
Light Mine
The Light Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.

Dragon's Teeth
The Dragon’s Teeth are basic defensive walls that block most Tech 1 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.

Shark's Teeth
The Shark’s Teeth are basic defensive walls that block most Tech 1 naval units and low-altitude projectiles.
Use them to funnel enemy ships into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.

Medium Mine
The Medium Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.

Heavy Mine
The Heavy Mine is a land mine designed to damage or destroy armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.

Heavy Mine
The Heavy Naval Mine is a land mine designed to damage or destroy armored naval units.
Use them to take out unsuspecting ships.
Naval mines will explode if a unit hits them, and can be cloaked automatically or manually. They will also damage other units in range.

Nettle
The Nettle is a light anti-air missile tower that can shoot down light aircraft.
Build some early on to protect your base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.

Sentry
The Sentry is a light laser tower that can take out light vehicles and bots.
Build a few in your base to protect against early scout raids.
When expanding, use them to protect your metal extractors and stop enemy commanders from pushing.

Naval Nettle
The Naval Nettle is a light anti-air missile tower that can shoot down light aircraft, and can be built on water.
Build some early on to protect your naval base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.

Harpoon
The Harpoon is a torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.

Beamer
The Beamer is a laser turret that fires a continuous high-intensity laser beam.
Use them to out-range rocket bots and light laser turrets.
It has the highest DPS out of all the Tech 1 defenses and can target both land and air units.

Anemone
The Anemone is a torpedo launcher that targets ships and submarines within its range from the shore.
Build them to defend your land structures against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.

Dragon's Claw
Disguised as a block of DT (Dragon's Teeth), this turret pops up to attack when enemies get close. Extremely effective at guarding chokepoints due to its AoE weaponry, and nigh-impossible to dislodge with artillery when popped down. Its lightning arcs to units near the primary target, making it an effective swarm killer.
It literally appears as Dragon's Teeth to enemies when popped down, so mixing it in with DT can help surprise enemies.
It's low enough to hide behind DT while the teeth block direct fire, enhancing survivability. Bunker them into clusters of teeth and use chokepoints to kill even massed tank assaults.

Ferret
The Ferret is an anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Nettle, and its ability to cloak also makes it difficult for land units to target.

Overwatch
The Overwatch comfortably outranges almost every Tier 1 land unit, except for artillery. It especially counters skirmisher units like Rocket Bots and Missile Trucks, while easily sniping support units like Resurrection Bots.
Build it on your front line to out-range and take out enemy laser towers.
Despite its long range and heavy damage, it is hopeless when built alone. Remember to support it with other defensive structures and units.

Manta
The Manta is a floating heavy laser tower that can be built on water.
Build it to defend your naval base against hovercraft and light naval units.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.

Scumbag
The Scumbag is a floating anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Naval Nettle, and its ability to cloak also makes it difficult for naval units to target.

Juno
The Juno can build and stockpile electromagnetic impulse missiles. The missiles have to be launched manually, and the area of effect lasts around 25 seconds.
Use them to destroy minefields, scout spam, radar units, and jammer units.
Beware that friendly units within range can also be destroyed by these missiles. Some units with radar/jammer abilities are not affected, such as Spy-bots.

Chainsaw

Gauntlet
The Gauntlet is a medium-range plasma artillery battery with a large AoE. It can switch between low and high trajectory mode, allowing it to directly target units or bombard those behind obstacles.
Build it once you have your front line established to push back your enemy.
Being quite expensive in T1, it's less useful as a defensive weapon than it is an offensive sniping tool. Position it to destroy frontline Metal Extractors, Radar Towers, Jammers, and Construction Turrets to deny support to your enemy.
Use scouts, frontline radar towers and Beholders to spot targets.
T1 artillery batteries are powerful, but will tie your resources down considerably. Consider Reclaiming them once no more easy targets are in reach.

Fortification Wall
The Fortification Wall is an advanced defensive wall that blocks most Tech 1/Tech 2 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break. Advanced walls have almost four times the health of a basic Dragon’s Teeth, and are great when used against Alien Raptors and Scavengers.

Pit Bull
The Pit Bull is a pop-up gauss cannon that has high damage and range for a relatively low cost.
Keep it cloaked to surprise attacking units.
Its ability to cloak also makes it difficult for land units to target.

Tracer
The Tracer is an Intrusion Countermeasure System or "ICS" for short.
It's a motion detector that tracks hostile units in its range that have stealth and are cloaked.
The ICS does NOT reveal stealth units on your radar. Instead, visual red circles constantly ping their location, and an audio alert will notify you. Your forces won't automatically fire on these pings—you must manually attack ground, or move units to find the hidden enemies.
The ICS only pings when cloaked and stealth units are moving. Those who hold still will remain hidden.
It’s great for protecting your vulnerable buildings against stealthy attacks from Gremlins or stunning EMPs from spy bots, but be mindful of its high energy operating cost (-125/s).
Unlike radar, the ICS uses 'seismic' vibrations, which means it's range is NOT blocked by terrain. You can safely build it behind natural barriers for protection.
Also great for protecting your Citadel against stealthy EMP attacks.

Arbalest
The Arbalest is a short-range anti-air flak gun that deals high damage with a large area of effect (AoE).
Build them around strategic points and on your front line.
It can shatter most aircraft within its range.

Naval Arbalest
The Naval Arbalest is a short-range anti-air gun that deals high damage with a large area of effect (AoE) and can be built on water.
Build them around strategic points and to protect your naval base from air raids.
It can shatter most aircraft within its range.

Moray
The Moray is an advanced torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.

Gorgon
The Gorgon is a floating rapid-fire plasma tower that can be built on the water.
Useful for defending naval bases against light to medium naval units.
Its high fire rate makes it a formidable defensive structure.

Citadel
The Citadel is a nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Build a Tracer nearby to detect cloaked EMP units before they can disable it.
It has a large radar range to protect your base and nearby surroundings from nuclear attacks. Each defensive missile takes around 90 seconds to build.

Paralyzer
The Paralyzer is a electromagnetic pulse (EMP) missile launcher that paralyzes all units within its blast radius.
Fire a EMP at enemy defenses or units before pushing in to take them out.
They’re great for rendering enemy defenses useless before an assault, and for stopping pushing units in place while you build a quick reaction force to computer them.

Mercury
The Mercury's extremely long-range missiles easily destroys most aircraft before they even get close to your base. Unlike other AA, it builds its missiles over time for a cost in resources.
Build these formidable launchers later in a match to defend your base from strategic bombers.
It can also be build on an extended front line to slowly dismantle the enemy's ''fighter wall''.
Its missile deals 750 damage in a huge radius, almost TRIPLE that of flak cannons, easily taking out multiple aircraft at once. It can build 1 missile every 13 seconds if you have the energy needed, and stocks up to 5 missiles in total. Each missile costs 1800 energy to be build—notably less than most aircraft.
Its missiles can be baited out by cheap air units like scouts.
You may want to set them to Return Fire or Hold Fire to preserve their shots.

Rattlesnake
The Rattlesnake is pop-up plasma artillery battery that can be cloaked.
Keep it cloaked to surprise attacking units.
It can protect your front line from enemy artillery units and its ability to cloak makes it difficult for land and air units to target. When set to a high-trajectory it shoots slower, but also deals more area of effect (AoE) damage.

Keeper
The Keeper is a shield generator that deflects plasma artillery and can take a lot of damage before going down.
Build a few around your base to protect it from early artillery barrages.
Beware that shields do not deflect other units weaponry such as bombs, lasers, or missiles.

Pulsar
The Pulsar is a long-range tachyon accelerator laser tower that delivers a devastating amount of damage.
Build multiple to take out a Tech 3 unit before it can reach your base.
It can take out most units, including Tech 3 units with enough hits, and is high enough to shoot over other defensive structures.

Basilica
The Basilica is a long-range plasma cannon that can shoot targets across the map.
Build them to take out enemy structures from far away.
It becomes a priority target when built, so make sure you keep it safe. It can also be countered by Keepers, but at a high energy cost to your enemy.

Armageddon
The Armageddon is a nuclear missile launcher and is useful for turning enemy bases and whole armies into ashes.
Use Paralyzers or Ghosts to temporarily disable anti-nukes and strike uncovered areas.
Nukes can be countered by the anti-nukes, but can still overwhelm them in large numbers.

Ragnarok
The Ragnarok is a rapid-fire long-range plasma cannon and is the ultimate weapon of mass-destruction.
It’s a primary target once built, so be ready to defend it.
It takes a lot of resources to build, but when it’s ready you’re almost guaranteed to win the match.