User:SnuggleBass

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Unit tier list (WIP)[edit]

Preface[edit]

I'm 2800ish. I play mostly small teams with a bit of 1v1. I'm going to organise my tier list a little different from what I've seen others do, and my tiers will represent different categories to what others have used.

Tiers[edit]

It's important to note that I believe all units are not only usable but correct to use at some points in the game. Using units near the top of this list more than the units at the bottom will probably make you a stronger player overall, but the strongest players are the ones who know when to use the weaker units to better effect than their stronger counterparts.

S tier: Reserved for game breaking units. To be S a unit has to change the rules of the game in your favour at scaleItalic text, and in a potentially proactive way.

A tier: Pushed units that are fair. This usually means being resilient to counters and/or strongest in class, that sort of thing.

B Tier: Pushed units that are fair but more conditional.

C Tier: Useful units I expect to make a fair amount of.

D Tier: Niche units.

F Tier: Units that should be avoided by all but the best players who I trust to understand their in-game needs more than a one-size-fits-all tier list.

I'm going to start off by covering the S tier units. There are not many.

S tier[edit]

Lobster: Breaks the RPS of the game squarely over its knee. Makes your riots counter skirms. Makes your lava counter commanders. Makes your kiddy pool counter cyclops ball. Gives every unit with legs or wheels a dash. Gives your units all-terrain. Saves your valuable units from choreographed attacks. It's cheap and scales to a fair number of units, and scales with itself to turn the whole world into your personal bouncing castle. Nobody will contest this placement for fear of being laughed out of the community.

Placeholder: People might contest this one though (people that are wrong). This unit multiplies your opponent's speed by 0. This is effectively a one shot in many scenarios, for something that costs only 250 metal and can do this at 475 (skirmisher) range reliably and with an AoE. This effect is basically permanent because the cooldown is the same as the duration.

Thunderbird: This turns any slow unit that counters raiders into a slow unit that is countered by raiders. Comms and statics included. Anywhere on the map. It is difficult to use and will require coordination from your team, but this unit can stop 90% of pushes anywhere on the map by itself, while also facilitating aggressive game winning plays early. Of the S-tier units, TB is perhaps the one that gets out-scaled the most in larger, more drawn out games due to the accumulation of heavy AA, but it makes up for this with undeniable impact at times when it matters.

Iris: This is the least reliable of the S tier because of the large decloak radius. It's also the most expensive, requiring an ongoing energy commitment. But it's S tier because similar to lobster, it makes it so your short range units counter their long range units, breaking the RPS. It makes you resilient to artillery and saves you metal in losses. It enables your walking bombs to reach their shield ball and your cyclops to get into pummeling distance. It also denies your opponents valuable information.

A Tier[edit]

Impaler: The best artillery in the game. Limited to hitting things that aren't moving, but does this job very well. The large arc makes it hit through all but the most dedicated terraform. Paired with the perfect accuracy, this makes the use case for impaler very clear cut: If you can see it and it can't move, you can kill it safely. Does that happen often? Yes.

Cyclops: Cyclops is an assault, a skirmisher, and a support. It's an anti-heavy that also punches down quite hard (nothing wants to get hit by that cannon). There are very few units that cyclops is bad against and many that it is good against. It's a strong unit on its own and a power multiplier for all of your tanks.


Jugglenaut: Weirdest unit in the game and oddly versatile. It has two modes, push and pull, which makes it have two entirely separate match-up portfolios that you can switch between at a whim. Pull is very strong and reliable, but costs health as you inevitably body check their units. It also one shots likho and crabe spire. Push is the more defensive mode, keeping your army from being dove while still potentially flinging units to their deaths. Overall, similar to cyclops, jugg's impact when it comes into play is undeniable, very often making cost on the first run before needing repairs.

Phoenix: You're going to see a lot of planes high on this list and for a good reason. Phoenix is a riot that is much faster than raiders. The degree to which this shuts down raiding is truly oppressive. It doesn't scale up as well as TB, but unlike TB you don't have to rely on the competence and wherewithal of your team mates.


Likho:


Lotus:


B Tier[edit]

Glaive: It's the raider that everyone wants. Why is it in B tier? Because while it's a staple unit it's not doing anything crazy. It doesn't really win the raider wars at the start of the game while having some really bad match-ups. I'm never upset to have glaive in my repertoir, but the number of games that glaive wins that a different raider wouldn't have isn't that big. A good unit (my second favourite after ravager), but not an exceptional one.

Mace: Premium riot unit. You pay more (400m) for a riot without AoE, but with good range and hitscan. The end result? A riot that counters other riots and flexes as both anti-heavy and AA while still doing its job. Nothing wants to get hit with this it's just too much damage.

Reaver: This is the economy pack riot. It's simply the cheapest way to reliably control raiders while still having legs and that makes it solid at its role. Regeneration is also a massive QoL boost, giving a lot of tempo following disengagement as you are ready to move out again without waiting for repairs.

Owl:

:

C Tier[edit]

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D Tier[edit]

Blitz:

F Tier[edit]

Pylon:

Storage:

Badger:

Locust: