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Part 8
Deadlock

Part 8

Explore Deadlock's unit types: Armor, Air, and Sea. Discover stats, costs, and requirements for each unit.

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Explore Deadlock's unit types: Armor, Air, and Sea. Discover stats, costs, and requirements for each unit.

Armor Type

Armor units are powerful ground forces, but lack anti-air capabilities. They are generally more resource-intensive.

  • Battle Trooper: Attack: 8, Defense: 24, Speed: Fast, Firing Rate: 33 rounds/sec, Range: 1.3 squares, Move points: 3, Upkeep: 2 credits. Requirements: 100 cr.-100 labor-25 Iron-8 Elec-2 Pods-Tech:Anti-Matter Rifle.
  • Assault Trooper: Attack: 12, Defense: 36, Speed: Fast, Firing Rate: 40 rounds/sec, Range: 1.3 squares, Move points: 3, Upkeep: 5 credits. Requirements: 200 cr.-200 labor-50 Iron-10 Elec-10 Pods-Tech:Assault Armor.
  • Laser Cannon: Attack: 4, Defense: 10, Speed: Medium, Firing Rate: 33 rounds/sec, Range: 1.3 squares, Move points: 4, Upkeep: 1 credit. Requirements: 75 cr.-40 labor-25 Iron.
  • Fusion Cannon: Attack: 8, Defense: 20, Speed: Medium, Firing Rate: 40 rounds/sec, Range: 1.3 squares, Move points: 4, Upkeep: 2 credits. Requirements: 100 cr.-100 labor-50 Iron-Tech:Fusion Cannon.
  • Disruptor Cannon: Attack: 15, Defense: 40, Speed: Medium, Firing Rate: 40 rounds/sec, Range: 1.6 squares, Move points: 4, Upkeep: 5 credits. Requirements: 200 cr.-200 labor-100 Iron-5 Elec-10 Pods-Tech:Disruptor Beams.
  • Holocaust Cannon: Attack: 25, Defense: 60, Speed: Fast, Firing Rate: 40 rounds/sec, Range: 2 squares, Move points: 4, Upkeep: 10 credits. Requirements: 500 cr.-400 labor-250 Iron-10 Elec-20 Pods-Tech:Anti-Matter Beams.

Air Type

Air units provide air superiority, reconnaissance, and support for ground forces.

  • Turbo Wing Fighter: Attack: 2, Defense: 10, Speed: Ultra fast, Firing Rate: 100 rounds/sec, Range: 1.3 squares, Move points: 2, Upkeep: 1 credit. Requirements: 75 cr.-25 labor-50 Iron.
  • Starflare Bomber: Attack: 6, Defense: 20, Speed: Ultra fast, Firing Rate: 100 rounds/sec, Range: 1.6 squares, Move points: 3, Upkeep: 2 credits. Requirements: 100 cr.-75 labor-100 Iron-10 Elec-Tech:Starflare Bombs.
  • Supernova Spyjet: Attack: 10, Defense: 30, Speed: Ultra Fast, Firing Rate: 100 rounds/sec, Range: 1.6 squares, Move points: 3, Upkeep: 12 credits. Requirements: 350 cr.-125 labor-250 Iron-20 Elec-10 Pods-Tech:Cloaking.
  • Air Command: Attack: 2, Defense: 12, Speed: Ultra Fast, Firing Rate: 50 rounds/sec, Range: 1.6 squares, Move points: 3, Upkeep: 3 credits. Requirements: 200 cr.-100 labor-150 Iron-10 Elec-15 Energy-Tech:Electronics.

Sea Type

Sea units are essential for naval warfare and controlling aquatic environments.

  • Sea Transport: Attack: 2, Defense: 25, Speed: Medium, Firing Rate: 25 rounds/sec, Range: 1.. Requirements: 50 cr.-25 labor-25 Iron.
  • Sea Command: Attack: 6, Defense: 35, Speed: Medium, Firing Rate: 33 rounds/sec, Range: 1.3 squares, Move points: 4, Upkeep: 2 credits. Requirements: 250 cr.-100 labor-100 Iron-10 Elec-Tech:Electronics.
  • AAV (Amphibious Assault Vehicle): Attack: 8, Defense: 20, Speed: Fast, Firing Rate: 33 rounds/sec, Range: 1.3 squares, Move points: 4, Upkeep: 3 credits. Requirements: 200 cr.-100 labor-75 Iron-Tech:Fusion Cannon.
  • Flak Ship: Attack: 2, Defense: 20, Speed: Medium, Firing Rate: 25 rounds/sec, Range: 1.6 squares, Move points: 4, Upkeep: 1 credit. Requirements: 150 cr.-75 labor-100 Iron-Tech:Flak.
  • Destroyer: Attack: 10, Defense: 25, Speed: Fast, Firing Rate: 33 rounds/sec, Range: 1.. Requirements: 75 cr.-50 labor-30 Iron-5 Elec-Tech:Underwater Tracking.
  • Attack Sub: Attack: 10, Defense: 15, Speed: Medium, Firing Rate: 40 rounds/sec, Range: 2 squares, Move points: 4, Upkeep: 2 credits. Requirements: 250 cr.-175 labor-150 Iron-10 Elec-Tech:Zero Friction Hull.
  • Shockwave Dreadnought: Attack: 10, Defense: 40, Speed: Fast, Firing Rate: 33 rounds/sec, Range: 1.6 squares, Move points: 4, Upkeep: 1 credit. Requirements: 150 cr.-75 labor-100 Iron-Tech:Shockwave Projector.
  • Shockwave Carrier: Attack: 6, Defense: 60, Speed: Fast, Firing Rate: 50 rounds/sec, Range: 1.6 squares, Move points: 4, Upkeep: 2 credits. Requirements: 300 cr.-100 labor-200 Iron-10 Pods-Tech:Ion Weapons.
  • Siege Cruiser: Attack: 5, Defense: 30, Speed: Medium, Firing Rate: 33 rounds/sec, Range: 1.3 squares, Move points: 4, Upkeep: 5 credits. Requirements: 300 cr.-250 labor-200 Iron-20 Elec-Tech:Rocketry.
  • Sea Colonizer: Attack: 2, Defense: 25, Speed: Slow, Firing Rate: 25 rounds/sec, Range: 1.3 squares, Move points: 3, Upkeep: 1 credit. Requirements: 100 cr.-50 labor-10 Iron-5 Elec-Tech:SAM Missiles.
Tips
  • Armor units are vulnerable to air attacks. Ensure you have air support or anti-air defenses when engaging heavily armored ground targets.
  • Air units are crucial for reconnaissance and supporting ground assaults. Their speed allows them to quickly respond to threats or provide intel.
  • Sea units are vital for planets with significant water bodies. Consider their roles in naval combat and transport.
  • The Holocaust Cannon is the most expensive armor unit but offers the highest attack and defense.
  • The Supernova Spyjet has the highest upkeep cost among air units but provides versatile capabilities including spying and anti-air/surface attacks.
  • The Sea Colonizer is the slowest sea unit but can build Sea Platforms, expanding your presence on water.

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