Defense Class
Effective Turtle GuideNote. The "Requirements" are listed as "build time, cost, tier", where the cost is measured in Command Points (CP) for units and Power (Po) for structures. The build time for units (but not for structures) is reduced by 75 % while the Crawler is inside a Deployment Zone. Structures are only functional while a Defense Crawler is deployed; otherwise existing structures will be offline and their upgrades locked.
Crawler-purchased upgrades have square icons, unit and structure abilities and structure upgrade options icons with a clipped corner.
Defense Crawler (MCV)
Blast: Strong vs. Structures
Heavy: Weak vs. LaserAbilities:
» Repair Radius (when Unpacked), Ability to build Units, Ability to build Structures
Upgrades:
» Defensive Matrix, Advanced Composite Armor, Mobility Matrix, Enhanced Shields
Hitpoints: 3000
Shield Hitpoints: 1000/2000
Abilities
Unpack Immediately: Unpack the Crawler to allow produced units to exit and to also provide a wide repair radius. The Crawler also gains a powerful weaponry.
Pack up: Pack up the Crawler into a mobile and highly armored vehicle.
Upgrades
Defensive Matrix (MCV Upgrade):
Creates a Defensive Shield in a large radius around the MCV when it is unpacked.
Enhanced Repairs (Utility Upgrade):
Increases the repair speed of the GDI Dozer, and increases the repair radius and amount repaired by the Defense MCV.
Mobility Matrix (MCV Upgrade):
Creates a Defensive Shield in a large radius around the MCV when it is mobile.
Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.
Units
Engineer
Sound: Engineer Quotes!Repair Beam
Light: Weak vs. GunAbilities:
» Cliffjumping, Stealth Detection, Clear Mines, Repair, Capture Husk
Upgrades:
» Range Boost, Speed Boost
Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 150
Abilities
Repair: Manually repair targeted unit or structure.
Upgrades
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Dozer
Repair Beam
Light: Weak vs. GunAbilities:
» Repair nearby allies, EMP Mines, Build Outpost
Upgrades:
» Enhanced Repairs, Range Boost, Speed Boost
Requirements: 8 sec, 3 CP, Tier 1
Hitpoints: 200
Abilities
Build Outpost: Build an Outpost, which provides build radius and detects stealth. Outposts cost 3 power points each.
EMP Mines: Lay down a field of stealthed EMP mines which disable enemy ground units.
Repair: Manually repair targeted unit or structure.
Upgrades
Enhanced Repairs (Utility Upgrade):
Increases the repair speed of the GDI Dozer, and increases the repair radius and amount repaired by the Defense MCV.
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Spartan Tank
Cannon: Strong vs. Medium Vehicles
» Can only attack ground units
Medium: Weak vs. CannonAbilities:
» Drop Cannon (on death)
Upgrades:
» Range Boost, Accuracy Boost, Speed Boost
Requirements: 12 sec, 6 CP, Tier 1
Hitpoints: 600
Upgrades
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Zone Lancer
Laser: Strong vs. Heavy
Light: Weak vs. GunAbilities:
» Deploy Lance Platform
Upgrades:
» Medical Training, Range Boost, Speed Boost, Refire Boost
Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300
Abilities
Deploy Lance Platform: Unpack into a more stable, entrenched lance platform increasing range and armor. Unable to move.
Pack Up: Pack up lance platform, lowering range and armor but allowing movement.
Upgrades
Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Refire Boost (Passive Upgrade):
Decreases the reload or recharge time of many Gun and Laser units.
Zone Trooper
Sound: Zone Trooper Quotes!Cannon: Strong vs. Medium Vehicles
» Can only attack ground units
Light: Weak vs. GunAbilities:
» Sprint
Upgrades:
» Medical Training, Assault Packs, Range Boost, Speed Boost, Accuracy Boost
Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300
Abilities
Sprint: Increases infantry speed and dodge briefly.
Jump Jets: Jump jet to targeted location.
Upgrades
Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.
Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.
Zone Enforcer
Sound: Zone Enforcer Quotes!Blast: Strong vs. Structures
Gun: Strong vs. Light
Light: Weak vs. GunAbilities:
» Sprint, Rifle Grenades (passive)
Upgrades:
» Medical Training, Assault Packs, Range Boost, Speed Boost, Refire Boost
Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300
Abilities
Sprint: Increases infantry speed and dodge briefly.
Jump Jets: Jump jet to targeted location.
Reload: Manually Reload this unit's weapon (faster than automatic reload).
Upgrades
Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.
Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Refire Boost (Passive Upgrade):
Decreases the reload or recharge time of many Gun and Laser units.
Zone Defender
Rocket: Strong vs. Medium Aircraft
Light: Weak vs. GunAbilities:
» Sprint
Upgrades:
» Medical Training, Assault Packs, Range Boost, Accuracy Boost, Speed Boost
Requirements: 10 sec, 3 CP, Tier 1
Hitpoints: 300
Abilities
Sprint: Increases infantry speed and dodge briefly.
Jump Jets: Jump jet to targeted location.
Upgrades
Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.
Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.
Range Boost (Passive Upgrade):
Increases the weapon and vision range of all Tier 1 units.
Accuracy Boost (Passive Upgrade):
Increases chance to hit by 50% for Tier 1 Cannon and Rocket Units. Rocket units will no longer miss against moving targets. Cannon units will no longer miss when moving.
Speed Boost (Passive Upgrade):
Increase the movement speed of many units.
Zone Raider
Blast: Strong vs. Structures
Laser: Strong vs. Heavy
Light: Weak vs. GunAbilities:
» Sprint, Blast Bombs (passive)
Upgrades:
» Medical Training, Assault Packs
Requirements: 12 sec, 6 CP, Tier 2
Hitpoints: 575
Abilities
Sprint: Increases infantry speed and dodge briefly.
Jump Jets: Jump jet to targeted location.
Upgrades
Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.
Assault Packs (Infantry Upgrade):
For select infantry: increases speed, allows cliffjumping, and adds the Jump Jets ability to quickly close the distance to a target.
Armadillo
Gun: Strong vs. Light
Heavy: Weak vs. LaserAbilities:
» Garrison infantry
Upgrades:
» Reflective Dozer
Requirements: 15 sec, 8 CP, Tier 2
Hitpoints: 1600
Abilities
Eject All: Evacuate all units from inside.
Upgrades
Reflective Dozer (Vehicle Upgrade):
Provides Reflective Dozer Blades for the Armadillo and Rhino, which have a chance to reflect weapons back at the attacker.
Zone Captain
Blast: Strong vs. Structures
» Can only attack ground units
Light: Weak vs. GunAbilities:
» Cliffjumping, Sprint, Jump Jets
Upgrades:
» Medical Training, EMP attack (passive, when Ion Cannon is present)
Requirements: 15 sec, 10 CP, Tier 3
Hitpoints: 825
Abilities
Sprint: Increases infantry speed and dodge briefly.
Jump Jets: Jump jet to targeted location.
Upgrades
Medical Training (Infantry Upgrade):
Provides all infantry with Medical Training, which increases their health and heals them when garrisoned in a vehicle or building.
Rhino
Blast: Strong vs. Structures
» Can only attack ground units
Heavy: Weak vs. LaserAbilities:
» Unpack (only fires when unpacked)
Upgrades:
» Reflective Dozer
» Backup Systems
Requirements: 20 sec, 12 CP, Tier 3
Hitpoints: 2000
Abilities
Unpack: Unpack the Rhino to create a localized sonic earthquake that deals some area damage, unburrows enemies, and lowers their dodge and speed. The Rhino also gains a long range artillery.
Pack up: Pack up the Rhino into a mobile, weaponless, and highly armored tank.
Upgrades
Reflective Dozer (Vehicle Upgrade):
Provides Reflective Dozer Blades for the Armadillo and Rhino, which have a chance to reflect weapons back at the attacker.
Backup Systems (Husk Upgrade):
Your husks will gain health over time, and automatically stand up when they reach full health, under your control.
Juggernaut
Blast: Strong vs. Structures
» Can only attack ground units
Medium: Weak vs. CannonUpgrades:
» Sticky Bombs
Requirements: 12 sec, 6 CP, Tier 3
Hitpoints: 960
Abilities
Launch Sticky Bombs: Launch a series of large, visible mines.
Upgrades
Sticky Bombs (Juggernaut Upgrade):
Allows the Juggernaut to launch a series of large, visible mines.
Structures
Outpost
Heavy: Weak vs. LaserAbilities:
» Provides build radius, vision, and stealth detection
Upgrades:
» Shield Generator, Comm. Tower, Enhanced Shields
Requirements: 10 sec, 3 Po, built by Dozer (Tier 1)
Upgrade "Comm. Tower": 5 sec, 1 Po, Tier 1
Upgrade "Shield Generator": 10 sec, 1 Po, Tier 2
Hitpoints: 300
Shield Hitpoints: 300/600
Abilities
Comm. Tower: Add a Comm. Tower to the Outpost, increasing vision range, stealth detection range, and build radius. Costs 1 power point.
Shield Generator: Adds a moderately-sized crystal shield, which must be destroyed or entered before the units inside can be attacked. Units inside can fire out. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Upgrades
Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.
Bunker
Heavy: Weak vs. LaserAbilities:
» Garrison infantry
Upgrades:
» Reinforce
Requirements: 10 sec, 6 Po, Tier 1
Upgrade "Reinforce": 8 sec, 1 Po, Tier 2
Hitpoints: 700
Abilities
Eject All: Evacuate all units from inside.
Reinforce: Grants a large machine gun and upgrades armor from Heavy to Reinforced. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Guardian Cannon
Cannon: Strong vs. Medium Vehicles
» Can only attack ground units
Heavy: Weak vs. LaserAbilities:
» Shock shells (slow enemies, passive)
Upgrades:
» Reinforce
Requirements: 15 sec, 6 Po, Tier 1
Upgrade "Reinforce": 10 sec, 1 Po, Tier 2
Hitpoints: 500
Abilities
Reinforce: Grants additional range, vision, hit points, and upgrades armor from Heavy to Reinforced. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Missile Turret
Rocket: Strong vs. Medium Aircraft
Heavy: Weak vs. LaserAbilities:
» Patriot System (links with nearby turrets, passive)
Upgrades:
» Reinforce
Requirements: 15 sec, 6 Po, Tier 1
Upgrade "Reinforce": 10 sec, 1 Po, Tier 2
Hitpoints: 450
Abilities
Reinforce: Grants additional range, vision, hit points, and upgrades armor from Heavy to Reinforced. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Tunnel
Reinforced: Weak vs. BlastAbilities:
» Light and Medium units instantly travel between tunnels
Upgrades:
» Expand Network, Enhanced Shields
Requirements: 10 sec, 2 Po, Tier 2
Upgrade "Expand Network": 10 sec, 1 Po, Tier 3
Hitpoints: 800
Shield Hitpoints: 500/1250
Abilities
Expand Network: Gains additional health, allows the transport of heavy units, and provides a shield. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Upgrades
Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.
Falcon MLRS
Rocket: Strong vs. Medium Aircraft
Reinforced: Weak vs. BlastAbilities:
» Rocket Barrage, Patriot System (links with nearby turrets, passive)
Upgrades:
» Sonic Rockets
Requirements: 20 sec, 10 Po, Tier 2
Upgrade "Sonic Rockets": 15 sec, 1 Po, Tier 3
Hitpoints: 750
Abilities
Rocket Barrage: Fires a barrage of rockets at the targeted ground location.
Sonic Rockets: Gains additional health, and upgrades all rockets to sonic rockets which do area of effect damage and slow enemies. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Focus Beam
Laser: Strong vs. Heavy
Reinforced: Weak vs. BlastAbilities:
» Damage increases while continuing to target one enemy
Upgrades:
» Armor Up
Requirements: 20 sec, 10 Po, Tier 2
Upgrade "Armor Up": 15 sec, 1 Po, Tier 3
Hitpoints: 850/1100
Abilities
Armor Up: Toggle to disable primary weapon, increase armor, and damage, slow, and reduce the dodge of nearby enemies.
Disable Armor Up: Allows the structure to attack again.
GDI Defense - Focus Beam's "Armor Up" ability
Research "Armor Up": Gains the "Armor Up" special ability and additional health. Costs 1 power point.
Dismantle: Dismantle this, refunding its power point cost.
Skystrike Artillery
Blast: Strong vs. Structures
» Can only attack ground units
Reinforced: Weak vs. BlastAbilities:
» Long range attack, Minimum attack radius
Requirements: 25 sec, 12 Po, Tier 3
Hitpoints: 900
Abilities
Dismantle: Dismantle this, refunding its power point cost.
Crystal Shield
Reinforced: Weak vs. BlastAbilities:
» Crystal Shield, Stasis Field
Upgrades:
» Enhanced Shields
Requirements: 20 sec, 10 Po, Tier 3
Hitpoints: 500
Shield Hitpoints: 750/1500
Abilities
Stasis Field: Projects a large stasis dome, rendering all units and structures inside invulnerable but unable to act for a time.
Dismantle: Dismantle this, refunding its power point cost.
Upgrades
Enhanced Shields (Structure Upgrade):
Increases the shield health and regeneration of the MCV, Crystal Shield, Tunnel, and Outpost.
Ion Cannon
Reinforced: Weak vs. BlastAbilities:
» Ion Cannon Strike
» Limited to one active superweapon
Requirements: 30 sec, 15 Po, Tier 3
Hitpoints: 1125
Abilities
Ion Cannon Strike: Fire the Ion Cannon, which EMPs and deals more damage the longer it charges between use. Can fire through shroud.
Dismantle: Dismantle this, refunding its power point cost.