS, but only in close distance.

Tip: try to keep their broadside facing the enemy unit while attacking, to maximize damage. Turrets are not able to shoot over each other, so only one will be used when facing the enemy head-on.

Similar to the Pawn/Grunt matchup, Supporters have lower damage but higher accuracy than their ARMADA counterpart (Dolphin).

Advanced Construction Sub
T3
T2
Advanced Construction Sub
Advanced Construction Sub

Advanced Construction Sub

T2
T1
T3
Tech 2 Constructor
700
Metal
9000
Energy
30
Energy Make
1000
Hitpoints
156
Sight
50
Radar
0
Sonar
65
Speed
DPS
Fire Range
300
Buildpower
Show List

Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, building fusion reactors and then advanced metal makers.

They have a higher build power than the T1 Construction Ship and grant a small boost to both your metal and energy storage. Guard them with other constructors or naval engineers to assist with building.

In addition to T2 economy structures, they are able to build advanced torpedo launchers and the underwater experimental gantry.

Arrow Storm
T3
T2
Arrow Storm
Arrow Storm

Arrow Storm

T2
T1
T3
Anti-Air Ship
1000
Metal
12000
Energy
0
Energy Make
3500
Hitpoints
465
Sight
Radar
0
Sonar
60
Speed
520
DPS
870
Fire Range
0
Buildpower
Show List

Arrow Storm is an anti-air ship. Wielding a mighty flak cannon and light missile launcher the Arrow Storm is capable of obliterating entire waves of enemy aircraft. Light aircraft disintegrate like confetti and even heavier aircraft fall from the sky under the hail of fire from the Arrow Storm.

Include at least one of these in their fleets to help destroy the enemy even when in the skies.

Black Hydra
T3
T2
Black Hydra
Black Hydra

Black Hydra

T2
T1
T3
Flagship
18000
Metal
158000
Energy
0
Energy Make
48000
Hitpoints
650
Sight
1510
Radar
0
Sonar
50
Speed
1685
DPS
2450
Fire Range
0
Buildpower
Show List

Black Hydra is the CORTEX flagship. They are the most powerful ships and arguably the most powerful units available. They combine awesome fire power with exceedingly long range. Construct one of these and watch as your enemy fleet pales into insignificance.

They are equipped with two plasma cannon turrets, laser turrets and even a small anti-air missile launcher. Their main cannon range exceeds even that of the missile cruisers and possess such might that plasma shields will provide only a temporary respite from the shells.

While the cannons obliterate targets from afar the lasers give the Black Hydra incredible lethality at shorter ranges too. Owing to the range and mobility a Black Hydra is able to destroy any T3 unit they clash with, as long as it doesn't get too close.

They achieve maximum damage when oriented to their targets from the broadside, so they are able to shoot all cannons and lasers at once.

While they are also equipped with medium anti-air missile launchers they are still vulnerable to heavier aircraft and possess no anti-submarine weaponry so never leave them bereft of an escort.

Buccaneer
T3
T2
Buccaneer
Buccaneer

Buccaneer

T2
T1
T3
Cruiser
1000
Metal
12000
Energy
0
Energy Make
5000
Hitpoints
600
Sight
Radar
375
Sonar
66
Speed
407
DPS
565
Fire Range
0
Buildpower
Show List

Buccaneer is a medium assault cruiser. Positioned as an upgraded version of Destroyers and a frequent part of any T2 naval group. Wielding a medium-range plasma cannon, a pair of light laser turrets and a depth charge launcher the cruiser is a flexible vessel. They are the fastest T2 ship and useful for rushing your opponent in the initial T2 naval warfare phase. They can easily take out any T1 units while also offering protection against both hovercraft and submarines.

Despot
T3
T2
Despot
Despot

Despot

T2
T1
T3
Battleship
3400
Metal
23000
Energy
0
Energy Make
10000
Hitpoints
600
Sight
Radar
0
Sonar
53
Speed
1221
DPS
950
Fire Range
0
Buildpower
Show List

Despot is a heavy battleship. They are equipped with a powerful long-range plasma cannon and heavy laser. They are masters of ship to ship warfare; sinking enemy ships with ease and even taking the fight to land based targets.

While their heavy armor makes them a difficult target to take down for most foes, Battle submarines are the natural enemy of the Despot as it cannot target the underwater vessel and will take significant damage from it.

Kraken
T3
T2
Kraken
Kraken

Kraken

T2
T1
T3
Long-Range Battle Submarine
1900
Metal
29000
Energy
0
Energy Make
3500
Hitpoints
570
Sight
Radar
400
Sonar
39
Speed
206
DPS
850
Fire Range
0
Buildpower
Show List

Kraken is a battle submarine with unmatched damage and range. The threat they pose to unguarded fleets is not to be underestimated and their ability to deal damage at range makes them truly dangerous. While devastating in the correct circumstances the Kraken is vulnerable to both submarine killers and torpedo launchers.

The ideal use of them is to destroy heavy ships and protect the sea from T3 amphibious units.

Utilize their range and try to keep a good safe distance.
Messenger
T3
T2
Messenger
Messenger

Messenger

T2
T1
T3
Cruise Missile Ship
2000
Metal
10000
Energy
0
Energy Make
3000
Hitpoints
319
Sight
1000
Radar
0
Sonar
61
Speed
207
DPS
1550
Fire Range
0
Buildpower
Show List

Messenger is a missile cruiser. They are equipped with a heavy long-range missile launcher and a medium anti-air missile turret. Their focus is typically to get to the shore of an enemy and unleash an overwhelming first strike against their defences. A few missiles will completely level most structures and their range exceeds all land-based defence structures, even Annihilators, so the only realistic way to counteract them is to intercept them or hit them with tactical nukes.

A high missile trajectory enables them to shoot over mountains and other natural land barriers, which can stop other ships that use plasma cannons. As their munitions are not plasma based they will also completely ignore plasma shields.

Take advantage of the element of surprise by combining them with jammer ships to hide them from enemy radar, and let them sneak in close enough before starting the bombardment.

Oasis
T3
T2
Oasis
Oasis

Oasis

T2
T1
T3
Aircraft Carrier with Anti-Nuke
1400
Metal
17000
Energy
300
Energy Make
4500
Hitpoints
1040
Sight
2700
Radar
740
Sonar
60
Speed
750
DPS
72000
Fire Range
1000
Buildpower
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Oasis is both an aircraft carrier and a mobile anti-nuke system. They can be used to repair damaged aircraft but their main use is to protect against nuclear missiles. They are equipped with both medium range radar and sonar to help your fleet spot enemy units. The anti-nuke interception range is lower than anti-nuke structures; but they are the only possibility in protecting the sea from nuclear strikes.

Pathfinder
T3
T2
Pathfinder
Pathfinder

Pathfinder

T2
T1
T3
Naval Engineer
200
Metal
3300
Energy
0
Energy Make
1438
Hitpoints
260
Sight
Radar
0
Sonar
58
Speed
DPS
Fire Range
200
Buildpower
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Pathfinder is a naval engineer. Similar to Freakers on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Nano Turrets, plant powerful naval mines and produce T1 combat units such as Enforcers, and Supporters.

Never underestimate the destruction a carefully positioned minefield can bring about. With them you can rapidly secure large areas. Mines are effective until you are able to produce the more powerful T2 ships to fend off hovercraft assaults.

Phantasm
T3
T2
Phantasm
Phantasm

Phantasm

T2
T1
T3
Radar Jammer Ship
120
Metal
1800
Energy
0
Energy Make
570
Hitpoints
403
Sight
900
Radar
0
Sonar
61
Speed
DPS
Fire Range
0
Buildpower
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Phantasm is a radar jammer ship, allied units nearby vanish from enemy radar. While bereft of armaments the Phantasms plays a vital role in keeping your ships from the enemy radar screens. But beware, the Phantasm will not stop the enemy spotting your ships visually and line of sight will make the Phantasm ineffective.

Combining a cloaked unit with a jammer makes a given unit totally invisible.

Place one amongst a group of missile cruisers. While undetected they can maneuver around the enemy flanks and bring about terrible damage to the foe. Once the attack is complete they can escape out of sight and become difficult to hunt down.

Predator
T3
T2
Predator
Predator

Predator

T2
T1
T3
Fast Assault Submarine
730
Metal
14000
Energy
0
Energy Make
1450
Hitpoints
390
Sight
Radar
525
Sonar
84
Speed
159
DPS
400
Fire Range
0
Buildpower
Show List

Predator is a submarine killer. It is ideal for obliterating enemy submarines, in particular the T2 battle submarines. Predators deal additional damage to submarines, move more swiftly, turn faster and have a better angle of fire compared to other submarines. These attributes give the Predator unmatched lethality against battle submarines which against an unguarded fleet would cause devastation..

Always include a few of these in your T2 navy.