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Scout quickly and cheaply with the ”Flea”! Only outpaced by the vehicle scout Jeffy, 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.
The ”Peewee” is a basic infantry Kbot. 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.
The Tech 1 Construction Kbot 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 Kbot Lab.
Use in groups to increase build speed.
To build more advanced units, you need to build the T2 Construction Kbot in the T2 Kbot Lab.
Rector is a resurrection Kbot 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 Kbots 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.
A light rocket Kbot 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 Kbots they are able to take down more advanced defensive structures.
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.
Jethro is a cheap mobile anti air (AA) Kbot, 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!
Hammer is a plasma Kbot that can deal a sizeable damage with relatively low cost of building. It has a shorter range than rocket Kbots, but if you manage to reach them, it can easily eliminate them. It has slightly higher HP than rocket Kbots, hence it can be used in big numbers to destroy T1 defensive structures. Combine with resurrection Kbots, 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!
Warrior is a durable Kbot 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 Kbots for healing and resurrecting fallen units.
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 is a mobile radar Kbot. 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.
Infiltrator is the so called “spy” Kbot. With its cloak and stealth abillities 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, whenself-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
Spider is a fast all-terrain EMP Kbot. 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 thefront 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.
Zipper is the second fastest land unit in the game - only jeffy is 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.
Fark is a fast repair Kbot 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.
Pelican is a very fast amphibious Kbot that uniquely hovers above the water surface. It is equiped with a light laser turret and a basic AA missile launcher.
Useful for quick raiding of unprotected naval structures and sneaking in to enemy teritory through the water.
It is also a good way to allocate quick moving amphibious anti-air force quickly, wherever you might need it.
Fido is a fast and very mobile plasma & mortar Kbot. It overshoots all T1 infantry, and may deal two types of damage.
Using Hi-trajectory - shoot along a long range parabolic trajectory, dealing light damage in a larger radius.
Using Low-trajectory - much better aim against fast moving units, and deals point-damage.
With good micro It may always stay out of range of most units.
Zeus is the most basic ARM T2 general purpose infantry unit equipped with a lightning rifle. For a reasonable cost you get a Kbot 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.
Advanced Construction Kbot
Advanced Construction Kbot 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 Kbot and boosts your metal and energy storage by 100.
Recluse is an all-terrain spider Kbot 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.
Archangel is a T2 amphibious anti-air Kbot 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.
Sharpshooter is a long range sniper Kbot 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 Kbots) 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.
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 heavymicro to stay out of T1 range.
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.
Scarab is amobile anti-nuke missile system. It has a shorter range than regular anti-nukestatic structures but you may move it around wherever you want. It even is ableto climb hills (all-terrain attribute). In lategame it is very important tocombine it within your striking forces to prevent them from getting nuked outof your territory.
Fatboy is a big and long range plasma Kbot 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 slow-shooting Kbot. Helpless when used alone against any raider units. It overshoots all T1 defense structures, most commonly used to destroy heavy laser turrets etc.