Flea

T2
T3
Amphibious
Fast Scout Bot
Metal
15
Energy
340
Health
55
Speed
132
Damage
40
Buildpower
0
Weapons
BeamLaser

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.

How to use this unit

Peewee

T2
T3
Amphibious
Fast Infantry Bot
Metal
48
Energy
960
Health
300
Speed
84
Damage
100
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Construction Bot

T2
T3
Amphibious
Tech Level 1
Metal
110
Energy
1600
Health
540
Speed
36
Damage
Buildpower
80
Weapons

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.

How to use this unit

Rector

T2
T3
Amphibious
Stealthy Rez/Repair/Reclaim Bot
stealth, resurrector
Metal
110
Energy
1400
Health
200
Speed
78
Damage
Buildpower
200
Weapons

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.

How to use this unit

Rocko

T2
T3
Amphibious
Rocket Bot - good vs. static defenses
Metal
120
Energy
1000
Health
650
Speed
51
Damage
41
Buildpower
0
Weapons
MissileLauncher

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.

Very ineffective against fast mobile units, watch out for A.K. / Peewees!

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.

How to use this unit

Jethro

T2
T3
Amphibious
Amphibious Anti-air Bot
Metal
125
Energy
1100
Health
570
Speed
56
Damage
56
Buildpower
0
Weapons
Cannon, MissileLauncher

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!

How to use this unit

Hammer

T2
T3
Amphibious
Light Plasma Bot
Metal
130
Energy
1300
Health
810
Speed
46
Damage
60
Buildpower
0
Weapons
Cannon

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!

How to use this unit

Warrior

T2
T3
Amphibious
Medium Infantry Bot
Metal
270
Energy
3100
Health
1430
Speed
45
Damage
183
Buildpower
0
Weapons
BeamLaser

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.
How to use this unit

Commander

T2
T3
Amphibious
Commander
cloak, capturer
Metal
2700
Energy
26000
Health
3000
Speed
38
Damage
111639
Buildpower
300
Weapons
2x BeamLaser, DGun
How to use this unit

Invader

T2
T3
Amphibious
Amphibious Crawling Bomb
Metal
65
Energy
5800
Health
400
Speed
84
Damage
10010
Buildpower
0
Weapons
Melee, Cannon

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.

How to use this unit

Eraser

T2
T3
Amphibious
Radar Jammer Bot
jammer
Metal
78
Energy
1400
Health
305
Speed
48
Damage
Buildpower
0
Weapons

Eraser is a mobile radar-jamming device that can hide your units away form enemy’s radar. In combination with cloakable units like snipers, or a Commander  it makes them totally invisible and undetectible

The only way to detect jammed & cloaked units is to build the intruision countermeasure system.
How to use this unit

Marky

T2
T3
Amphibious
Radar Bot
radar
Metal
100
Energy
1250
Health
320
Speed
41
Damage
Buildpower
0
Weapons

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.

How to use this unit

Infiltrator

T2
T3
Amphibious
Radar-Invisible Spy Bot
cloak, stealth, sonar-stealth
Metal
135
Energy
8800
Health
270
Speed
65
Damage
Buildpower
50
Weapons

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

How to use this unit

Spider

T2
T3
Amphibious
All-Terrain EMP Spider
stealth
Metal
175
Energy
3400
Health
850
Speed
72
Damage
486
Buildpower
0
Weapons
EMP-BeamLaser

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.

How to use this unit

Zipper

T2
T3
Amphibious
Fast Raider Bot
Metal
190
Energy
4600
Health
620
Speed
111
Damage
120
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Fark

T2
T3
Amphibious
Fast Assist/Repair Bot
Metal
210
Energy
3000
Health
300
Speed
75
Damage
Buildpower
140
Weapons

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.

How to use this unit

Pelican

T2
T3
Amphibious
Amphibious Bot
Metal
260
Energy
2700
Health
1050
Speed
90
Damage
153
Buildpower
0
Weapons
MissileLauncher, Cannon, BeamLaser

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.

How to use this unit

Fido

T2
T3
Amphibious
Mortar/Skirmish Bot
Metal
270
Energy
5600
Health
1150
Speed
69
Damage
177
Buildpower
0
Weapons
2x Cannon

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.              

How to use this unit

Zeus

T2
T3
Amphibious
Assault Bot
Metal
350
Energy
6100
Health
2650
Speed
47
Damage
129
Buildpower
0
Weapons
LightningCannon

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.

How to use this unit

Recluse

T2
T3
Amphibious
All-Terrain Rocket Spider
Metal
400
Energy
4500
Health
1050
Speed
52
Damage
160
Buildpower
0
Weapons
MissileLauncher
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.
How to use this unit

Advanced Construction Bot

T2
T3
Amphibious
Tech Level 2
Metal
430
Energy
6900
Health
840
Speed
33
Damage
Buildpower
180
Weapons

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.    

How to use this unit

Archangel

T2
T3
Amphibious
Advanced Amphibious Anti-Air Bot
Metal
520
Energy
5600
Health
1020
Speed
47
Damage
215
Buildpower
0
Weapons
Cannon, 3x MissileLauncher

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.

How to use this unit

Sharpshooter

T2
T3
Amphibious
Sniper Bot
cloak
Metal
680
Energy
20000
Health
520
Speed
35
Damage
250
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Maverick

T2
T3
Amphibious
Skirmish Bot (Fast Learning, Auto-Repair)
Metal
700
Energy
12000
Health
1400
Speed
50
Damage
265
Buildpower
0
Weapons
Cannon

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.

How to use this unit

Decoy Commander

T2
T3
Amphibious
Decoy Commander
cloak, capturer
Metal
770
Energy
12000
Health
3000
Speed
38
Damage
411
Buildpower
300
Weapons
2x BeamLaser, DGun

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.

How to use this unit

Scarab

T2
T3
Amphibious
Mobile Anti-Nuke
Metal
1150
Energy
30000
Health
780
Speed
51
Damage
250
Buildpower
0
Weapons
StarburstLauncher

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.

How to use this unit

Fatboy

T2
T3
Amphibious
Heavy Plasma Bot
Metal
1500
Energy
12000
Health
7000
Speed
30
Damage
119
Buildpower
0
Weapons
Cannon

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.  

How to use this unit

Marauder

T2
T3
Amphibious
Amphibious Assault Mech
Metal
970
Energy
21000
Health
4400
Speed
95
Damage
379
Buildpower
0
Weapons
2x Cannon, MissileLauncher

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!


How to use this unit

Vanguard

T2
T3
Amphibious
All-Terrain Heavy Plasma Cannon
Long Range
Metal
3300
Energy
71000
Health
9000
Speed
33
Damage
158
Buildpower
0
Weapons
Cannon

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. 

How to use this unit

Razorback

T2
T3
Amphibious
Battle Mech
Metal
3800
Energy
68000
Health
12000
Speed
69
Damage
1099
Buildpower
0
Weapons
BeamLaser

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


How to use this unit

Bantha

T2
T3
Amphibious
Assault Mech
Metal
13500
Energy
286000
Health
62000
Speed
46
Damage
1452
Buildpower
0
Weapons
StarburstLauncher, LaserCannon, BeamLaser

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.


How to use this unit