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Documentation of invisibility cloaking.

Table of Contents


Cloaking makes your units immune to detection by sight and radar, which amounts to near perfect invisibility when dry; however, submerged and swimming units can still be detected by sonar even if cloaked.

Cloaking will fail to work in the following conditions:

Personal Cloakers

Some units come equipped with a personal cloak. Their cloak costs a small amount of energy to maintain while stationary, and a greater amount of energy while moving. These units are good for sneaking past heavy defenses to reach valuable economic targets at the back of the enemy base. They are also great for spying on enemy positions without being seen.

Area Cloakers

Area Cloakers (Sneaky Pete, Eraser, Commanders with Area Cloak module) will render most units inside the cloaking radius invisible. Any other cloak-capable units that have their personal cloak on while inside the radius will * not cost any energy to power their personal cloaks, * and there is no additional cloak cost for moving, either. This can lead to a potent boost to your economy if you use this feature to negate the cloaking cost of several high-maintenance units, like Skuttles or an Ultimatum.

Units receive a standardized decloak radius when affected by area cloak. This is most useful for Skuttles as they can sneak much closer to enemies without their usual massive decloak radius. Of course this combination has other vulnerabilities as an area cloaker must be nearby. The decloak radius change is not applied to units which are actively area cloaking, the large decloak radius of Eraser cannot be mitigated.

All structures aside from Sneaky Pete (the Area Cloaker building) are not affected by area cloak. It is also impossible to cloak any shield-projecting unit such as Thug, Felon, Convict and Aspis. Note that a personal cloak module has no effect on a shield projecting commander.

Area cloakers come with a jammer, this can be useful to conceal bases from radar even though they cannot be cloaked. The mobile version can help to hide and reposition armies stealthily.


Energy Usage chart

All cloak-capable units (save Fleas, Blastwings and crawling bombs) require a nominal energy upkeep to maintain their cloak.

* Conjurer * 0.1 (Stationary)0.5 (Mobile) * Gremlin * 0.1 (Stationary)0.5 (Mobile)
* Scythe * 0.2 (Stationary)1 (Mobile) * Spectre * 1 (Stationary)5 (Mobile)
* Athena * 2 (Stationary)5 (Mobile) * Scorpion * 2 (Stationary)10 (Mobile)
* Infiltrator * 4 (Stationary)12 (Mobile) * Skuttle * 5 (Stationary)15 (Mobile)
* Ultimatum * 8 (Stationary)24 (Mobile)
* Sneaky Pete * 1.5 (Jammer)1 (Self-cloak)12 (Cloaking field)
* Eraser * 1.5 (Jammer)1 (Self-cloak)15 (Cloaking field)

Commanders are also able to cloak and jam by installing relevant modules.

* Personal Cloak Module * 5 (stationary)10 (mobile)
* Area Cloak Module * 15 (cloaking field)

Decloak Radius chart

Any units not listed here are assumed to have a decloak radius of exactly 75 elmos (unit of distance in ZK). Remember that radii larger than 75 will be set to 75 when affected by an area cloaker.
* Spectre * 155 * Athena * 125
* Infiltrator * 60 * Scorpion * 150
* Skuttle * 180 * Eraser * 180
* Ultimatum * 100 * Sneaky Pete * 100
* Claw * 50 * Flea * 120
* Gremlin * 140 * Commanders * 150

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