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.
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
100Crawler
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
350Crawler
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
100Crawler
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
250Crawler
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.
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.
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.
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 +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
100Fang
ATK +50%. Cheap damage boost for Fangs.
Good vs
Armored unitsGiants
Very cheap — good early tech when you need more Fang damage.
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
300Mustang
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
300Mustang
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
50Mustang
Splash range +7m (ATK −40%). Great for crowd control vs swarms.
Don't buy if you aren't already in mustangs — Wraith is better vs crawlers specifically.
🐎Missile Intercept
200Mustang
Intercepts enemy missiles within 150m. 1 pack ≈ counters 1 Stormcaller pack.
Niche — mustangs stop attacking enemies while intercepting. Don't over-invest.
🐎Armor-Piercing Bullets
300Mustang
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.
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.
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
300Arclight
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
400Arclight
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
400Arclight
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
100Arclight
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
300Arclight
Enables Arclight to target aerial units.
Good vs
WaspPhoenixOverlord
Niche — only when Arclight is your best available anti-air option.
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
200Fortress
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
300Fortress
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.
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.
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
150Fortress
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
300Fortress
Range +40m. Keeps Fortress engaging from safer distance.
Good vs
Ranged compositionsScorpion
Helps compensate Launcher Overload range penalty.
🏰Elite Marksman
150Fortress
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.
Each attack fires 2 shells, reload time +12%.
Good vs
Medium unitsGiants
Very cheap damage boost. Good early tech.
🏰Armor Enhancement
150Fortress
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSScorpion
Makes Fortress extremely tanky. Pairs well with Barrier.
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
150Stormcaller
Splash range greatly increased. Reliably clears crawlers and chaff.
Good vs
CrawlerFangMustang
Cheap first tech — enables chaff clear and keeps options open.
⛈Incendiary Bomb
350Stormcaller
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
300Stormcaller
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
300Stormcaller
Range +40m. Keeps Stormcaller safe behind frontline.
Good vs
Aggressive compositionsShort-range threats
Helps Stormcaller stay out of danger zone.
⛈Launcher Overload
250Stormcaller
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
150Stormcaller
ATK +100%, attack interval +15%. Anti-armor damage boost.
Good vs
FortressWar FactoryArmored giants
Cheap way to boost Stormcaller damage vs heavy targets.
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)
300Scorpion
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
100Scorpion
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
300Scorpion
Range +40m. Extends Scorpion's engagement distance.
Good vs
Backline unitsOutranging threats
Alternative to Siege Mode with less tradeoff.
Each attack fires 2 shells, reload time +12%.
Good vs
GiantsMedium units
Cheap damage increase. Good early tech.
🦂Field Maintenance
150Scorpion
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
150NEWScorpion
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
200Phoenix
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.
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 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
150Phoenix
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
300Phoenix
Range +40m. Keeps Phoenix at safer engagement distance.
Good vs
Anti-air unitsMustang
Helps Phoenix outrange threats and survive longer.
🦅Launcher Overload
200Phoenix
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.
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.
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
300Overlord
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
300Overlord
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
300Overlord
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
200Overlord
ATK vs air units multiplied. Cheap chaff and air clear upgrade.
Very cheap — buy early if facing crawler/wasp-heavy opponents.
👁Overlord Artillery
300Overlord
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.
Produces 5 Wasps every 32s, 3 times total.
Good vs
Ground compositionsChaff
Free Wasp production for air support.
Speed +5. Can be freely repositioned during deployment phase each round.
Good vs
Positioning-dependent matchups
Enables aggressive Overlord positioning and flanking.
👁Armor Enhancement
150Overlord
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Helps Overlord survive focus fire.
👁Field Maintenance
150Overlord
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
200Overlord
Splash range +7m, ATK −40%. Better chaff clear.
Trades single-target damage for AoE coverage.
🔩EMP Barrage
300Melting 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
300Melting Point
Produces Crawlers to protect Melting Point from melee threats.
Good vs
RhinoSandwormHacker
Enables aggressive Melting Point positioning as frontline tank.
🔩Energy Absorption
200Melting 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
300Melting 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
150Melting 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
100Melting Point
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Makes Melting Point tankier as frontline.
Sets ground on fire. Devastating vs ground armies.
Good vs
MustangFangCrawlerHackerRhino
Pair with EMP (from Melting Point or Phoenix) to break shields first.
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.
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
300Vulcan
Range +40m. Keeps Vulcan at safer engagement distance.
Good vs
Short-range threatsRhino
Core tech — extends Vulcan's fire range.
ATK +85%. Massive damage boost for Vulcan's fire attacks.
Pure damage increase. Pairs well with Incendiary for maximum fire damage.
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.
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
150Vulcan
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Keeps Vulcan alive as frontline fire unit.
🏭Missile Interceptor
350War 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
500War Factory
Range +40m. Extends War Factory's engagement distance.
Good vs
Ranged threatsBackline units
Expensive but keeps War Factory shooting from safety.
🏭Phoenix Production
500War 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
450War 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
400War 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
350War 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
300War 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
400War Factory
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Makes War Factory extremely durable.
🏭High-Explosive Ammo
350War Factory
Splash range +7m, ATK −40%. Better chaff clear.
Good vs
CrawlerFangChaff swarms
Trades single-target damage for AoE coverage.
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
200Sabertooth
Adds a secondary weapon effective vs medium-sized units.
Good vs
HoundMedium unitsVoid Eye
Helpful when enemy mixes mediums with heavies.
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
200Hound
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.
Speed +4, attack interval −0.8s.
Good vs
Slow targetsKiting matchups
Speed and DPS boost for aggressive Hound play.
🐕Range Enhancement
300Hound
Range +40m. Extends Hound's engagement distance.
Good vs
Ranged threatsBackline units
Helps Hound reach targets without taking as much return fire.
🐕Fire Extinguisher
200Hound
Clears fire, acid, and smoke effects on ground within 40m.
Good vs
Vulcan fireAcidSmoke
Counter-tech for ground hazards. Unique utility.
🐕Armor Enhancement
250Hound
HP +20%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Tankier Hound for frontline positioning.
🐯Missile Interceptor
150Sabertooth
Sabertooth intercepts enemy missiles.
Good vs
StormcallerFarseerFortress barrageMountain
Lets Sabertooth win vs Stormcallers which normally counter it.
🐯Range Enhancement
300Sabertooth
Range +40m. Extends Sabertooth's engagement distance.
Good vs
Ranged threatsBackline units
Helps Sabertooth stay back and snipe.
🐯Field Maintenance
300Sabertooth
HP +30%, auto-restores 4.5% max HP/s upon taking damage.
Good vs
Sustained DPSAttrition
Keeps Sabertooth healthy in prolonged fights.
🐯Field Entrenchment
200Sabertooth
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.
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
300Tarantula
Range +40m. Extends Tarantula's engagement distance.
Good vs
Ranged threatsBackline units
Helps Tarantula reach priority targets.
🕸Mechanical Rage
400Tarantula
Speed +4, attack interval −0.2s.
Good vs
Slow targetsKiting matchups
Expensive for Tarantula. Only when you need the extra DPS.
🕸Armor-Piercing Bullets
150Tarantula
ATK +50%. Cheap damage boost.
Good vs
Armored unitsGiants
Good value for the cost.
🕸Field Maintenance
150Tarantula
HP +30%, auto-restores 4.5% max HP/s upon taking damage.
Good vs
Sustained DPSAttrition
Keeps Tarantula alive as frontline.
🕸Armor Enhancement
100Tarantula
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Makes Tarantula tankier.
🕸Anti-Aircraft Ammunition
150Tarantula
Enables Tarantula to target aerial units.
Good vs
WaspPhoenixAir units
Gives Tarantula anti-air capability.
🕸High-Explosive Ammo
300Tarantula
Splash range +7m, ATK −45%. Better chaff clear.
Good vs
CrawlerFangChaff swarms
Trades single-target damage for AoE coverage.
🌪Range Enhancement
300NEWTyphoon
Cost is the standard Range Enhancement value (300); confirm in-game.
🌪Anti-Air Marker
250NEWTyphoon
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
300NEWTyphoon
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
300NEWTyphoon
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
400NEWTyphoon
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
150NEWTyphoon
Units destroyed by the Typhoon explode, dealing 75 damage to all units within 15m.
Cost estimated from comparable techs (not in PTS notes); confirm in-game.
🌪Field Entrenchment
200NEWTyphoon
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.
Rhino spins and deals AoE damage around it — great vs packed chaff.
Good vs
CrawlerFangMustang (packed)
Transforms Rhino into a chaff-clearing frontline unit.
Ranged explosive burst on death or trigger — high damage.
Good vs
TarantulaFortressGiants
Death-trigger burst can flip otherwise losing matchups vs giants.
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
200Rhino
Auto-restores 4.5% max HP/s upon taking damage.
Good vs
Sustained DPSAttrition
Keeps Rhino healthy in prolonged brawls.
Speed +5, attack interval −0.3s.
Good vs
Slow targetsKiting matchups
Cheap speed and DPS boost for aggressive Rhino play.
🦏Wreckage Recycling
100Rhino
ATK +20%. On kill, restores HP equal to enemy's HP.
Cheap sustain through kills. Snowballs when clearing chaff.
HP +25%, immune to slow effects.
Good vs
Sticky OilSlow debuffsDegeneration Beam
Ensures Rhino reaches targets without being kited.
🦏Armor Enhancement
200Rhino
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Makes Rhino tankier for frontline duty.
🦏Combat Evolvement
200Rhino
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.
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
150Sandworm
Speed +5, attack interval −0.8s.
Good vs
Slow targetsBackline units
Faster burrowing and attacking. Good for aggressive Sandworm.
🪱Armor Enhancement
250Sandworm
HP +50%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMarksman
Makes Sandworm tankier when surfaced.
🪱Mechanical Division
200Sandworm
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.
Range +20, enables Sandworm to attack aerial targets.
Good vs
WaspPhoenixAir units
Cheap anti-air option for Sandworm.
🪱Burrow Maintenance
150Sandworm
HP +20%. Auto-restores 20% max HP/s when burrowing.
Good vs
Sustained DPSAttrition
Massive regen while underground. Sandworm heals to full between engagements.
Each time Sandworm emerges, creates 1 Larva at same Rank.
Free Larva every emerge. Scales well over long fights.
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
300NEWVoid 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
200NEWVoid 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
100NEWVoid 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
300NEWVoid 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
250NEWVoid 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
100NEWVoid 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
50NEWVoid Eye
HP +60%, converts damage dealt to HP.
Good vs
Sustained fightsAttrition
Extremely cheap lifesteal and HP boost. Core survivability tech.
🌀Electromagnetic Cloud
400NEWVortex
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
200NEWVortex
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
250NEWVortex
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
400NEWVortex
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
100NEWVortex
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
100NEWVortex
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
200NEWVortex
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%.
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
400NEWMountain
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
400NEWMountain
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
400NEWMountain
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
500NEWMountain
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
400NEWMountain
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
300NEWMountain
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
500NEWMountain
Good vs
Ranged threatsBackline units
Expensive range extension. Consider Extended Range Ammo for bigger range at ATK cost.
💀Energy Diffraction
500NEWDeath 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
500NEWDeath Knell
Good vs
Melting PointFortress
Extends already massive 115m range to 155m, outranging nearly everything.
💀Steel Ball Production
450NEWDeath 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.
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
400NEWDeath 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
500NEWDeath 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
300NEWVortex
Good vs
Outranging other frontline brawlers
Lets Vortex engage from safer distance. Useful when facing units that outrange base 85m.
Each attack fires 2 bullets, reload time +15%.
Good vs
GiantsMedium units
Solid damage increase. Good early tech.
🎯Range Enhancement
300Marksman
Range +40m. Core tech for Marksman survivability.
Good vs
Everything (safer positioning)
Almost always first tech. Marksman needs range to survive.
Faster attack speed at reduced damage per shot.
Good vs
ChaffMultiple targets
DPS mode — trades burst for sustained damage.
🎯Electromagnetic Shot
250Marksman
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
400Marksman
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
300Marksman
Summons 4 Fangs at same Rank as Marksman at combat start.
Good vs
Melee threatsCrawler
Free frontline protection. Fangs absorb hits while Marksman snipes.
HP +500%, ATK +60%, AoE in 9m radius, but range −70m. Converts to close-range brawler.
Completely changes Marksman role. Niche — only when Marksman can't safely snipe.
🎯Aerial Specialization
250Marksman
ATK vs air +90%, range vs air +30m.
Good vs
WaspPhoenixOverlord
Turns Marksman into anti-air sniper.
🔨Field Maintenance
200Sledgehammer
HP +30%, auto-restores 4.5% max HP/s upon taking damage.
Good vs
Sustained DPSAttrition
Keeps Sledgehammer alive in prolonged fights.
🔨Damage Sharing
200Sledgehammer
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
250Sledgehammer
Speed +6, attack interval −1s.
Good vs
Slow targetsKiting matchups
Aggressive DPS boost for Sledgehammer.
🔨Range Enhancement
300Sledgehammer
Good vs
Ranged threatsBackline units
Extends engagement distance.
🔨Electromagnetic Shot
350Sledgehammer
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
200Sledgehammer
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
250Sledgehammer
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSRapid-fire units
Tankier Sledgehammer for frontline duty.
🔥Range Enhancement
300Fire Badger
Extends Fire Badger's engagement distance.
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.
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
150Fire Badger
HP +30%, auto-restores 4.5% max HP/s upon taking damage.
Good vs
Sustained DPSAttrition
Keeps Fire Badger alive longer.
🔥Scorching Fire
300Fire Badger
ATK +85%. Massive damage boost.
Pure damage increase. Good for carry Fire Badger.
🔥Scorching Charge
200Fire 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
200Fire 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
200Steel Ball
HP +40%, converts damage dealt to HP.
Good vs
Sustained fightsAttrition
Lifesteal keeps Steel Ball alive in prolonged brawls.
⚙Damage Sharing
250Steel 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
300Steel Ball
Extends engagement distance.
⚙Mechanical Division
300Steel 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
300Steel 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
200Steel 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
150Steel 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.
Range −25m. Fires 5 control beams at 17% efficiency each.
Good vs
Chaff swarmsMultiple targets
Trades single-target control for multi-target disruption.
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
300Hacker
Range +40m. Core tech for Hacker survivability.
Good vs
Everything (safer positioning)
Hacker needs range to stay safe while controlling.
💻Enhanced Control
300Hacker
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
100Hacker
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
400Farseer
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.
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
200Farseer
Intercepts enemy missiles within 150m. Efficiency decreases over time.
Good vs
StormcallerFortress barrageMountain
Anti-missile support unit.
🔭Electromagnetic Explosion
150Farseer
Disables enemy tech on hit, reduces movement speed by 40%.
Good vs
Tech-dependent unitsShield tech
Cheap EMP on Farseer's missiles.
🔭Range Enhancement
300Farseer
Good vs
Ranged threatsBackline units
Extends Farseer's engagement distance.
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
200Farseer
ATK vs air +90%, range vs air +30m.
Good vs
WaspPhoenixOverlord
Turns Farseer into anti-air missile platform.
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.
Good vs
Anti-air unitsRanged threats
Extends Wasp engagement distance.
Speed +5. Free repositioning during deployment phase.
Good vs
Positioning-dependent matchups
Cheap mobility. Enables aggressive Wasp flanking.
🐝Ground Specialization
200Wasp
Good vs
Ground compositionsGiants
Massive ground damage boost. Core tech for anti-ground Wasp.
Per Rank: range +5, ATK +25%. Scales into late-game carry.
Good vs
Everything (high-level carry)
Requires heavy leveling investment.
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
100Wasp
Disables enemy tech on hit, reduces movement speed by 40%.
Good vs
Tech-dependent unitsShield tech
Very cheap air-delivered EMP.
🐝High-Explosive Ammo
100Wasp
Splash range +7m, ATK −30%.
Cheap AoE for Wasp swarms.
🐝Armor-Piercing Bullets
100Wasp
Good vs
Armored unitsGiants
Cheap damage boost.
🐝Aerial Specialization
200Wasp
ATK vs air +90%, range vs air +30m.
Good vs
PhoenixOverlordEnemy Wasps
Air-to-air combat tech.
👻Floating Artillery Array
400Wraith
Floating cannons increased from 4 to 8. Doubles secondary DPS.
Signature DPS tech. Doubles Wraith's cannon output.
👻Range Enhancement
300Wraith
Good vs
Anti-air unitsRanged threats
Extends engagement distance.
👻Armor Enhancement
200Wraith
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMustang
Tankier Wraith for survivability.
👻Degeneration Beam
200Wraith
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
200Wraith
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
150Wraith
Floating cannon splash range +7m, ATK −30%.
AoE boost for floating cannons.
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.
Each attack launches 10 missiles, reload time +150%.
Good vs
Clustered unitsGiants
Massive per-salvo burst. Trades fire rate for alpha damage.
🛸Range Enhancement
300Phantom Ray
Good vs
Anti-air unitsRanged threats
Core tech for Phantom Ray survivability.
🛸Armor Enhancement
250Phantom Ray
HP +35%, blocks 60 damage per hit. Blocking scales with Rank.
Good vs
Sustained DPSMustang
Tankier Phantom Ray for survivability.
🛸Sticky Oil Bomb
100Phantom 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
100Phantom 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
150Phantom Ray
Splash range +7m, ATK −40%.
Good vs
ChaffClustered units
AoE mode for Phantom Ray missiles.
🛸Energy Shield
400Phantom 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
150Phantom Ray
ATK −20%, range vs ground +60.
Good vs
Ground compositionsBackline units
Extends ground engagement range at ATK cost.
Range −10. Lightning bolts per attack increased from 3 to 5.
Good vs
Clustered unitsChaff
More bolts = more targets hit. Slight range penalty.
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.
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
300Raiden
Good vs
Anti-air unitsRanged threats
Core tech for Raiden safety.
🌩Electromagnetic Shot
300Raiden
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
200NEWRaiden
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
500NEWAbyss
Good vs
Ranged threatsBackline units
Expensive but extends Abyss's engagement distance.
🌑Dark Companion
300NEWAbyss
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
300NEWAbyss
Damage −30% for 30s. Immune to EMP, Ignite, Acid, and Degeneration Beam.
Good vs
EMP attacksFire damageAcid
Strong early-fight defensive buff.
🌑Disintegration
350NEWAbyss
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.
🌑Swarm Missiles
500NEWAbyss
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.
🌑Wreckage Recycling
200NEWAbyss
ATK +35%. On kill, restores HP equal to enemy's HP.
Good vs
ChaffMultiple targets
Lifesteal on kills. Snowballs when clearing chaff.
🌑Vertical Sweep
350NEWAbyss
ATK +50%. Laser sweeps vertically instead of horizontally.
Good vs
Spread formationsVertical lines
Changes sweep pattern for different area coverage.