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Defenses

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Micro

T2
T3
Amphibious
Light Mine
cloak, stealth
Metal
5
Energy
270
Health
10
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Dragon's Teeth

T2
T3
Amphibious
Dragons Teeth
Metal
11
Energy
160
Health
2500
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Shark's Teeth

T2
T3
Amphibious
Shark's Teeth
Metal
15
Energy
300
Health
4000
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Kilo

T2
T3
Amphibious
Medium Mine
cloak, stealth
Metal
16
Energy
1050
Health
10
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Mega

T2
T3
Amphibious
Heavy Mine
cloak, stealth
Metal
21
Energy
1350
Health
10
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Mega NS

T2
T3
Amphibious
Heavy Mine, Naval Series
cloak, stealth, sonar stealth
Metal
25
Energy
1600
Health
10
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Defender

T2
T3
Amphibious
Anti-air Tower
Metal
84
Energy
900
Health
295
Speed
0
Damage
68
Buildpower
0
Weapons
MissileLauncher

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.

How to use this unit

LLT

T2
T3
Amphibious
Light Laser Tower
Metal
86
Energy
680
Health
560
Speed
0
Damage
156
Buildpower
0
Weapons
BeamLaser

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.

How to use this unit

Harpoon

T2
T3
Amphibious
Offshore Torpedo Launcher
Metal
189
Energy
1701
Health
1380
Speed
0
Damage
186
Buildpower
0
Weapons
TorpedoLauncher
How to use this unit

Beamer

T2
T3
Amphibious
Beam Laser Turret
Metal
190
Energy
1500
Health
1290
Speed
0
Damage
266
Buildpower
0
Weapons
BeamLaser

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

How to use this unit

Anemone

T2
T3
Amphibious
Coastal Torpedo Launcher
Metal
240
Energy
2200
Health
1520
Speed
0
Damage
188
Buildpower
0
Weapons
TorpedoLauncher
How to use this unit

Dragon's Claw

T2
T3
Amphibious
Pop-up Lightning Turret
stealth, jammer
Metal
340
Energy
1600
Health
1200
Speed
0
Damage
183
Buildpower
0
Weapons
LightningCannon
How to use this unit

Pack0

T2
T3
Amphibious
Pop-Up Missile Battery
cloak
Metal
360
Energy
5700
Health
1200
Speed
0
Damage
176
Buildpower
0
Weapons
MissileLauncher

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.

How to use this unit

Sentinel

T2
T3
Amphibious
Heavy Laser Tower
Metal
440
Energy
4700
Health
2325
Speed
0
Damage
215
Buildpower
0
Weapons
BeamLaser

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.

How to use this unit

Chainsaw

T2
T3
Amphibious
Bomb-Resistant Medium-Range Missile Battery
Metal
750
Energy
7300
Health
4000
Speed
0
Damage
542
Buildpower
0
Weapons
MissileLauncher

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).

How to use this unit

Guardian

T2
T3
Amphibious
Coastal Defense
Metal
1250
Energy
12500
Health
2760
Speed
0
Damage
164
Buildpower
0
Weapons
2x Cannon

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

How to use this unit

Fortification Wall

T2
T3
Amphibious
Fortification Wall
Metal
39
Energy
1050
Health
8000
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Pit Bull

T2
T3
Amphibious
Pop-up Gauss Cannon
cloak
Metal
680
Energy
14000
Health
2531
Speed
0
Damage
415
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Tracer

T2
T3
Amphibious
Intrusion Countermeasure System
stealth-detector
Metal
710
Energy
7100
Health
2400
Speed
0
Damage
Buildpower
0
Weapons
How to use this unit

Flakker

T2
T3
Amphibious
Anti-Air Flak Gun
Metal
820
Energy
13000
Health
1575
Speed
0
Damage
606
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Moray

T2
T3
Amphibious
Advanced Torpedo Launcher
Metal
1000
Energy
8500
Health
2500
Speed
0
Damage
446
Buildpower
0
Weapons
TorpedoLauncher
How to use this unit

Protector

T2
T3
Amphibious
Anti-Nuke System
Metal
1500
Energy
38000
Health
3300
Speed
0
Damage
750
Buildpower
0
Weapons
StarburstLauncher

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.

How to use this unit

Detonator

T2
T3
Amphibious
EMP Missile Launcher
Metal
1600
Energy
29000
Health
3000
Speed
0
Damage
25000
Buildpower
0
Weapons
StarburstLauncher
How to use this unit

Mercury

T2
T3
Amphibious
Long Range Anti-Air Tower
Metal
1600
Energy
33000
Health
1500
Speed
0
Damage
417
Buildpower
0
Weapons
MissileLauncher

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.

How to use this unit

Ambusher

T2
T3
Amphibious
Cloakable Coastal Defense
cloak
Metal
2500
Energy
17000
Health
3600
Speed
0
Damage
316
Buildpower
0
Weapons
2x Cannon

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

How to use this unit

Keeper

T2
T3
Amphibious
Plasma Deflector
shield
Metal
3000
Energy
54000
Health
3200
Speed
0
Damage
100
Buildpower
0
Weapons
Shield
How to use this unit

Annihilator

T2
T3
Amphibious
Tachyon Accelerator
radar
Metal
3500
Energy
74000
Health
5500
Speed
0
Damage
1091
Buildpower
0
Weapons
BeamLaser

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.

How to use this unit

Big Bertha

T2
T3
Amphibious
Long Range Plasma Cannon
Metal
4500
Energy
64000
Health
4000
Speed
0
Damage
123
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Vulcan

T2
T3
Amphibious
Rapid-Fire Long-Range Plasma Cannon
Metal
63000
Energy
752000
Health
29000
Speed
0
Damage
2625
Buildpower
0
Weapons
Cannon

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.

How to use this unit