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Scout quickly and cheaply with the Flea! Only outpaced by the vehicle scout Rover, this unit is an apt choice to evade enemy units and defenses, providing valuable intel while packing just enough firepower to cripple your opponent’s early-game expansion. The Flea is however far from ideal for fighting other non-scout combat units. But because of its low cost it is relatively expendable and can, especially in large numbers, be an effective way to draw enemy fire.
The Peewee is a basic infantry bot. Cheap and mobile, it can quickly devastate poorly defended expansion, artillery, and even isolated commanders.
Don’t underestimate their firepower!
However, the Peewee melts in the face of heavier defenses and is for instance especially vulnerable to riot tanks.
The Tech 1 Construction Bot is the cheapest construction unit in the game. It is slow and weak, so it may be prudent not to let it wander unescorted. It surpasses the Commander as a constructor with its ability to build advanced T1 structures, including the T2 Bot Lab.
Use in groups for increased build power.
To build even more advanced T2 structures, you first need to build the T2 Construction bot in the T2 Bot Lab.
Rector is a resurrection bot 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 bots 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 bot 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 bots 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) bot, 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 bot that can deal a sizeable damage with relatively low cost of building. It has a shorter range than rocket bots, but if you manage to reach them, it can easily eliminate them. It has slightly higher HP than rocket bots, hence it can be used in big numbers to destroy T1 defensive structures. Combine with resurrection bots, 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 bot 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 bots 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 bot. 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” bot. With its cloak and stealth abilities 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, when self-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, stealthy, all-terrain EMP bot. 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 the front 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 third fastest land unit in the game - only Rovers and Fleas are a 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 bot 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 bot that uniquely hovers above the water surface. It is equipped with a light laser turret and a basic AA missile launcher.
Useful for quick raiding of unprotected naval structures and sneaking in to enemy territory 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 bot. It overshoots all T1 infantry, and may deal two types of damage.
Using Plasma Cannon - shoot along a Hi-trajectory long range parabolic trajectory, dealing light damage in a larger radius.
Using Gauss Cannon- much better Low-trajectory 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 bot 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.
Recluse is an all-terrain spider bot 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.
Advanced Construction Bot
Advanced Construction bot 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 bot and boosts your metal and energy storage by 100.
Archangel is a T2 amphibious anti-air bot 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 bot 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 bots) 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 heavy micro 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 a mobile anti-nuke missile system. It has a shorter range than regular anti-nuke static structures, but you may move it around wherever you want.
It is able to climb hills.
In late game it is very important to combine it within your striking forces to prevent them from getting nuked out of your territory.
Fatboy is a big and long range plasma bot 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 shooting bot. Helpless when used alone against any raider units. It overshoots all T1 defense structures, most commonly used to destroy heavy laser turrets etc.
Marauder is a fast amphibious experimental assault bot. Equipped with two powerful plasma cannons and two light anti-air turrets, Marauders are great standalone and versatile units used for surprise raids across the seas. The plasma cannons have a pushback effect, which makes lighter units unable to reach them, while the AA turrets are good enough to protect them from light aircraft, like using EMP drones.
They have very high speed both in and out of water, which lets them quickly reach the enemy shoreline and land before your opponent realizes the danger.
In water they transform into a submarine, staying below the surface and making them undetectable to radar. However, for a T3 unit they are rather fragile, so use them only if you see a nice opening in the enemy defences. Also make sure to keep them a safe distance away from enemy submarines, as they do not have any means of defending themselves while submerged. Marauders are the lightest and fastest T3 units!
Vanguard is an all-terrain experimental long range artillery mech, the pinnacle of ARMADA technologies.
Equipped with a heavy plasma cannon, they can outrange all mobile land units in the game, with the exception of its CORTEX counterpart - Catapult. The cannon shoots powerful plasma shells with high damage and area-of-effect, though with a long reload time (8 seconds).
Vanguards are one of the most effective units at dismantling T2 defences, even a small group can quickly make an opening in the frontline. However, their slow movement and lack of effective close quarters weapons makes them vulnerable to raids with fast units.
Therefore, always make sure they are escorted by close-range support units, like Zeuses or Razorbacks, and some anti-air units.
Vanguards are able to outrange most defences, with an exception of Annihilators, T2 coastal defence cannons, tactical nuke launchers, long range plasma cannons and Behemoths. However, their all-terrain capability and high-trajectory weapon option often lets them target those defences while staying covered by natural land barriers.
Razorback is a fast experimental battle mech. Equipped with two powerful rapid laser guns, they can inflict some of the highest damage in the entire game.
Melting through most T1 and T2 units within seconds, they are a great anti-swarm unit, thanks to their rapid rate of fire and high precision. One of the best choices for close quarters combat, they are very effective in the early T3 stages, due to relatively low costs and high speed.
Razorbacks are able to be deployed to the battlefield very quickly, often rushed for surprise T3 attacks during the T2 stage.
However, Razorbacks can be easily countered by long-range units, like Snipers, Penetrators and Annihilators, so for an optimal pushing force accompany them with Vanguards or other long range units, and ideally with a steady stream of scouts. While their lasers can target air and take down light aircraft, beware of heavy gunships and EMP bombers.
Bantha is an advanced heavy assault mech. They are the strongest amongst all ARMADA land units and, cost-wise, arguably the best unit in the game. They are equipped with three types of weapons:
- Dual rapid-fire lasers for close range combat
- A medium range homing missile launcher, targeting both land and air
- A powerful long range tachyon laser, also for land and air
Banthas are the most versatile T3 experimental bots. Combining tremendous weaponry, a relatively high movement and maneuverability and heavy armor, they outclass every ARMADA land unit in the game. Their health is high enough to withstand and break though even the strongest T2 defences using just brute force, and their weapons can deal with heavier aircraft too. However, there are several counters which you have to be prepared for when using Banthas.
On land, be aware of Annihilators and Snipers, which when massed can deal lethal damage to any T3 unit. Don’t engage if you are not 100% sure you are going to make it, as losing even a single Bantha may be detrimental to the course of the game. In the air, watch out for EMP bombers, and never forget to provide anti-air support for your Banthas.
Losing Banthas means leaving valuable wrecks for you opponent to reclaim, which can change the outcome of a match. Optimally, support your Banthas with many repair or resurrection bots to quickly repair damage, and in the case of losing one, to reclaim or resurrect the wreck.
As a last resort, if you are certain your Banthas are going to die in enemy territory, initiate a self-destruct (Ctrl+D) to have them die in a huge explosion, leaving no wrecks behind. Beware though, as Banthas have a much longer self-destruct countdown than regular units (10 seconds). Try to use this enhanced explosion to damage as many hostile units as possible.
Lastly, beware of cloaked and jammed Commanders, because no matter how strong your experimental unit is, it will still turn into dust when met with a DGun. Keep a crowd of light units in front of your Banthas so that enemy cloaked units will have no way of approaching them. This also counters spy bots, which could paralyse your Banthas.