Tech Modifications

241 techs — upgrades and abilities
🕷

Replicate

250
Crawler
Creates Crawlers from destroyed enemies. Widely considered the best single tech in the game. Turns every kill into reinforcement.

Good vs

MarksmanMelting PointSteel BallScorpionHacker
Sell isolated units to deny enemy replication. Don't tech before first free unit drop — enemy may get a hard counter.
🕷

Impact Drill

150
Crawler
ATK +125%. Makes crawlers threaten giants and win Replicate wars.

Good vs

FortressWar FactoryTarantulaOverlord
Pair with Mechanical Rage for massive late-game damage output.
🕷

Mechanical Rage

100
Crawler
Speed +5m/s, attack interval −0.4s. Makes carry crawlers devastating.

Good vs

Giants (general)FortressWar Factory
Usually the last tech on carry crawlers — take Replicate and Impact Drill first.
🕷

Subterranean Blitz

350
Crawler
Tunnels underground when no enemies nearby, negating 50% damage on approach.

Good vs

MustangFangFire (Vulcan/Fire Badger)
Solo-tech only — incompatible with carry builds. A lot stronger with leveled crawlers.
🕷

Acidic Explosion

100
Crawler
Destroyed crawlers leave acidic liquid pools that melt giant units.

Good vs

FortressWar Factory
Hard to position correctly. Beware photon counter from Overlord.
🕷

Loose Formation

250
Crawler
HP −40%. Crawlers move in a looser formation, reducing splash damage vulnerability.

Good vs

StormcallerVulcanOverlord
Trades HP for splash resistance. Good vs AoE-heavy boards.
🦷

Portable Shield

500
Fang
Each Fang gets a shield equal to its full HP — effectively doubles their durability.

Good vs

ArclightSledgehammerRhinoScorpionFortress
Core fang tech vs any slow single-target enemy board. Start teching early so fangs are shielded before mid-game.
🦷

Mechanical Rage

250
Fang
Speed +5m/s, attack interval −0.5s. Useful with Fortress Fang Summoning.

Good vs

Melting Point (faster protection)Crawlers
Only valuable with Fortress Fang Summoning — not a standalone pick.
🦷

Ignite

150
Fang
Attacks ignite targets, dealing 6% HP/s for 2s. Great vs giants.

Good vs

Melting PointWar FactoryFortress (energy absorb)
Use with Fortress Fang Summoning only. Don't level unless fangs directly face giants.
🦷

Range Enhancement

300
Fang
Range +40m. Keeps Fangs engaging from further back.

Good vs

Melee unitsShort-range threats
Helps Fangs kite and deal damage before closing in.
🦷

Armor-Piercing Bullets

100
Fang
ATK +50%. Cheap damage boost for Fangs.

Good vs

Armored unitsGiants
Very cheap — good early tech when you need more Fang damage.
🦷

Grenade Launcher

150
Fang
Fangs switch to grenade launchers. Range +10, attacks deal splash in 7m radius, but cannot target air.

Good vs

CrawlerChaff swarms
Gives Fangs AoE but removes anti-air capability. Good vs crawler-heavy boards.
🐎

Range Enhancement

300
Mustang
Range +40m. Core tech — keeps mustangs safe from fire and armor units.

Good vs

FangWaspPhoenixVulcan (avoids fire)
Almost always your first or second tech on mustangs.
🐎

Aerial Specialization

300
Mustang
ATK vs air +90%, range vs air +30m. Mandatory when enemy masses air.

Good vs

OverlordWaspPhoenixRaidenPhantom Ray
Buy when enemy has 3+ Overlords/Wasps or has invested in air techs.
🐎

High-Explosive Ammo

50
Mustang
Splash range +7m (ATK −40%). Great for crowd control vs swarms.

Good vs

CrawlerFangWasp
Don't buy if you aren't already in mustangs — Wraith is better vs crawlers specifically.
🐎

Missile Intercept

200
Mustang
Intercepts enemy missiles within 150m. 1 pack ≈ counters 1 Stormcaller pack.

Good vs

Stormcaller
Niche — mustangs stop attacking enemies while intercepting. Don't over-invest.
🐎

Armor-Piercing Bullets

300
Mustang
ATK +50%. Late-game carry tech to punch through shields and armor.

Good vs

SledgehammerOverlordArmored unitsBarrier shields
Always buy Range first. Value diminishes if other damage buffs are already active.
🐎

Culling Rounds

200
Mustang
ATK −35%. Attacks instantly destroy targets with current HP below 320 (+200 per Rank).

Good vs

CrawlerFangWeakened units
Finisher tech — pairs well with HE Ammo to soften then execute low-HP units.

Charged Shot

150
Arclight
ATK +200%. Transforms arclights into medium-unit killers.

Good vs

Steel BallSledgehammerFire BadgerTyphoon
Cost reduced 200→150 in 1.10.1.1 to reward Charged Shot Arclight builds. Best response when enemy runs Steel Ball + Crawler push.

Range Enhancement

300
Arclight
Range +40m. Keeps arclights alive longer vs chaff so they reach valuable targets.

Good vs

CrawlerFang (stay behind lines)
Usually first or second tech. Essential for mid/late survivability.

Elite Marksman

400
Arclight
Range +5m and ATK +25% per level. Unlocks carry arclight potential late game.

Good vs

Everything (high-level carry)
Combo with Charged Shot. Requires heavy leveling investment.

Electromagnetic Shot

400
Arclight
Hits disable enemy tech temporarily and reduce movement speed 40%.

Good vs

Crawler acid techSteel Ball mech-divShielded units
Good cheap EMP source. EMP is essential on at least one unit in your army.

Armor Enhancement

100
Arclight
Damage received −60/level, HP +35%. Helps survive mustang and fang hits.

Good vs

MustangFang (early)
Best when arclights are flanking or defending a push.

Anti-Aircraft Ammunition

300
Arclight
Enables Arclight to target aerial units.

Good vs

WaspPhoenixOverlord
Niche — only when Arclight is your best available anti-air option.

Shockwave

250
Arclight
Range −5. Attacks generate a shockwave dealing 75 damage to enemies within 30m of target.

Good vs

CrawlerFangClustered chaff
Cost increased 200→250 in 1.10.1.1 to balance against the cheaper Charged Shot. AoE supplement for Arclight. Useful when facing mixed chaff + medium boards.
🏰

Anti-Air Barrage

200
Fortress
Fires 16 guided missiles (900 dmg each) every 10s at air units. Range 180m.

Good vs

PhoenixWaspOverlordRaidenPhantom RayTyphoonVoid Eye
Most important Fortress tech — enables Fortress to handle full air pushes alone.
🏰

Fang Summoning

300
Fortress
Produces 12 Fangs every 28s to protect the Fortress.

Good vs

Melting PointScorpionSingle-target DPS
Core late-game tech. Pair with Fang Shield tech for double protection.
🏰

Barrier

500
Fortress
Generates a massive shield dome protecting all allies inside.

Good vs

Vulcan fireAcidEMPStormcaller missilesSpells
Shield HP scales with Fortress level. Very powerful with multiple Fortresses stacked.
🏰

Rocket Punch

300
Fortress
Launches fists at 85%/55% HP — 15,000+ dmg in 25m splash. Flips matchups vs Crawlers, Fangs, Steel Balls, Stormcallers, Sandworm.

Good vs

Crawler (replicate)Air clumpsChaff in generalSteel Ball
Slightly bugged (punch can misfire), but still very high value as a tempo clear.
🏰

Launcher Overload

150
Fortress
Attack interval −50% (range −20m). Rapid chaff/medium clear when close.

Good vs

CrawlerFangSledgehammerMedium units at close range
Pair with Range Enhancement to compensate the range penalty.
🏰

Range Enhancement

300
Fortress
Range +40m. Keeps Fortress engaging from safer distance.

Good vs

Ranged compositionsScorpion
Helps compensate Launcher Overload range penalty.
🏰

Elite Marksman

150
Fortress
Per Rank: range +5, ATK +25%. Scales Fortress into a late-game carry.

Good vs

Everything (high-level carry)
Cheap for a scaling tech. Requires heavy leveling investment to pay off.
🏰

Doubleshot

100
Fortress
Each attack fires 2 shells, reload time +12%.

Good vs

Medium unitsGiants
Very cheap damage boost. Good early tech.
🏰

Armor Enhancement

150
Fortress
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSScorpion
Makes Fortress extremely tanky. Pairs well with Barrier.
🏰

Solid Shot

200
Fortress
Range +60, attack interval +0.7s, splash range −2. Sniper mode for Fortress.

Good vs

Backline unitsMelting Point
Trades fire rate for reach. Good when you need to hit priority targets behind chaff.

High-Explosive Ammo

150
Stormcaller
Splash range greatly increased. Reliably clears crawlers and chaff.

Good vs

CrawlerFangMustang
Cheap first tech — enables chaff clear and keeps options open.

Incendiary Bomb

350
Stormcaller
Missiles set ground on fire, igniting units in the area.

Good vs

Fang (shielded)Crawler (late)Oil patches
Late-game pick when enemy summons fangs. Big risk if intercepted.

Electromagnetic Explosion

300
Stormcaller
Missiles cause electromagnetic interference, disabling target techs.

Good vs

Diffraction Melting PointShield techArmored units
Situational but game-winning vs specific shields. Risk: can be intercepted.

Range Enhancement

300
Stormcaller
Range +40m. Keeps Stormcaller safe behind frontline.

Good vs

Aggressive compositionsShort-range threats
Helps Stormcaller stay out of danger zone.

Launcher Overload

250
Stormcaller
Attack interval −50%, range −40m, speed +5. Aggressive rapid-fire mode.

Good vs

CrawlerFangClose-range brawls
Range penalty is severe. Only good when Stormcaller is protected by frontline.

High Explosive Anti-tank Shells

150
Stormcaller
ATK +100%, attack interval +15%. Anti-armor damage boost.

Good vs

FortressWar FactoryArmored giants
Cheap way to boost Stormcaller damage vs heavy targets.
🦂

Acid Attack

250
Scorpion
Attacks apply acid that reduces enemy DEF, stacking over hits.

Good vs

War FactoryFortressTarantulaArmored units
Core mid/late tech — enables scorpion to shred through high-armor giants.
🦂

Range (Siege Mode)

300
Scorpion
Range +70m, enters stationary siege mode (can't attack units within 75m).

Good vs

Overlord (from distance)Long-range matchups
Don't rush this — be a frontline tank first. Vulnerable to switches if over-committed.
🦂

Armor Enhancement

100
Scorpion
HP +35%, blocks 60 damage per hit. Keeps scorpion alive longer as frontliner.

Good vs

Steel BallArclightSledgehammer (survive longer)
Good alternative to Siege Mode in early-mid game when tanking is more valuable.
🦂

Range Enhancement

300
Scorpion
Range +40m. Extends Scorpion's engagement distance.

Good vs

Backline unitsOutranging threats
Alternative to Siege Mode with less tradeoff.
🦂

Doubleshot

100
Scorpion
Each attack fires 2 shells, reload time +12%.

Good vs

GiantsMedium units
Cheap damage increase. Good early tech.
🦂

Field Maintenance

150
Scorpion
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition fights
Keeps Scorpion alive as frontline tank. Good with Armor Enhancement.
🦂

Convergent Fire

150NEW
Scorpion
Range +15, attack interval −0.5s, but splash range −7.

Good vs

Medium unitsGiants
New in 1.11. Cost estimated (not in PTS notes); confirm in-game.
🦅

Electromagnetic Shot

200
Phoenix
Attacks apply EMP, disabling tech on hit. Guaranteed delivery unlike Stormcallers.

Good vs

Fortress (anti-air)War FactoryMelting Point (energy absorb)WraithMountain
Best EMP delivery unit — missiles can be intercepted, Phoenix cannot.
🦅

Jump Drive

100
Phoenix
Phoenix can teleport to any position during the deployment phase.

Good vs

OverlordSteel BallRhinoWraithIsolated backline units
Core tech for aggressive Phoenix play. Huge combo with EMP or damage items.
🦅

Energy Shield

200
Phoenix
Energy shield equal to full HP — survives one extra volley.

Good vs

MarksmanMustang (early)Wasp (survives first hits)
More useful in late-game flanks or vs specific burst threats.
🦅

Quantum Reassembly

150
Phoenix
Destroyed Phoenix cockpit follows nearest allied Phoenix and fully restores in 12s. Triggers once per battle.

Good vs

Burst damageSingle-target DPS
Free Phoenix respawn — massive value in prolonged fights.
🦅

Range Enhancement

300
Phoenix
Range +40m. Keeps Phoenix at safer engagement distance.

Good vs

Anti-air unitsMustang
Helps Phoenix outrange threats and survive longer.
🦅

Launcher Overload

200
Phoenix
Attack interval −50%, range −25m. Rapid-fire mode for Phoenix.

Good vs

ChaffClose-range targets
Trades range for DPS. Good when Phoenix is already flanking.
🦅

Elite Marksman

400
Phoenix
Per Rank: range +5, ATK +20%. Scales Phoenix into late-game carry.

Good vs

Everything (high-level carry)
Requires heavy leveling investment. Best with Jump Drive.
🦅

Charged Shot

200
Phoenix
ATK +175%, range −25m. High burst damage per shot.

Good vs

GiantsMedium units
Big damage boost but range penalty means Phoenix must get close.
👁

Range Enhancement

300
Overlord
Range greatly increased. Keeps Overlord behind protectors, prevents walking into danger.

Good vs

ArclightMarksmanPhoenix (outranges)
Almost always needed — without it Overlords walk forward and die.
👁

Launcher Overload

300
Overlord
Attack interval −50%, range −20m. Rapid multi-target fire.

Good vs

CrawlerFangWaspMustangChaff-heavy boards
Pair with Range so Overlord doesn't walk too far forward.
👁

Photon Coating

300
Overlord
Emits photon shield to all allies at combat start — 30% damage reduction for 20s.

Good vs

PhoenixMarksmanMelting PointAcidEMP
Essential for aggressive Overlord + Steel Ball or Rhino strategies.
👁

Aerial Specialization

200
Overlord
ATK vs air units multiplied. Cheap chaff and air clear upgrade.

Good vs

WaspFangCrawler
Very cheap — buy early if facing crawler/wasp-heavy opponents.
👁

Overlord Artillery

300
Overlord
Installs two ground-only cannons with 140m range, dealing 7,000 damage every 3s. Scales with Rank.

Good vs

GiantsFortressGround-heavy boards
Strong ground DPS supplement. Cannons are ground-only so doesn't help vs air.
👁

Mothership

250
Overlord
Produces 5 Wasps every 32s, 3 times total.

Good vs

Ground compositionsChaff
Free Wasp production for air support.
👁

Jump Drive

300
Overlord
Speed +5. Can be freely repositioned during deployment phase each round.

Good vs

Positioning-dependent matchups
Enables aggressive Overlord positioning and flanking.
👁

Armor Enhancement

150
Overlord
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Helps Overlord survive focus fire.
👁

Field Maintenance

150
Overlord
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Overlord healthy in prolonged fights.
👁

High-Explosive Ammo

200
Overlord
Splash range +7m, ATK −40%. Better chaff clear.

Good vs

CrawlerFangWasp
Trades single-target damage for AoE coverage.
🔩

EMP Barrage

300
Melting Point
Attacks apply EMP, disabling shields and tech. Crucial for breaking Fortress barriers.

Good vs

Fortress (barrier)Shielded FangEnergy absorb unitsWar Factory
Combined with Vulcan incendiary — EMP first then fire lands through cleared shields.
🔩

Crawler Summoning

300
Melting Point
Produces Crawlers to protect Melting Point from melee threats.

Good vs

RhinoSandwormHacker
Enables aggressive Melting Point positioning as frontline tank.
🔩

Energy Absorption

200
Melting Point
Shields itself when taking damage from high-value targets.

Good vs

PhoenixMarksmanSteel Ball
Forces opponent into EMP or fire to break through.
🔩

Range Enhancement

300
Melting Point
Range +40m. Extends Melting Point's beam reach.

Good vs

Backline unitsScorpion
Core tech — Melting Point needs range to hit priority targets.
🔩

Energy Diffraction

150
Melting Point
Range −30. Fires 5 rays, each dealing 17% of original damage. AoE beam mode.

Good vs

CrawlerFangChaff swarms
Trades range for multi-target damage. Good vs chaff-heavy boards.
🔩

Armor Enhancement

100
Melting Point
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Makes Melting Point tankier as frontline.
🌋

Incendiary Bomb

300
Vulcan
Sets ground on fire. Devastating vs ground armies.

Good vs

MustangFangCrawlerHackerRhino
Pair with EMP (from Melting Point or Phoenix) to break shields first.
🌋

Air Mode

300
Vulcan
Vulcan takes flight and targets air units.

Good vs

WaspPhoenixWraithOverlord
If enemy fully committed to ground and you need air answer. Pair with EMP barrage.
🌋

Ignite

250
Vulcan
Attacks ignite targets. For 2s, ignited units lose 6% HP/s and cannot restore HP.

Good vs

GiantsHealing unitsField Maintenance
Anti-heal tech. Prevents regen from Field Maintenance.
🌋

Range Enhancement

300
Vulcan
Range +40m. Keeps Vulcan at safer engagement distance.

Good vs

Short-range threatsRhino
Core tech — extends Vulcan's fire range.
🌋

Scorching Fire

300
Vulcan
ATK +85%. Massive damage boost for Vulcan's fire attacks.

Good vs

EverythingGiants
Pure damage increase. Pairs well with Incendiary for maximum fire damage.
🌋

Best Partner

250
Vulcan
Summons 1 Marksman at same Rank as Vulcan at combat start.

Good vs

Single-target threatsAir units
Free Marksman provides supplemental DPS and anti-air.
🌋

Sticky Oil Bomb

200
Vulcan
Launches slowing Sticky Oil Bombs every 16s. Range 180m, min 40m. Can be ignited.

Good vs

Fast unitsRhinoCrawler
Slow + fire combo is devastating. Oil patches ignite from Vulcan's own fire.
🌋

Armor Enhancement

150
Vulcan
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Keeps Vulcan alive as frontline fire unit.
🏭

Missile Interceptor

350
War Factory
Intercepts enemy missiles — best permanent missile counter in the game. Effect never diminishes.

Good vs

StormcallerFortress anti-air barrageFarseer missilesMountain
Unlike AM devices, this effect never diminishes. Lure Stormcaller fire with shielded Fangs first.
🏭

Range Enhancement

500
War Factory
Range +40m. Extends War Factory's engagement distance.

Good vs

Ranged threatsBackline units
Expensive but keeps War Factory shooting from safety.
🏭

Phoenix Production

500
War Factory
Produces 1 Phoenix every 15.6s, 7 times total.

Good vs

Ground compositionsBackline threats
Expensive but generates massive air pressure over time.
🏭

Steel Ball Production

450
War Factory
Produces 1 Steel Ball every 8.8s, 11 times total.

Good vs

ChaffFrontline pressure
Steady frontline reinforcement. Steel Balls tank while War Factory fires.
🏭

Sledgehammer Production

400
War Factory
Produces 1 Sledgehammer every 6s, 17 times total.

Good vs

Medium unitsFrontline brawls
High volume of medium frontline units. Good for sustained pressure.
🏭

Launcher Overload

350
War Factory
Attack interval −50%, range −20m. Rapid-fire mode.

Good vs

ChaffClose-range targets
Trades range for fire rate. Pair with Range Enhancement.
🏭

Photon Coating

300
War Factory
Damage −30% for 30s at battle start. Grants immunity to EMP, Ignite, Acid, and Degeneration Beam.

Good vs

EMP attacksFire damageAcid
Defensive tech for early-fight survivability.
🏭

Armor Enhancement

400
War Factory
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Makes War Factory extremely durable.
🏭

High-Explosive Ammo

350
War Factory
Splash range +7m, ATK −40%. Better chaff clear.

Good vs

CrawlerFangChaff swarms
Trades single-target damage for AoE coverage.
🐯

Doubleshot

150
Sabertooth
Fires two shells per attack burst. Greatly increases damage vs giants.

Good vs

TarantulaFortressOverlordGiant units
Flips many giant matchups per the Unit Matrix.
🐯

Secondary Armament

200
Sabertooth
Adds a secondary weapon effective vs medium-sized units.

Good vs

HoundMedium unitsVoid Eye
Helpful when enemy mixes mediums with heavies.
🐕

Incendiary Bomb

250
Hound
Attacks leave fire on the ground for 10s. Strong area denial vs chaff.

Good vs

CrawlerFangChaff units
Duration reduced from 12s to 10s in 1.10.0.2 and cost bumped from 200 to 250 in 1.10.1 due to continued dominance. Still effective area denial but pricier.
🐕

Chamber Compression

200
Hound
ATK bonus +65% per second of combat. Massive scaling damage increase.

Good vs

Medium unitsGiantsProlonged engagements
ATK bonus buffed from 60% to 70% in 1.10.0.2. Changes burst timing — don't rely on pre-patch breakpoint calculations.
🐕

Mechanical Rage

300
Hound
Speed +4, attack interval −0.8s.

Good vs

Slow targetsKiting matchups
Speed and DPS boost for aggressive Hound play.
🐕

Range Enhancement

300
Hound
Range +40m. Extends Hound's engagement distance.

Good vs

Ranged threatsBackline units
Helps Hound reach targets without taking as much return fire.
🐕

Fire Extinguisher

200
Hound
Clears fire, acid, and smoke effects on ground within 40m.

Good vs

Vulcan fireAcidSmoke
Counter-tech for ground hazards. Unique utility.
🐕

Armor Enhancement

250
Hound
HP +20%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Tankier Hound for frontline positioning.
🐯

Missile Interceptor

150
Sabertooth
Sabertooth intercepts enemy missiles.

Good vs

StormcallerFarseerFortress barrageMountain
Lets Sabertooth win vs Stormcallers which normally counter it.
🐯

Range Enhancement

300
Sabertooth
Range +40m. Extends Sabertooth's engagement distance.

Good vs

Ranged threatsBackline units
Helps Sabertooth stay back and snipe.
🐯

Field Maintenance

300
Sabertooth
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Sabertooth healthy in prolonged fights.
🐯

Field Entrenchment

200
Sabertooth
Deploys trench at battle start. While entrenched: HP +50%, Range +20, attack interval −20%. Leaves trench after 7s with no enemies in range.

Good vs

Aggressive pushesFrontline brawls
Trades mobility for massive stat boost. Best in defensive positions.
🕸

Spider Mine

200
Tarantula
Fires 2 Spider Mines (500 HP, speed 24) every 15s that deal 1000 damage in a 12m radius.

Good vs

CrawlerFangClustered chaff
Reworked in 1.10.0.3: dmg 4500→1000, radius 9m→12m, HP 750→500, cost 300→200 — repositioned from anti-Marksman flip into a chaff-clearing tool. 1.10.1 buffed mine speed 21→24 and HP 500→750 so they actually reach targets.
🕸

Range Enhancement

300
Tarantula
Range +40m. Extends Tarantula's engagement distance.

Good vs

Ranged threatsBackline units
Helps Tarantula reach priority targets.
🕸

Mechanical Rage

400
Tarantula
Speed +4, attack interval −0.2s.

Good vs

Slow targetsKiting matchups
Expensive for Tarantula. Only when you need the extra DPS.
🕸

Armor-Piercing Bullets

150
Tarantula
ATK +50%. Cheap damage boost.

Good vs

Armored unitsGiants
Good value for the cost.
🕸

Field Maintenance

150
Tarantula
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Tarantula alive as frontline.
🕸

Armor Enhancement

100
Tarantula
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Makes Tarantula tankier.
🕸

Anti-Aircraft Ammunition

150
Tarantula
Enables Tarantula to target aerial units.

Good vs

WaspPhoenixAir units
Gives Tarantula anti-air capability.
🕸

High-Explosive Ammo

300
Tarantula
Splash range +7m, ATK −45%. Better chaff clear.

Good vs

CrawlerFangChaff swarms
Trades single-target damage for AoE coverage.
🌪

Range Enhancement

300NEW
Typhoon
Increases range by 40.
Cost is the standard Range Enhancement value (300); confirm in-game.
🌪

Anti-Air Marker

250NEW
Typhoon
Every 10s fires a marker missile (160m range) marking enemy air units within 100m of the target. Marked units have range −20 and take +30% damage for 10s.

Good vs

WaspPhoenixWraithOverlord
Cost estimated from comparable techs (not in PTS notes); confirm in-game.
🌪

Reactive Armor

300NEW
Typhoon
Reduces incoming damage by 80%, up to 5 times.

Good vs

MarksmanSledgehammer
Cost estimated from comparable techs (not in PTS notes); confirm in-game.
🌪

Maintenance Array

300NEW
Typhoon
Every 3s restores 600 HP to the Typhoon and friendly units within 100m. Healing +600 per level.
Cost estimated from comparable techs (not in PTS notes); confirm in-game.
🌪

Field Reassembly

400NEW
Typhoon
When destroyed, the Typhoon reassembles and returns to combat in 5s with 100% HP. Limited to 1 activation per round.
Cost estimated from comparable techs (not in PTS notes); confirm in-game.
🌪

Wreckage Detonation

150NEW
Typhoon
Units destroyed by the Typhoon explode, dealing 75 damage to all units within 15m.

Good vs

CrawlerFang
Cost estimated from comparable techs (not in PTS notes); confirm in-game.
🌪

Field Entrenchment

200NEW
Typhoon
Deploys a trench at battle start. While entrenched: cannot move, HP +70%, Range +20. Leaves and destroys the trench if no enemies are in range for 7s.

Good vs

CrawlerFangMarksman
Cost mirrors Sabertooth’s identical Field Entrenchment (200); confirm in-game.
🦏

Whirlwind

150
Rhino
Rhino spins and deals AoE damage around it — great vs packed chaff.

Good vs

CrawlerFangMustang (packed)
Transforms Rhino into a chaff-clearing frontline unit.
🦏

Final Blitz

250
Rhino
Ranged explosive burst on death or trigger — high damage.

Good vs

TarantulaFortressGiants
Death-trigger burst can flip otherwise losing matchups vs giants.
🦏

Photon Coating

300
Rhino
Damage −30% for 30s at battle start. Grants immunity to EMP, Ignite, Acid, and Degeneration Beam.

Good vs

EMP attacksFire damageAcid
Strong early-fight survivability for aggressive Rhino pushes.
🦏

Field Maintenance

200
Rhino
Auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Rhino healthy in prolonged brawls.
🦏

Mechanical Rage

100
Rhino
Speed +5, attack interval −0.3s.

Good vs

Slow targetsKiting matchups
Cheap speed and DPS boost for aggressive Rhino play.
🦏

Wreckage Recycling

100
Rhino
ATK +20%. On kill, restores HP equal to enemy's HP.

Good vs

ChaffCrawlerFang
Cheap sustain through kills. Snowballs when clearing chaff.
🦏

Power Armor

300
Rhino
HP +25%, immune to slow effects.

Good vs

Sticky OilSlow debuffsDegeneration Beam
Ensures Rhino reaches targets without being kited.
🦏

Armor Enhancement

200
Rhino
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Makes Rhino tankier for frontline duty.
🦏

Combat Evolvement

200
Rhino
HP +2.5% and ATK +4.5% per second during battle.

Good vs

Prolonged fightsGiants
Scaling tech — Rhino gets stronger the longer the fight lasts.
🪱

Sandstorm

200
Sandworm
Generates a sandstorm protecting nearby allied air units from Mustang and Fortress AA.

Good vs

Mustang (vs your Wasps)Fortress anti-air
Best use — shield your Wasps so they can function without being shot down.
🪱

Mechanical Rage

150
Sandworm
Speed +5, attack interval −0.8s.

Good vs

Slow targetsBackline units
Faster burrowing and attacking. Good for aggressive Sandworm.
🪱

Armor Enhancement

250
Sandworm
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMarksman
Makes Sandworm tankier when surfaced.
🪱

Mechanical Division

200
Sandworm
Destroyed Sandworm creates 4 Larvas at same Rank to continue fighting.

Good vs

Single-target DPSMelting Point
Death-spawn Larvas extend Sandworm's value after destruction.
🪱

Anti-Aerial

100
Sandworm
Range +20, enables Sandworm to attack aerial targets.

Good vs

WaspPhoenixAir units
Cheap anti-air option for Sandworm.
🪱

Burrow Maintenance

150
Sandworm
HP +20%. Auto-restores 20% max HP/s when burrowing.

Good vs

Sustained DPSAttrition
Massive regen while underground. Sandworm heals to full between engagements.
🪱

Replicate

250
Sandworm
Each time Sandworm emerges, creates 1 Larva at same Rank.

Good vs

All compositions
Free Larva every emerge. Scales well over long fights.
🪱

Strike

150
Sandworm
Sandworms emerge faster. First attack after emerging: ATK +30%, splash range +10m.

Good vs

Clustered unitsChaff
Burst damage on emerge. Good for hitting packed formations.
👾

Electromagnetic Armor

300NEW
Void Eye
When Void Eye is attacked, the attacker loses all active techs temporarily. Works on Hackers too.

Good vs

Marksman (strips range)Scorpion (siege mode)Phoenix (strips EMP)Stormcaller (strips ammo)
The defining tech — creates a dilemma: don't shoot Void Eyes and they deal free damage, or shoot and lose tech on key units.
👾

Aerial Mode

200NEW
Void Eye
Void Eye switches to flying mode, targeting air units.

Good vs

WaspPhoenixRaidenPhantom Ray
After the range nerf, aerial mode range is weaker. Use to contest specific air threats, not for long-range poke.
👾

Suppression Shots

100NEW
Void Eye
Reduces enemy unit range within area.

Good vs

MarksmanScorpion (siege)StormcallerOverlordMountain
Pairs well with aggressive positioning — forces backline snipers into shorter engagements.
👾

Range Enhancement

300NEW
Void Eye
Range +40m. Extends Void Eye's engagement distance.

Good vs

Backline unitsRanged threats
Core tech for Void Eye to reach priority targets.
👾

Energy Shield

250NEW
Void Eye
Energy Shield absorbs damage equal to HP. Can block at least one instance of damage.

Good vs

Burst damageMarksman
Doubles effective HP against burst threats.
👾

Charged Shot

100NEW
Void Eye
ATK +120%, attack interval +25%. Burst damage per shot.

Good vs

GiantsMedium units
Nerfed in 1.10.0.3 from +175% to +120% ATK. Still strong but less dominant — Void Eye remains a top pick but no longer overruns medium boards solo.
👾

Energy Absorption

50NEW
Void Eye
HP +60%, converts damage dealt to HP.

Good vs

Sustained fightsAttrition
Extremely cheap lifesteal and HP boost. Core survivability tech.
🌀

Electromagnetic Cloud

400NEW
Vortex
Attacks inflict EMP on the target and enemies within 10m radius.

Good vs

Mustang (tech-dependent)Arclight (strips range/charged)Steel Ball (strips mech-div)Medium units
Built-in AoE EMP from the frontline — provides cheap tech disruption without needing a dedicated EMP unit.
🌀

Accumulator Shield

200NEW
Vortex
Every 6 attacks, deploys a 40m-radius Energy Shield at the current location. Each shield deployed raises the next requirement by 5 attacks. Shield HP starts at 2000, +2000 per Vortex level.

Good vs

StormcallerAcidFire damageSpells
Periodic area shield makes Vortex a durable frontline anchor and protects nearby allies. Shield HP: 4500. Trigger reduced from 13 to 11 attacks in 1.10.0.1.
🌀

Mobile Power Station

250NEW
Vortex
Range +15m. Increases ATK of ground friendly units within 100m by 20% (does not stack).

Good vs

Any ground DPS composition
Support buff tech — boosts Vulcans, Rhinos, Steel Balls, etc. Don't stack multiple Power Stations.
🌀

Electromagnetic Twin

400NEW
Vortex
Spawns a Level 1 Vortex Mirage at battle start (1 HP, 30% ATK).

Good vs

Melting Point (forces targeting mirage)Single-target DPS
Mirage acts as a decoy — forces Melting Points and Marksmen to waste a volley on a 1-HP phantom. Mirage retains 30% ATK (nerfed from 50% in patch 1.10). Cost increased from 300 to 400 in 1.10.0.1.
🌀

Field Maintenance

100NEW
Vortex
HP +30%. After taking damage, auto-restores 4.5% max HP/s.

Good vs

Sustained DPS unitsStormcallerArclight
Makes Vortex extremely durable as a frontline anchor. Regen kicks in after damage stops, rewarding spread positioning. Cost reduced from 200 to 100 in 1.10.0.2.
🌀

Emergency Armor

100NEW
Vortex
Becomes invincible for 4s when HP drops below 50%.

Good vs

Melting PointPhoenixBurst DPS
4s invincibility window lets Vortex survive burst combos and continue fighting. Pair with Field Maintenance for maximum survivability. Cost reduced from 200 to 100 in 1.10.0.2.
🌀

Grid Integration

200NEW
Vortex
Links Vortexes within 25m. Each linked Vortex gains +45% ATK, stacking up to +135%.

Good vs

Medium unit boardsFrontline brawls
Rewards clustering Vortexes together for raw ATK scaling. Link distance reduced from 45m to 25m in 1.10.0.1, requiring tighter grouping. Max bonus capped at 195%.
🗻

Smoke Bomb

350NEW
Mountain
Fires 8 Smoke Bombs every 25s (60-180m range). Units inside the smoke have range reduced by 35%.

Good vs

MarksmanStormcallerLong-range snipers
Nerfed in 1.10.1.1: cost 250→350, bombs per volley 10→8. Still strong vs poke compositions but no longer the must-pick it was after the previous buffs.
🗻

Photon Loop

400NEW
Mountain
Provides photon shield to nearby allies at battle start.

Good vs

EMP attacksVoid Eye EMPPhoenix EMPAcid
Core defensive tech — Mountain is vulnerable to EMP so this is essential vs heavy EMP comps.
🗻

Gun-launched Missile

400NEW
Mountain
Launches a rocket every 14s from arm cannons. 180m range, 22,500 damage in 15m radius. Scales with Rank.

Good vs

Clustered unitsGiantsFortress
Splash radius reduced 25m→15m in 1.10.1.1. Still strong burst damage but covers a smaller area, less oppressive against spread chaff.
🗻

Mountain Plating

400NEW
Mountain
Blocks 700 damage per hit. Blocking scales +700 per Rank.

Good vs

Rapid-fire unitsMustangArclight
Massive flat damage reduction per hit. Best vs many small hits.
🗻

Saturation Bombardment

500NEW
Mountain
Splash range +3, fires 16 shells per attack spread wide. Attack interval +120%.

Good vs

Chaff swarmsCrawlerFang
AoE mode — trades fire rate for massive area coverage.
🗻

Extended Range Ammo

400NEW
Mountain
Range +160, ATK −75%. Converts Mountain into ultra-long-range artillery.

Good vs

Backline unitsEverything at range
Signature tech that repositions Mountain as backline artillery. Massive range at huge ATK cost.
🗻

Anti-Aircraft Ammunition

300NEW
Mountain
Enables Mountain to target aerial units. ATK −40%.

Good vs

OverlordAbyssAir units
Mountain shells hitting air units is devastating but ATK penalty is significant.
🗻

Range Enhancement

500NEW
Mountain
Range +40m.

Good vs

Ranged threatsBackline units
Expensive range extension. Consider Extended Range Ammo for bigger range at ATK cost.
💀

Energy Diffraction

500NEW
Death Knell
Reduces range by 30. Fires 15 rays dealing 6% damage each.

Good vs

Chaff swarmsCrawlerFang
Trades range for anti-swarm capability. The 15 rays spread across nearby targets for area clear.
💀

Range Enhancement

500NEW
Death Knell
Increases range by 40.

Good vs

Melting PointFortress
Extends already massive 115m range to 155m, outranging nearly everything.
💀

Steel Ball Production

450NEW
Death Knell
Spawns 1 Steel Ball every 6.5s (11 times total).

Good vs

ChaffFrontline pressure
Produces Steel Balls as frontline fodder to protect Death Knell. Unique tech not shared with Melting Point.
💀

Barrier

700NEW
Death Knell
Creates protective dome. Shield gains 120,000 HP per unit rank.

Good vs

StormcallerRanged DPS
Extremely strong defensive tech. At high ranks the shield HP is massive, making Death Knell very hard to take down.
💀

Energy Absorption

400NEW
Death Knell
HP +60%. Converts damage dealt to healing.

Good vs

Sustained fightsAttrition
Lifesteal plus massive HP boost makes Death Knell a self-sustaining damage tank.
💀

Electromagnetic Bomb

500NEW
Death Knell
Launches 30 shots every 13s at 200m range. Deals 4,000 damage to shields, slows targets, disables techs for 15s.

Good vs

Tech-heavy compositionsShielded units
200m range EMP barrage that strips techs and shields. 15s disable is devastating against tech-dependent units.
🌀

Range Enhancement

300NEW
Vortex
Extends range by 40m.

Good vs

Outranging other frontline brawlers
Lets Vortex engage from safer distance. Useful when facing units that outrange base 85m.
🎯

Doubleshot

250
Marksman
Each attack fires 2 bullets, reload time +15%.

Good vs

GiantsMedium units
Solid damage increase. Good early tech.
🎯

Range Enhancement

300
Marksman
Range +40m. Core tech for Marksman survivability.

Good vs

Everything (safer positioning)
Almost always first tech. Marksman needs range to survive.
🎯

Quick Reload

150
Marksman
Faster attack speed at reduced damage per shot.

Good vs

ChaffMultiple targets
DPS mode — trades burst for sustained damage.
🎯

Electromagnetic Shot

250
Marksman
Disables enemy tech on hit, reduces movement speed by 40%.

Good vs

Tech-dependent unitsShield tech
Long-range EMP delivery. Strips techs from backline targets.
🎯

Elite Marksman

400
Marksman
Per Rank: range +5, ATK +17%. Scales into late-game carry.

Good vs

Everything (high-level carry)
Requires heavy leveling. Best scaling tech for Marksman.
🎯

Shooting Squad

300
Marksman
Summons 4 Fangs at same Rank as Marksman at combat start.

Good vs

Melee threatsCrawler
Free frontline protection. Fangs absorb hits while Marksman snipes.
🎯

Assault Mode

150
Marksman
HP +500%, ATK +60%, AoE in 9m radius, but range −70m. Converts to close-range brawler.

Good vs

ChaffMelee brawls
Completely changes Marksman role. Niche — only when Marksman can't safely snipe.
🎯

Aerial Specialization

250
Marksman
ATK vs air +90%, range vs air +30m.

Good vs

WaspPhoenixOverlord
Turns Marksman into anti-air sniper.
🔨

Field Maintenance

200
Sledgehammer
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Sledgehammer alive in prolonged fights.
🔨

Damage Sharing

200
Sledgehammer
Chains adjacent Sledgehammers. HP +120%, damage shared equally between linked units.

Good vs

Single-target DPSMelting PointMarksman
Massive HP boost when grouped. Spread damage defeats focus-fire strategies.
🔨

Mechanical Rage

250
Sledgehammer
Speed +6, attack interval −1s.

Good vs

Slow targetsKiting matchups
Aggressive DPS boost for Sledgehammer.
🔨

Range Enhancement

300
Sledgehammer
Range +40m.

Good vs

Ranged threatsBackline units
Extends engagement distance.
🔨

Electromagnetic Shot

350
Sledgehammer
Disables enemy tech on hit, reduces movement speed by 40%.

Good vs

Tech-dependent unitsShield tech
Expensive EMP delivery from a tanky platform.
🔨

Armor-Piercing Bullets

200
Sledgehammer
ATK +250%, attack interval +30%. Massive damage per shot.

Good vs

GiantsFortressArmored units
Huge single-target damage boost. Trades fire rate for burst.
🔨

Armor Enhancement

250
Sledgehammer
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSRapid-fire units
Tankier Sledgehammer for frontline duty.
🔥

Range Enhancement

300
Fire Badger
Range +40m.

Good vs

Ranged threats
Extends Fire Badger's engagement distance.
🔥

Napalm

300
Fire Badger
HP −30%. Attacks ignite 12m area around target for 8s, dealing 270 damage/s.

Good vs

Clustered unitsChaffCrawler
AoE fire at HP cost. Devastating vs packed formations.
🔥

Ignite

100
Fire Badger
Attacks ignite targets. For 2s, ignited units lose 6% HP/s and cannot restore HP.

Good vs

Healing unitsField MaintenanceGiants
Cheap anti-heal. Prevents regen.
🔥

Field Maintenance

150
Fire Badger
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Fire Badger alive longer.
🔥

Scorching Fire

300
Fire Badger
ATK +85%. Massive damage boost.

Good vs

EverythingGiants
Pure damage increase. Good for carry Fire Badger.
🔥

Scorching Charge

200
Fire Badger
HP +80%. Below 50% HP, charges enemy and detonates for remaining HP damage in 40m radius, igniting ground.

Good vs

Clustered unitsGiantsFrontline brawls
Kamikaze tech — massive explosion on low HP. Position to maximize detonation.
🔥

Counter-Fire

200
Fire Badger
HP +50%. Taking damage increases range by 70 for 20s.

Good vs

Ranged threatsPoke compositions
Reactive range boost when taking fire. Good vs kiting enemies.

Energy Absorption

200
Steel Ball
HP +40%, converts damage dealt to HP.

Good vs

Sustained fightsAttrition
Lifesteal keeps Steel Ball alive in prolonged brawls.

Damage Sharing

250
Steel Ball
Chains adjacent Steel Balls. HP +120%, damage shared equally.

Good vs

Single-target DPSMelting Point
Massive HP boost when grouped. Defeats focus-fire.

Range Enhancement

300
Steel Ball
Range +40m.

Good vs

Ranged threats
Extends engagement distance.

Mechanical Division

300
Steel Ball
Destroyed Steel Balls create 5 Rank 1 Crawlers.

Good vs

Everything (death value)
Free Crawlers on death. Huge value with Crawler Replicate synergy.

Armor Enhancement

300
Steel Ball
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Rapid-fire unitsMustang
Tankier Steel Ball for frontline.

Fortified Target Lock

200
Steel Ball
When switching targets, prioritizes enemy with highest HP in range.

Good vs

GiantsHigh-HP targets
Forces Steel Ball to focus giants instead of chaff.

Kinetic Charge

150
Steel Ball
Gains 1m extra range per 7m moved, up to +100m max.

Good vs

Backline unitsLong-distance engagements
Rewards forward movement with massive range extension.
💻

Multi Control

250
Hacker
Range −25m. Fires 5 control beams at 17% efficiency each.

Good vs

Chaff swarmsMultiple targets
Trades single-target control for multi-target disruption.
💻

Barrier

400
Hacker
Shield dome protects allies within. Shield HP +16,000 per Rank.

Good vs

StormcallerAoE damageSpells
Hacker Barrier is cheaper than Fortress Barrier but weaker shield.
💻

Range Enhancement

300
Hacker
Range +40m. Core tech for Hacker survivability.

Good vs

Everything (safer positioning)
Hacker needs range to stay safe while controlling.
💻

Enhanced Control

300
Hacker
Controlled units immediately recover maximum HP.

Good vs

GiantsHigh-HP targets
Controlled unit at full HP is devastating. Changes Hacker from disabler to force multiplier.
💻

Electromagnetic Interference

100
Hacker
Disables enemy tech on hit, reduces movement speed by 40%.

Good vs

Tech-dependent unitsShield tech
Very cheap EMP. Good supplement to Hacker's control beam.
🔭

Photon Emission

400
Farseer
Photon coating on ground allies within 100m. Damage −30% for 20s, immune to EMP/Ignite/Acid/Degeneration.

Good vs

EMP attacksFire damageAcid
Strong team-wide defensive buff. Does not affect Farseer itself.
🔭

Scanning Radar

300
Farseer
Increases range of allied units within 100m by 10. Does not stack.

Good vs

Ranged compositionsMarksman
Team range buff. Only one Farseer's radar applies.
🔭

Missile Interceptor

200
Farseer
Intercepts enemy missiles within 150m. Efficiency decreases over time.

Good vs

StormcallerFortress barrageMountain
Anti-missile support unit.
🔭

Electromagnetic Explosion

150
Farseer
Disables enemy tech on hit, reduces movement speed by 40%.

Good vs

Tech-dependent unitsShield tech
Cheap EMP on Farseer's missiles.
🔭

Range Enhancement

300
Farseer
Range +40m.

Good vs

Ranged threatsBackline units
Extends Farseer's engagement distance.
🔭

Burst Mode

150
Farseer
Each attack launches 12 missiles, reload time +200%.

Good vs

Clustered unitsChaff swarms
Burst volley mode. Trades fire rate for massive per-salvo damage.
🔭

Aerial Specialization

200
Farseer
ATK vs air +90%, range vs air +30m.

Good vs

WaspPhoenixOverlord
Turns Farseer into anti-air missile platform.
🐝

Energy Shield

300
Wasp
Energy Shield absorbs damage equal to HP. Can block at least one instance of damage.

Good vs

Burst damageMustang
Doubles effective HP. Crucial vs anti-air units.
🐝

Range Enhancement

300
Wasp
Range +40m.

Good vs

Anti-air unitsRanged threats
Extends Wasp engagement distance.
🐝

Jump Drive

100
Wasp
Speed +5. Free repositioning during deployment phase.

Good vs

Positioning-dependent matchups
Cheap mobility. Enables aggressive Wasp flanking.
🐝

Ground Specialization

200
Wasp
ATK vs ground +200%.

Good vs

Ground compositionsGiants
Massive ground damage boost. Core tech for anti-ground Wasp.
🐝

Elite Marksman

400
Wasp
Per Rank: range +5, ATK +25%. Scales into late-game carry.

Good vs

Everything (high-level carry)
Requires heavy leveling investment.
🐝

Ignite

100
Wasp
Attacks ignite targets. For 2s, ignited units lose 6% HP/s and cannot restore HP.

Good vs

Healing unitsGiants
Cheap anti-heal from air.
🐝

Electromagnetic Shot

100
Wasp
Disables enemy tech on hit, reduces movement speed by 40%.

Good vs

Tech-dependent unitsShield tech
Very cheap air-delivered EMP.
🐝

High-Explosive Ammo

100
Wasp
Splash range +7m, ATK −30%.

Good vs

ChaffCrawlerFang
Cheap AoE for Wasp swarms.
🐝

Armor-Piercing Bullets

100
Wasp
ATK +50%.

Good vs

Armored unitsGiants
Cheap damage boost.
🐝

Aerial Specialization

200
Wasp
ATK vs air +90%, range vs air +30m.

Good vs

PhoenixOverlordEnemy Wasps
Air-to-air combat tech.
👻

Floating Artillery Array

400
Wraith
Floating cannons increased from 4 to 8. Doubles secondary DPS.

Good vs

ChaffMedium units
Signature DPS tech. Doubles Wraith's cannon output.
👻

Range Enhancement

300
Wraith
Range +40m.

Good vs

Anti-air unitsRanged threats
Extends engagement distance.
👻

Armor Enhancement

200
Wraith
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMustang
Tankier Wraith for survivability.
👻

Degeneration Beam

200
Wraith
Projects beam at enemies within 120m. Targets: speed −40%, ATK −20%, take +30% damage.

Good vs

GiantsHigh-ATK unitsFrontline brawlers
Powerful debuff aura. Multiple debuffs stack the disadvantage.
👻

Field Maintenance

200
Wraith
HP +30%, auto-restores 4.5% max HP/s upon taking damage.

Good vs

Sustained DPSAttrition
Keeps Wraith alive in prolonged fights.
👻

High-Explosive Ammo

150
Wraith
Floating cannon splash range +7m, ATK −30%.

Good vs

ChaffCrawlerFang
AoE boost for floating cannons.
👻

Land Cruiser

300
Wraith
Becomes ground unit. Cannot attack air. Range +50, attack interval +0.6s.

Good vs

Ground compositions
Converts to ground unit for more range. Loses air targeting.
🛸

Burst Mode

200
Phantom Ray
Each attack launches 10 missiles, reload time +150%.

Good vs

Clustered unitsGiants
Massive per-salvo burst. Trades fire rate for alpha damage.
🛸

Range Enhancement

300
Phantom Ray
Range +40m.

Good vs

Anti-air unitsRanged threats
Core tech for Phantom Ray survivability.
🛸

Armor Enhancement

250
Phantom Ray
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.

Good vs

Sustained DPSMustang
Tankier Phantom Ray for survivability.
🛸

Sticky Oil Bomb

100
Phantom Ray
Launches slowing Sticky Oil Bomb every 12s. 180m range. Can be ignited.

Good vs

Fast unitsRhinoCrawler
Cheap slow from air. Oil + fire combo is strong.
🛸

Stealth Cloak

100
Phantom Ray
ATK +20%, HP +20%. Cloaked by default — cannot be targeted while cloaked. Reveals when attacking.

Good vs

Anti-air unitsFocus fire
Stealth makes Phantom Ray untargetable until it attacks. Forces enemy to react.
🛸

High-Explosive Ammo

150
Phantom Ray
Splash range +7m, ATK −40%.

Good vs

ChaffClustered units
AoE mode for Phantom Ray missiles.
🛸

Energy Shield

400
Phantom Ray
Energy Shield absorbs damage equal to HP. Can block at least one instance of damage.

Good vs

Burst damageMustang
Doubles effective HP.
🛸

Ground Targeting

150
Phantom Ray
ATK −20%, range vs ground +60.

Good vs

Ground compositionsBackline units
Extends ground engagement range at ATK cost.
🌩

Fork

250
Raiden
Range −10. Lightning bolts per attack increased from 3 to 5.

Good vs

Clustered unitsChaff
More bolts = more targets hit. Slight range penalty.
🌩

Chain

200
Raiden
Range −20. Lightning jumps to enemies within 60m after hitting, dealing 25% damage.

Good vs

Clustered unitsChaff swarms
Chain lightning for AoE. Range penalty is significant.
🌩

Ionization

100
Raiden
ATK −70%. Attacks deal additional 50% of target's current HP as damage.

Good vs

GiantsHigh-HP targets
Anti-giant tech. Percentage-based damage melts tanks. ATK penalty is massive.
🌩

Range Enhancement

300
Raiden
Range +40m.

Good vs

Anti-air unitsRanged threats
Core tech for Raiden safety.
🌩

Electromagnetic Shot

300
Raiden
Disables enemy tech on hit, reduces movement speed by 40%.

Good vs

Tech-dependent unitsShield tech
Lightning-delivered EMP. Hits multiple targets with Fork.
🌩

Energy Shield

200NEW
Raiden
Grants an Energy Shield that absorbs damage equal to the unit's full HP. Guarantees Raiden survives at least one hit.

Good vs

Burst-damage threatsMarksmanPhoenix
Added in 1.10.0.3 to give Raiden survivability against burst air-to-air. Pairs well with Range to keep it alive into the long fight.
🌑

Range Enhancement

500NEW
Abyss
Range +40m.

Good vs

Ranged threatsBackline units
Expensive but extends Abyss's engagement distance.
🌑

Dark Companion

300NEW
Abyss
Summons 1 Wraith at same Rank as Abyss at battle start.

Good vs

Ground compositionsChaff
Free Wraith provides supplemental DPS and floating cannons.
🌑

Photon Coating

300NEW
Abyss
Damage −30% for 30s. Immune to EMP, Ignite, Acid, and Degeneration Beam.

Good vs

EMP attacksFire damageAcid
Strong early-fight defensive buff.
🌑

Disintegration

350NEW
Abyss
Bombards ground units within 250m every 15s. Deals 20% current HP, slows 40% for 5s.

Good vs

GiantsHigh-HP ground units
Percentage-based damage melts tanks. 250m range is massive.
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Swarm Missiles

500NEW
Abyss
Launches 46 missiles at ground enemies every 15s. Each deals 400 damage. 200m range. Scales with Rank.

Good vs

ChaffGround compositions
Expensive but massive missile barrage. Good vs packed ground armies.
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Wreckage Recycling

200NEW
Abyss
ATK +35%. On kill, restores HP equal to enemy's HP.

Good vs

ChaffMultiple targets
Lifesteal on kills. Snowballs when clearing chaff.
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Vertical Sweep

350NEW
Abyss
ATK +50%. Laser sweeps vertically instead of horizontally.

Good vs

Spread formationsVertical lines
Changes sweep pattern for different area coverage.