User:SnuggleBass
Unit tier list[edit]
Preface[edit]
I'm 2800ish. I play mostly small teams with a bit of 1v1. I'm going to organise my tier list a little different from what I've seen others do, and my tiers will represent different categories to what they've used.
Tiers[edit]
It's important to note that I believe all units are not only usable but correct to use at some points in the game. Using units near the top of this list more than the units at the bottom will probably make you a stronger player overall, but the strongest players are the ones who know when to use the weaker units to better effect than their stronger counterparts.
S tier: Reserved for game breaking units. To be S a unit has to change the rules of the game in your favour at scaleItalic text. A tier: Pushed units that are fair. This usually means being resilient to counters and/or strongest in class, that sort of thing. B Tier: Pushed units that are fair but more conditional. C Tier: Useful units I expect to make a fair amount of. D Tier: Niche units. F Tier: Units that should be avoided by all but the best players who I trust to understand their in-game needs more than a one-size-fits-all tier list.
I'm going to start off by covering the S tier units. There are not many.
S tier[edit]
Lobster: Breaks the RPS of the game squarely over its knee. Makes your riots counter skirms. Makes your lava counter commanders. Makes your kiddy pool counter cyclops ball. Gives every unit with legs or wheels a dash. Gives your units all-terrain. Saves your valuable units from choreographed attacks. It's cheap and scales to a fair number of units, and scales with itself to turn the whole world into your personal bouncing castle. Nobody will contest this placement for fear of being laughed out of the community.
Placeholder: People might contest this one though (people that are wrong). This unit multiplies your opponent's speed by 0. This is effectively a one shot in many scenarios, for something that costs only 250 metal and can do this at 475 (skirmisher) range reliably and with an AoE. This effect is basically permanent because the cooldown is the same as the duration.
Thunderbird: This turns any slow unit that counters raiders into a slow unit that is countered by raiders. Comms and statics included. Anywhere on the map. It is difficult to use and will require coordination from your team, but this unit can stop 90% of pushes anywhere on the map by itself, while also facilitating aggressive game winning plays early. Of the S-tier units, TB is perhaps the one that gets out-scaled the most in larger, more drawn out games due to the accumulation of heavy AA, but it makes up for this with undeniable impact at times when it matters.
Iris: This is the least reliable of the S tier because of the large decloak radius. It's also the most expensive, requiring an ongoing energy commitment. But it's S tier because similar to lobster, it makes it so your short range units counter their long range units, breaking the RPS. It makes you resilient to artillery and saves you metal in losses. It enables your walking bombs to reach their shield ball and your cyclops to get into pummeling distance. It also denies your opponents valuable information.