User:Astraltor/UnitTierList

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Updated for 1.13.12.0, December 2025

Preface[edit]

As of this writing, I'm merely 2000 1v1 matchmaking elo, started playing 2 months ago, PVP about 1 month ago, and have less than 50 PVP matches under my belt, perhaps about half of them matchmaking 1v1 and half of them Teams All Welcome. Taking some osmosis in from reading higher rated players chatter.

S Tier: Superior to the other units in its category and in some way exceptional into other considerations.

A Tier: An excellent choice, the unit is great at what it does.

B Tier: A standard choice.

C Tier: A below par choice. It has some drawbacks that I would prefer not to build it.

D Tier: A poor unit. I would not want to build this.

F Tier: A losing choice unit.

Unclassifiable: Too weird or specialized to give a sensible grade

Ratings are for my experience. #nofilter #truth #real

Page base format taken from User:Aquanim/UnitTierList

Constructors[edit]

S Tier

Convict: With personal Shield and Shield Link, the defensive boost for other units and buildings makes this like a tiny tiny funnelweb. That Lotus suddenly has a 900 HP shield!

A Tier

Welder: The constructor that shoots back and is a brick, it is well to bring into the frontlines, and just as well, because tanks need them.

Constable: The Jump ability and slow gun are quite handy.

Conjurer: The jammer makes it quite handy in an invisible way, and the cloak and cloak field makes it literally invisible for niche uses.

B Tier

Quill: Faster than others, I suppose.

C Tier

Weaver: The Radar is questionably useful since constructors are mostly used for constructing. But I guess if one were to use it as a dedicated mobile radar unit? for a spot where the weaver can be without building a radar building?

Mason: Basic building brick.

Conch: It can turn into a brick?

Crane: Go build far far away!

D Tier

F Tier

Wasp: I don't like it. Twice the price of a caretaker, and just slightly faster.

Strider Constructors[edit]

A Tier

Funnelweb: Declaration of escalation. Shield time.

C Tier

Athena: It takes so long to rez things with this and has to be defended from AA and ones own reclaimers that the ability, while economically sound, is difficult to pull off.

Commanders[edit]

A Tier

Strike: Starting with jammer is great for offense and defense.

Recon: The Jump ability is playmaking.

B Tier

Engineer: Maybe the blueprinting could be used for getting units in the frontline fast and funny? I haven't used it much.

C Tier

Guardian: The drones can be annoying if levelled up, but it's also a beacon of the commander's location and goes down like any others despite its HP.

Raiders[edit]

S Tier

A Tier

Glaive: The Raider all other raiders wish they could be. High DPS, inexpensive, and HP regen to do it again. The HP is just slightly low enough that it can be easily lost.

Kodachi: This gives area control and some aoe damage

Dagger: High alpha damage combined with speed makes it an excellent unit to micro. And piercing is a bonus.

B Tier

Bandit: It just works.

Scorcher: High single target DPS and fast.

Pyro: Half riot half raider, and half the damage. Very bad if it gets into a base with its high aoe. Loses to lotus and everything, really.

Scythe: Is this a raider? It gets killed by other raiders, but it certainly does damage against things that don't hit back.

C Tier

Blitz: Used specifically to control the battle. Low damage makes it poor at actually killing stuff.


Duck: Quack.

Riot / Escort[edit]

S Tier

Scallop (With Lobster): High damage and can double time water and surface attack. Bolstered by Lobster into S tier as a combo.

A Tier

Venom: Able to punch above its weight with the EMP and win heavily in a group.

Ogre: The homing high alpha area damage make it quite strong and it's got fast top speed too.

Mace: Longer range, accuracy, and tankiness make it a premium unit.

B Tier

Reaver: Kills stuff, it just works.

Archer: Probably good but overshadowed by Scallop.

Redback: Vulnerable to being run down on its own. Compared to Mace it's just worse.

C Tier

Ripper: Not good solo; pairs well with itself, but becomes quite expensive by doing so.

Scallop: Without lobster, it's bad on surface due to inaccuracy, but wins in the water due to dual fire mode.

Bolas: Just a few in supplement to direct damage units.

Claymore: Just a few in supplment to the mace, but does work on submarine units

Outlaw: Slow in multiple ways and it is good for area control.

D Tier

Dante: Slow, and is fairly fragile for the price.


Scouts[edit]

S Tier

Flea: And it even shoots.

A Tier

Dirtbag: Hell in a box. Disruptive and jumps.

B Tier

Dart: Even more speed for the fastest factory, and just a bit of Slow to turn raider fights, but otherwise it's too fragile to live.

C Tier

Puppy: Has some niche uses, like scooping up reclaim and becoming a missile.

Skirmishers and Fire Support[edit]

A Tier

Scalpel: High accuracy and high damage.

Felon: Unlimited power, rides the fine line between life and death.

Crab: It's short artillery on spider legs, it can go anywhere and hits like a truck. Also, it's nearly invincible.

B Tier

Buoy: Tanky and high damage, but slow, the very amphbot doctrime.

Fencer: Strong when massed, but fragile.

Recluse: Strong when massed, but fragile.

Moderator: High damage and accuracy like felon, but fragile.

Bulkhead: It's short artillery on legs.

C Tier

Rogue: Extra rockets that miss moving targets, but can hit slow ones and the broadside of a barn.

Dominatrix: Do you like to gamble? An All-in type of unit. Stronger in groups but very fragile.

Phantom: One shots light units and buildings, very fragile. Prone to being run over.

D Tier

Ronin: If a unit had genders the Ronin would be a miss.


Assaults[edit]

A Tier

Minotaur: Tanky and strong

Cyclops: Very tanky and strong

B Tier

Thug: Simple and works.

Jugglenaut: Causes chaos, and a bit of damage on the side.

Halberd: Mobile sandbag, and can shoot bag.

Knight: A light assault unit, flexible as cloakbots are.

Grizzly: Pretty expensive and more of a seige unit than direct assault.

C Tier

Jack: A threat when spotted, but has trouble being more than that. Better when sent through space with Newton Turrets

Ravager: A combination of speed and tankiness, but not impressive at the latter.

D Tier

Hermit: Unimpressive in any respect. It's faster at advancing than the crab, and tankier than the Redback.

Artillery[edit]

S Tier

Lance: One of the several Delete buttons, and one of the cheapest. High Alpha and fairly long range, and near perfect accuracy.

Merlin: Best in class area destruction.

A Tier

Firewalker: Best in class area denial.

Racketeer: No damage and doesn't prevent escape, but it's reliable and effective at disarming just about everything.

B Tier

Sling: For the low price of 100 metal, can't ask for that much more. It is the entry-level artillery unit.

Impaler: Long range and fairly high damage, but unfortunately only against stationary targets. Decently tanky though for an artillery unit.

Emissary: High damage in a basic package.

C Tier

Tremor: Somewhat useful against shields, but mostly it's an expensive downgrade to firewalker.

D Tier

Badger: Can be used to look a bit scary and slow an army, but doesn't stop anything at all. Niche use for scouting.


Anti-Heavy and Bombs[edit]

I think these all do their niche well.

Scorpion: And it can be used as a regular skirmisher too and "light for a strider assault".

A Tier

Widow: 8000 stun. 30s stun. Nice.

Snitch: Works.

Imp: Works.

Ultimatum: It's more of a superpowered Scythe.

B Tier

Limpet: Works.

Skuttle: Expensive but fun.


Support and Utility[edit]

Since they all do vastly different things, it's more of a "How impactful is this unit expected to be?"

S Tier

Lobster: Meta-defining.

Iris: Meta-defining.

A Tier

Placeholder: Powerful against short ranged units, or heavier units as a pseudo-EMP.

Aspis: Mobile shield, what more can one ask for?

B Tier

Hercules: Steal commanders and move striders.

C Tier

Charon: Air drops units, theoretically two way. Requiring a gunship plant to be built makes it quite expensive

Djinn: Can be powerful, but usually doesn't matter until late game.

Planes[edit]

A factory, tierlisting... against its unique units with entirely different functions?

S Tier

Swift: Cheap and provides vision and speed, the first response to opponent aerial action.

Thunderbird: Suicidally risky, but the amount of impact damage that this does is worth the price tag, especially if it survives.

A Tier

Likho: Use when there's almost too much AA.

Owl: Knowledge is power, just have a few of these to see further. Quite fragile even on 99% retreat.

Sparrow: Denial of Knowledge of also power, but requires opponent to be able to make some use of knowledge in the first place. Also scouts.

Phoenix: The inexpensive AOE bomber option, being more expensive and fragile than the single target bombers.

B Tier

Raptor: Air superiority.

Raven: Most single target damage per metal, but riskier to use. Cheapest way to snipe a Commander.

Magpie: Cheap to build, expensive to maintain, but reliable at doing damage. Keep them alive for longer for maximum effect.

C Tier

Odin: Theoretically very powerful for both offense and defense, hard to use.


Gunships[edit]

A factory, tierlisting... against its unique units with entirely different functions?

A Tier

Revenant: Tanky and fairly high damage burst.

B Tier

Trident: Giant AA Pickets in the sky. Does its job.

Blastwing: Does its job.

Harpy: A bit lower damage than expected, a lot more slow than expected. The low kill damage makes it more flimsy to enemy reinforcements

Gnat: Does its job.

Nimbus: A close artillery unit, sometimes firing out of sight.

C Tier

Krow: Game ender, but usually not a game winner.

F Tier

Locust: It seems to do nothing but it does it fast.

Anti-Air (mobile and static)[edit]

A Tier

Angler: Submarine AA that also has high burst.

Ettin: Extremely effective Effects. Excellente en groupe.

Flail: High burst AA.

B Tier

Chainsaw: Expensive but kills things at range.

Thresher: Similar to Ettin, but not mobile. It can be built on hills, though.

Razor: Cheap to spam, but only kills gunships and deep dive planes.

Hacksaw: Cheap to spam, but the short range and long reload means more will have to be spammed for good coverage.

Vandal: Works. Crasher: Works. Tarantula: Works. Toad: Expensive and works.


C Tier

Artemis: Ends the AA game until it gets siloed or bombed.

Gremlin: It's better at a scouting than killing stuff, really.


Other Static Defences[edit]

A Tier

Lotus: Lotus "Static Defense" Turret. Spammable

Stinger: Excellent burst and longer ranged than everything below its weight class.

B Tier

Gauss: A sandbag that can shoot back when it wants to, but doesn't really kill anything above raiders unless the attacker is dumb.

Picket: Does its job.

Faraday: Standard issue crowd control.

C Tier

Newton: Use the force, Luke! A specialist turret.

Stardust: Probably underused, but it feels bad.

Cerberus: Fragile but does a lot of damage.

Lucifer: Expensive.

D Tier

Desolator: It can be funny if it's raised up high. It's at an awkward point of requiring energy and high metal cost, but still vulnerable to basic artillery attack.


Tactical Missiles[edit]

S Tier

Eos: Poster girl of lots of damage.

A Tier

Shockley: Does its job really, really well.

B Tier

Inferno: Does its job.

Zeno: Probably underused.

D Tier

Quake: It's still bad even for its use case.

Endgame[edit]

S Tier

Trinity: Wipe a quarter to half the map off the face of the game. Forces opponent to spend a ton of metal too.

A Tier

Paladin: Mobile laser artillery, and it has tons of crowd control.

Zenith: Very cool and pretty strong.

B Tier

Bertha: Artillery.

C Tier

Detriment: For the cost you could do something better.

Starlight: The pinnacle of superweapon.

D Tier

Disco Rave Party: Too fragile to live, too low impact to be worth building.

Water maps[edit]

Assume any water-capable unit not mentioned here has the same rating as it would on land.

S Tier


A Tier

Conch: Invisible to radar is nice.

Siren: Very tanky.

Seawolf: Does its job really well. Just a bit fragile for the price.

Scylla: Impact unlimited.

Urchin: Cheap and effective.

B Tier

Hunter: Cheap and raiding.

Corsair: Pairs well with Siren.

Zephyr: Pretty good AA

Duck: Cheap, but try to avoid fights.

Claymore:

Reef: High potential.

C Tier

Envoy: Expensive and fragile.

Shogun: Expensive and fragile.

Mariner: Basic building ship.

Mistral: A few can be good, but too fragile to mass

Detriment: Wins, but for 21k a lot of winning can be done.

D Tier

Cutter: Niche uses.

Appendix: Commander Weapons[edit]

A Tier

Machine Gun:

Disintegrator:

Lightning Rifle:

B Tier

Disruptor Bomb:

Beam Laser:

Light Particle Beam:

Multistunner:

Riot Cannon

Flamethrower:

Cluster Bomb:

C Tier

Shotgun:

Rocket Launcher

Shock Rifle:

Concussion Shell:

D Tier

Heavy Particle Beam: Weak for a level 4 weapon

SLAM:

Heat Ray:

F Tier

Hellfire Grenade:

Missile Launcher: