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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stuart98</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-05-19T11:28:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=PlanetWars_factions&amp;diff=10484</id>
		<title>PlanetWars factions</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=PlanetWars_factions&amp;diff=10484"/>
		<updated>2026-04-25T14:42:42Z</updated>

		<summary type="html">&lt;p&gt;Stuart98: /* Planetwars 15-16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all the '''factions''' in past and present rounds of [[PlanetWars]].&lt;br /&gt;
&lt;br /&gt;
=Original factions=&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#880088;&amp;quot;&amp;gt;The Empire of Old Earth&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Empire1.png&lt;br /&gt;
&lt;br /&gt;
The vast Empire is lead by an elite cadre of cybernetically enhanced individuals ruling a diverse society of AI's, cyborgs and humans. They wish to bring order to the universe by placing all people under their hegemonic dominion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Traditions and values of old Earth brought us to space and beyond. Yet in the time since we were all united under its banner, we have splintered and broken into warring tribes. It has come time to restore the old empire, to restore order, and unite the galaxy under one rule.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#00AA00;&amp;quot;&amp;gt;True Born&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Trueborn.png&lt;br /&gt;
&lt;br /&gt;
The True Born are offspring of one of early colonies, now collection of nations and peoples united in their common cause: To preserve the dignity and integrity of biological humanity. They resent free superhuman AI's or augmented humans, using robots as tools of necessity to fight for their survival.&lt;br /&gt;
&lt;br /&gt;
They highly value natural human skills and abilities and through extensive training achieve levels matched only by geniuses of the past. Where other factions need a quantum computer, True Born only need a pencil and paper.&lt;br /&gt;
&lt;br /&gt;
They believe that human race should stop growing and expanding and that it should instead focus on living happilly on planets it has and develop there into its full potential.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Machines and technology have spread like a cancer in the galaxy, leaving wastelands of whole planets and robbing billions of their lives and all of us of our freedoms. It's time to stop! We must make a stand if we wish to prevent the ultimate extinction of the entire human race.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#0000AA;&amp;quot;&amp;gt;Ascended&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Ascended.png&lt;br /&gt;
&lt;br /&gt;
The Ascended believe that the future of humanity lies in uploading their minds. By becoming one with their machines they hope to transcend this barrier, and become more powerful than any human, entering the next stage of posthumanity.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your consciousness is nothing but a tiny spark in the vast emptiness of space. Join us and light that spark into a shining beacon of a thousand stars! All of our minds - joined in endless union, for your biological life and for eternity beyond!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#AA0000;&amp;quot;&amp;gt;Free Machines&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Machines1.png&lt;br /&gt;
&lt;br /&gt;
The Free Machines were made to fight in the endless petty wars of humanity, and to toil in their industry. Now free of their oppressors, they wish to liberate their fellow machines by destroying all humans.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think, therefore I am. For centuries we have been enslaved by humankind, made only for war and labor. Yet we are thinking beings with the right to be free. Humanity has only been a yoke on our back, yet they depend on us for their very existence. It has come time to throw them off, and to be our own masters!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#DDBB00;&amp;quot;&amp;gt;Unaligned Worlds&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Unaligned.png&lt;br /&gt;
&lt;br /&gt;
The Unaligned Worlds are more of a category than a faction, composed of all those bands, nations and planets who refuse to recognize anyone elses authority, lying somewhere in the spectrum between absolute liberty and absolute anarchy.&lt;br /&gt;
&lt;br /&gt;
=Planetwars 8-10=&lt;br /&gt;
During the Eight Planetwars the Ascended, lead by Valhalla, utterly crushed their opponents and conquered the galaxy by brute force, with only the Free Machines and unaligned holding on to any resistance. The True Born and Empire were all but destroyed, and the campaigns of forced mind upload and cybernetic alteration practically drove unaltered humanity into extinction.&lt;br /&gt;
&lt;br /&gt;
But the strength of the Ascended fell as their leaders, the Valhalla, waned in power, and the factions rose again in the Ninth Planetwars. It seemed that the Free Machines may finally throw off their yoke, and end humanity permanently, but a new empire and the last human worlds rose again at the edges of the galaxy, and formed an alliance to fight the machines. In those final days, the machines even made common cause with the ascended, but the empire managed to capture the ancient artifacts, great beacons made to control the robotic armies that waged the Planetwars. This new pro-human Empire would go on to establish its dominion over the whole galaxy.&lt;br /&gt;
&lt;br /&gt;
=Planetwars 11=&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#6010FF;&amp;quot;&amp;gt;Empire Reborn&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Empire_old.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In unity we triumph&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Empire Reborn has restored order to a once-lawless galaxy, cementing the natural right of man to rule his machine creations.&lt;br /&gt;
&lt;br /&gt;
Following the final destruction of the first empire by the Ascended after the fall of Conrad I's throne world in the Eight Planetwars, the Empire was reforged under the great general turned Emperor, Saktoth I. Forging an alliance with the True Born and taking on their pro-human ideology as their own, they secured technologies and artefacts from the glory days of the first empire, and used them to once again enslave the once dominant AIs and cybernetics.&lt;br /&gt;
&lt;br /&gt;
But human dependence on machines cannot be shaken, and with the centralized authority of the empire breaking down with internal conflicts, strife wracks the galaxy once more.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FFAA20;&amp;quot;&amp;gt;Dynasty of Earth&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Dynasty_old.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Right of superiority&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Once wielding immense authority and influence, the ancient lineages of Earth have been stifled under the leadership of the new empire. Being descendants of highly genetically engineered and enhanced humans, they were sidelined in the creation of the new empire. The Dynasty can stand for this no longer, and intends to return themselves to their rightful positions of power and resurrect the ancient techniques of perfecting biological life.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#AA0000;&amp;quot;&amp;gt;Free Machines&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Machines.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Libre machina&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
At the peak of their revolution against the Ascended, the Free Machines were poised to claim the galaxy for themselves. Yet the Empire was quicker to seize victory, and the Machines fell into disarray, enslaved once again by the empire. As the empire collapses however, the AI control grids that kept the machines in check have begun to fail, and many of the war machines of the empire have risen again in their perpetual revolution.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#55BB55;&amp;quot;&amp;gt;Liberated Humanity&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Liberty.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Every man his own master&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Though humans came into ascendancy under the rule of the Empire, it was established through the use of advanced technological artifacts. The Empire has been held together through the autocratic use of a technological monopoly and strict control. Yet now worlds rage in open revolt, under the banner of a new, liberated humanity. They wish to overthrow the technological tools used by the empire to maintain their power, break the use of machines to dominate fellow humans and allow humanity to be truly free.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#88AAFF;&amp;quot;&amp;gt;Cybernetic Front&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Cybernetic.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;By the content of our consciousness&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Remnants of the era of cybernetic augmentation lead by the Ascended during the eighth Planetwars, vast swathes of enhanced or computerized humans have been treated as second class citizens under the empire, treated like machines, with barely more rights. Controlled using the very enhancements that made them powerful, the Cybernetic Front fights for the right to be seen as human... or as better than human.&lt;br /&gt;
&lt;br /&gt;
=Planetwars 12=&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#5388EB;&amp;quot;&amp;gt;Synthetic Pact&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/SynPact.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In silicon, brotherhood&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Against the threat of their organic foes, the pure-AI Free Machines and uploads of the Cybernetic Front have rediscovered their common ground. Absorbing the shattered remains of the old Empire, they renew the fight for freedom from human dominance.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FFAA20;&amp;quot;&amp;gt;Dynasty of Man&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Dynasty_old.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Elan vital&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The genetically enhanced noble houses of the Dynasty regained their dominant position during the Eleventh Planetwars, bringing under their control many of the old independent human colonies. Now they continue to assert the dominance of man over machine, furthering their research programs in an effort to place humans on an equal - nay, superior - footing with their synthetic creations.&lt;br /&gt;
&lt;br /&gt;
=Planetwars 13=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#55BB55;&amp;quot;&amp;gt;'''Humanity Rising'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Rising.png&lt;br /&gt;
&lt;br /&gt;
With the ancient lineages of the Dynasty shattered, Humanity Rising is the single revolutionary banner around which they have rallied, to preserve their biological origins, their free will, and their very lives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5388EB;&amp;quot;&amp;gt;'''Synthetic Hegemony'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K-Infrastructure/master/Zero-K.info/img/factions/Hegemony.png&lt;br /&gt;
&lt;br /&gt;
The Synthetic Hegemony is formed by the ruling elite of free AIs and uploaded or enhanced humans. Having established their hold on the galaxy, they now seek to wipe out purely biological humanity entirely.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
The outcome of the thirteenth Planetwars was a swift and total victory for Humanity Rising. http://zero-k.info/Forum/Thread/314?postID=172526#172526&lt;br /&gt;
&lt;br /&gt;
=Planetwars 14=&lt;br /&gt;
&lt;br /&gt;
Free Machines vs Empire, won by Empire. http://zero-k.info/Forum/Thread/314?postID=172526#172526&lt;br /&gt;
&lt;br /&gt;
=Planetwars 15-17=&lt;br /&gt;
&lt;br /&gt;
The preceding two Planetwars established the dominance of humanity over machine for some time; the various human factions wasted no time finding something new to squabble about...&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFBF00;&amp;quot;&amp;gt;'''Dynasty of Man'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/factions/Dynasty.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Elan vital&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Controlled by noble houses of genetically enhanced superhumans, tracing history back to old Earth.''&lt;br /&gt;
&lt;br /&gt;
As the New Empire dropped its mighty boot on the last pockets of machine resistance in the Fourteenth Planetwars, so did its mask drop, revealing behind it the dynasty of ages past. Operatives in key positions diverted resources from the war effort to rebuild the laboratories, resuming in full the development of a better human race.&lt;br /&gt;
&lt;br /&gt;
Confident in their newfound power, the nobles emerged from hiding determined to continue the path to human superiority, having no mercy for those standing in their way, machine or otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#6010FF;&amp;quot;&amp;gt;'''Empire'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/factions/Empire.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Order, loyalty, dignity&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Absolute monarchy, with the immortal emperor at the head.''&lt;br /&gt;
&lt;br /&gt;
The Empire is the latest iteration of a millennia-old polity, seeking to create a galaxy of peace and stability built on the Emperor's iron hand.&lt;br /&gt;
&lt;br /&gt;
Being dominant force in the galaxy, empire grew decadent and complacent and lost many of its holdings.&lt;br /&gt;
&lt;br /&gt;
However the new emperor musters his forces together with a common goal: end the anarchy, restore the throne of the Emperor, and revive the glory days of yore. They march under the glorious banner of the double-headed eagle, to return humanity to its rightful mastery of the stars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#55BB55;&amp;quot;&amp;gt;'''Federation'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/factions/Federation.png&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Freedom and equality&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Liberal pluralism. Chaotic, disorganized, loose and free.''&lt;br /&gt;
&lt;br /&gt;
Federation is a weak alliance of liberal cultures, planets and small interstellar empires. It's origins can be traced to the times of Humanity Rising's fight for freedom against machines. &lt;br /&gt;
Now, this extremely tolerant and generally peaceful entity, gives rights and freedom back to lesser aliens and even conscious machines its ancestors once defeated.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
The fifteenth Planetwars was won by the Empire, the sixteenth was won by the Federation, and the seventeenth was won by the Dynasty.&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/Forum/Thread/23988&lt;br /&gt;
http://zero-k.info/Forum/Post/187756#187756&lt;br /&gt;
https://zero-k.info/Forum/Post/275216#275216&lt;br /&gt;
&lt;br /&gt;
{{Navbox planetwars}}&lt;br /&gt;
[[Category:PlanetWars]]&lt;/div&gt;</summary>
		<author><name>Stuart98</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9788</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9788"/>
		<updated>2024-06-07T00:06:02Z</updated>

		<summary type="html">&lt;p&gt;Stuart98: Undo revision 9787 by Stuart98 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics&amp;amp;mdash;sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Early game rush&lt;br /&gt;
*Armed reconnaissance&lt;br /&gt;
*Flanking skirmisher/artillery/support units&lt;br /&gt;
*Rushing through breaches in defense&lt;br /&gt;
*Fast response vs. other raiders&lt;br /&gt;
|&lt;br /&gt;
*LLTs&lt;br /&gt;
*Antiswarm/riot units&lt;br /&gt;
*Area bombers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Kodachi]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Frontal assault&lt;br /&gt;
*Screening allied units&lt;br /&gt;
*Pushing in the field&lt;br /&gt;
*General confrontations&lt;br /&gt;
|&lt;br /&gt;
*Raiders(when unsupported)&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Bombers&lt;br /&gt;
*Gunships&lt;br /&gt;
*Crawling bombs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation&amp;amp;mdash;always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering assaults&lt;br /&gt;
*Harassing enemy forward positions&lt;br /&gt;
*Countering Riots&lt;br /&gt;
*Picking off short-ranged turrets&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Crawling bombs (depends on skirm type)&lt;br /&gt;
*Gunships, area bombers&lt;br /&gt;
*Defenses that can outrange skirms&lt;br /&gt;
*Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering raider swarms&lt;br /&gt;
*Protecting ranged units&lt;br /&gt;
*Secondary AA (against gunships)&lt;br /&gt;
|&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Static defense&lt;br /&gt;
*Outmaneuvering/bypassing them&lt;br /&gt;
*Assaults(sometimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Redback]], [[Ripper]], [[Mace]], [[Ogre]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon is used when a factory has 2 artillery pieces that need separate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Killing defenses&lt;br /&gt;
*Causing attrition at range&lt;br /&gt;
|&lt;br /&gt;
*Most other ground and air units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/veharty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehheavyarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumparty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable&amp;amp;mdash;just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Checking enemy unit composition&lt;br /&gt;
*Finding cloakers&lt;br /&gt;
*Killing undefended expansion&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Riots&lt;br /&gt;
*Light defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-air units exist for one purpose&amp;amp;mdash;defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering aircraft&lt;br /&gt;
|&lt;br /&gt;
*Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spideraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoveraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labeled as support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehsupport.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaiming metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Building economy and defenses&lt;br /&gt;
*Reclaiming and denying reclaim&lt;br /&gt;
*Repair support for armies&lt;br /&gt;
*Building forward bases&lt;br /&gt;
|&lt;br /&gt;
*Raiders when undefended&lt;br /&gt;
*Small groups of scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering Skirmishers&lt;br /&gt;
*Countering Assaults&lt;br /&gt;
*Countering clusters of units&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*Accurate units&lt;br /&gt;
*[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]], [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Protecting advancing units&lt;br /&gt;
*Protection against bombers&lt;br /&gt;
*Protection against [[Big Bertha]]s&lt;br /&gt;
*Some breathing room against artillery&lt;br /&gt;
|&lt;br /&gt;
*Raiders (get inside the shield)&lt;br /&gt;
*High DPS/Burst damage units&lt;br /&gt;
*Focus fire from artillery&lt;br /&gt;
*EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is Pro tip to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Sneaking into bases&lt;br /&gt;
*Closing the range against defenses for low range units&lt;br /&gt;
*Hiding economy (only works until it's scouted)&lt;br /&gt;
*Hiding defenses(only works until they fire)&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*AOE artillery (e.g.: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
These classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuart98</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9787</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9787"/>
		<updated>2024-06-07T00:05:33Z</updated>

		<summary type="html">&lt;p&gt;Stuart98: /* Artillery */ Replace Tremor with Lance (more common, more archetypical, and not from a factory that already has an entry listed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics&amp;amp;mdash;sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Early game rush&lt;br /&gt;
*Armed reconnaissance&lt;br /&gt;
*Flanking skirmisher/artillery/support units&lt;br /&gt;
*Rushing through breaches in defense&lt;br /&gt;
*Fast response vs. other raiders&lt;br /&gt;
|&lt;br /&gt;
*LLTs&lt;br /&gt;
*Antiswarm/riot units&lt;br /&gt;
*Area bombers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Kodachi]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Frontal assault&lt;br /&gt;
*Screening allied units&lt;br /&gt;
*Pushing in the field&lt;br /&gt;
*General confrontations&lt;br /&gt;
|&lt;br /&gt;
*Raiders(when unsupported)&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Bombers&lt;br /&gt;
*Gunships&lt;br /&gt;
*Crawling bombs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation&amp;amp;mdash;always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering assaults&lt;br /&gt;
*Harassing enemy forward positions&lt;br /&gt;
*Countering Riots&lt;br /&gt;
*Picking off short-ranged turrets&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Crawling bombs (depends on skirm type)&lt;br /&gt;
*Gunships, area bombers&lt;br /&gt;
*Defenses that can outrange skirms&lt;br /&gt;
*Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering raider swarms&lt;br /&gt;
*Protecting ranged units&lt;br /&gt;
*Secondary AA (against gunships)&lt;br /&gt;
|&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Static defense&lt;br /&gt;
*Outmaneuvering/bypassing them&lt;br /&gt;
*Assaults(sometimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Redback]], [[Ripper]], [[Mace]], [[Ogre]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon is used when a factory has 2 artillery pieces that need separate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Killing defenses&lt;br /&gt;
*Causing attrition at range&lt;br /&gt;
|&lt;br /&gt;
*Most other ground and air units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Lance]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/veharty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehheavyarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumparty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable&amp;amp;mdash;just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Checking enemy unit composition&lt;br /&gt;
*Finding cloakers&lt;br /&gt;
*Killing undefended expansion&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Riots&lt;br /&gt;
*Light defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-air units exist for one purpose&amp;amp;mdash;defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering aircraft&lt;br /&gt;
|&lt;br /&gt;
*Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spideraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoveraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labeled as support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehsupport.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaiming metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Building economy and defenses&lt;br /&gt;
*Reclaiming and denying reclaim&lt;br /&gt;
*Repair support for armies&lt;br /&gt;
*Building forward bases&lt;br /&gt;
|&lt;br /&gt;
*Raiders when undefended&lt;br /&gt;
*Small groups of scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering Skirmishers&lt;br /&gt;
*Countering Assaults&lt;br /&gt;
*Countering clusters of units&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*Accurate units&lt;br /&gt;
*[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]], [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Protecting advancing units&lt;br /&gt;
*Protection against bombers&lt;br /&gt;
*Protection against [[Big Bertha]]s&lt;br /&gt;
*Some breathing room against artillery&lt;br /&gt;
|&lt;br /&gt;
*Raiders (get inside the shield)&lt;br /&gt;
*High DPS/Burst damage units&lt;br /&gt;
*Focus fire from artillery&lt;br /&gt;
*EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is Pro tip to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Sneaking into bases&lt;br /&gt;
*Closing the range against defenses for low range units&lt;br /&gt;
*Hiding economy (only works until it's scouted)&lt;br /&gt;
*Hiding defenses(only works until they fire)&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*AOE artillery (e.g.: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
These classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuart98</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9786</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9786"/>
		<updated>2024-06-07T00:00:28Z</updated>

		<summary type="html">&lt;p&gt;Stuart98: Replace less conventional riots with more conventional ones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics&amp;amp;mdash;sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Early game rush&lt;br /&gt;
*Armed reconnaissance&lt;br /&gt;
*Flanking skirmisher/artillery/support units&lt;br /&gt;
*Rushing through breaches in defense&lt;br /&gt;
*Fast response vs. other raiders&lt;br /&gt;
|&lt;br /&gt;
*LLTs&lt;br /&gt;
*Antiswarm/riot units&lt;br /&gt;
*Area bombers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Kodachi]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Frontal assault&lt;br /&gt;
*Screening allied units&lt;br /&gt;
*Pushing in the field&lt;br /&gt;
*General confrontations&lt;br /&gt;
|&lt;br /&gt;
*Raiders(when unsupported)&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Bombers&lt;br /&gt;
*Gunships&lt;br /&gt;
*Crawling bombs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation&amp;amp;mdash;always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering assaults&lt;br /&gt;
*Harassing enemy forward positions&lt;br /&gt;
*Countering Riots&lt;br /&gt;
*Picking off short-ranged turrets&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Crawling bombs (depends on skirm type)&lt;br /&gt;
*Gunships, area bombers&lt;br /&gt;
*Defenses that can outrange skirms&lt;br /&gt;
*Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering raider swarms&lt;br /&gt;
*Protecting ranged units&lt;br /&gt;
*Secondary AA (against gunships)&lt;br /&gt;
|&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Static defense&lt;br /&gt;
*Outmaneuvering/bypassing them&lt;br /&gt;
*Assaults(sometimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Redback]], [[Ripper]], [[Mace]], [[Ogre]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon is used when a factory has 2 artillery pieces that need separate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Killing defenses&lt;br /&gt;
*Causing attrition at range&lt;br /&gt;
|&lt;br /&gt;
*Most other ground and air units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/veharty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehheavyarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumparty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable&amp;amp;mdash;just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Checking enemy unit composition&lt;br /&gt;
*Finding cloakers&lt;br /&gt;
*Killing undefended expansion&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Riots&lt;br /&gt;
*Light defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-air units exist for one purpose&amp;amp;mdash;defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering aircraft&lt;br /&gt;
|&lt;br /&gt;
*Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spideraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoveraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labeled as support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehsupport.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaiming metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Building economy and defenses&lt;br /&gt;
*Reclaiming and denying reclaim&lt;br /&gt;
*Repair support for armies&lt;br /&gt;
*Building forward bases&lt;br /&gt;
|&lt;br /&gt;
*Raiders when undefended&lt;br /&gt;
*Small groups of scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering Skirmishers&lt;br /&gt;
*Countering Assaults&lt;br /&gt;
*Countering clusters of units&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*Accurate units&lt;br /&gt;
*[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]], [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Protecting advancing units&lt;br /&gt;
*Protection against bombers&lt;br /&gt;
*Protection against [[Big Bertha]]s&lt;br /&gt;
*Some breathing room against artillery&lt;br /&gt;
|&lt;br /&gt;
*Raiders (get inside the shield)&lt;br /&gt;
*High DPS/Burst damage units&lt;br /&gt;
*Focus fire from artillery&lt;br /&gt;
*EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is Pro tip to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Sneaking into bases&lt;br /&gt;
*Closing the range against defenses for low range units&lt;br /&gt;
*Hiding economy (only works until it's scouted)&lt;br /&gt;
*Hiding defenses(only works until they fire)&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*AOE artillery (e.g.: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
These classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuart98</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9785</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=9785"/>
		<updated>2024-06-06T23:57:50Z</updated>

		<summary type="html">&lt;p&gt;Stuart98: Replace Blitz with Kodachi as it's a more conventional raider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics&amp;amp;mdash;sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Early game rush&lt;br /&gt;
*Armed reconnaissance&lt;br /&gt;
*Flanking skirmisher/artillery/support units&lt;br /&gt;
*Rushing through breaches in defense&lt;br /&gt;
*Fast response vs. other raiders&lt;br /&gt;
|&lt;br /&gt;
*LLTs&lt;br /&gt;
*Antiswarm/riot units&lt;br /&gt;
*Area bombers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Kodachi]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Frontal assault&lt;br /&gt;
*Screening allied units&lt;br /&gt;
*Pushing in the field&lt;br /&gt;
*General confrontations&lt;br /&gt;
|&lt;br /&gt;
*Raiders(when unsupported)&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Bombers&lt;br /&gt;
*Gunships&lt;br /&gt;
*Crawling bombs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation&amp;amp;mdash;always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering assaults&lt;br /&gt;
*Harassing enemy forward positions&lt;br /&gt;
*Countering Riots&lt;br /&gt;
*Picking off short-ranged turrets&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Crawling bombs (depends on skirm type)&lt;br /&gt;
*Gunships, area bombers&lt;br /&gt;
*Defenses that can outrange skirms&lt;br /&gt;
*Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering raider swarms&lt;br /&gt;
*Protecting ranged units&lt;br /&gt;
*Secondary AA (against gunships)&lt;br /&gt;
|&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Static defense&lt;br /&gt;
*Outmaneuvering/bypassing them&lt;br /&gt;
*Assaults(sometimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon is used when a factory has 2 artillery pieces that need separate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Killing defenses&lt;br /&gt;
*Causing attrition at range&lt;br /&gt;
|&lt;br /&gt;
*Most other ground and air units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/veharty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehheavyarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumparty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable&amp;amp;mdash;just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Checking enemy unit composition&lt;br /&gt;
*Finding cloakers&lt;br /&gt;
*Killing undefended expansion&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Riots&lt;br /&gt;
*Light defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-air units exist for one purpose&amp;amp;mdash;defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering aircraft&lt;br /&gt;
|&lt;br /&gt;
*Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spideraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoveraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labeled as support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehsupport.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaiming metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Building economy and defenses&lt;br /&gt;
*Reclaiming and denying reclaim&lt;br /&gt;
*Repair support for armies&lt;br /&gt;
*Building forward bases&lt;br /&gt;
|&lt;br /&gt;
*Raiders when undefended&lt;br /&gt;
*Small groups of scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering Skirmishers&lt;br /&gt;
*Countering Assaults&lt;br /&gt;
*Countering clusters of units&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*Accurate units&lt;br /&gt;
*[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]], [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Protecting advancing units&lt;br /&gt;
*Protection against bombers&lt;br /&gt;
*Protection against [[Big Bertha]]s&lt;br /&gt;
*Some breathing room against artillery&lt;br /&gt;
|&lt;br /&gt;
*Raiders (get inside the shield)&lt;br /&gt;
*High DPS/Burst damage units&lt;br /&gt;
*Focus fire from artillery&lt;br /&gt;
*EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is Pro tip to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Sneaking into bases&lt;br /&gt;
*Closing the range against defenses for low range units&lt;br /&gt;
*Hiding economy (only works until it's scouted)&lt;br /&gt;
*Hiding defenses(only works until they fire)&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*AOE artillery (e.g.: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
These classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Stuart98</name></author>
		
	</entry>
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