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	<updated>2026-04-21T01:04:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Dominatrix&amp;diff=745</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Dominatrix&amp;diff=745"/>
		<updated>2025-11-14T23:51:36Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Dominatrix, also referred to as a &#039;Domix&#039; or &#039;Domi&#039; by some, is a unit built from the [[Rover]] factory. It has standard Vehicle pathing and utilizes a unique weapon, that being the Capture Ray, which converts enemy units into allied units. Multiple Dominatrix may target the same unit, speeding up the capturing process, only one Dominatrix becomes the controller of the newly captured unit, however. Once a Dominatrix captures a unit it cannot fire for 12 seconds, making it weak to swarms. When a Dominatrix is killed, all units it controlled are returned to their original owners at 98% Capture damage.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 820&lt;br /&gt;
* Movespeed: 58.5 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 420&lt;br /&gt;
* Vision Range: 550&lt;br /&gt;
&lt;br /&gt;
==== Capture Ray ====&lt;br /&gt;
* Damage Per Second: 660(Capture)&lt;br /&gt;
* Range: 450&lt;br /&gt;
* Requires line of sight&lt;br /&gt;
* Ignores shields&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
When using a Dominatrix be wary of its sluggish mobility compared to most other units in its price range, treat it like a Skirmisher and try to keep it at range with most enemies. Keep it away from the [[Stinger]] turret, as it deals enough burst damage to instantly kill a Dominatrix. Utilizing the [[Shield]] factory&#039;s [[Aspis]] unit tends to help increase survivability of Dominatricies, although using the [[Cloak]] factory&#039;s [[Iris]] will help with surprise attacks, this is not recommended as this does nothing to mitigate damage to the Dominatrix&#039;s low health stat once it gets revealed, in addition to this they also take a considerable amount of time to re-cloak. Like all other units from the [[Rover]] factory, they have a deadly allergy to the [[Phoenix]] and [[Firewalker]] units. Using a unit that applies any type of [[Status(zk)|Statuses]] to enemies in combination with Dominatrix will make capturing enemies easier. The Dominatrix pairs well with most of the [[Gunship]] factory, especially the [[Harpy]], [[Gnat]] and sometimes the [[Hercules]] for their supportive roles. It is recommended to hide a Dominatrix that controls something of sufficient importance, such as a [[Commander]], most [[Strider]]s, or an important building. A good spot to hide a Dominatrix is in any heavily protected area, by turrets or somewhere the enemy team will generally have a hard time assaulting.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
* To counter a singular [[Dominatrix]] use multiple raiders, as it has a 12 second reload whenever it successfully converts a unit. If it is in a group with riot units, assaults, and possibly other skirmishers or raiders use traditional anti-rover units, such as the [[Firewalker]], [[Phoenix]], and [[Likho]].&lt;br /&gt;
* To counter a [[Dominatrix]] swarm which has the assistance of multiple [[Aspis]]&#039; attempt to deplete the shield to the point of being able to fire a [[Likho]] bomb onto the swarm, this will kill most if not all of the units under the shields. Do not fire at a fully-charged shield, this will not damage any of the units and will likely result in your [[Likho]] getting captured and eventually used against you and your team. If a [[Likho]] is out of the price range when a domiball is fielded, then using a [[Thunderbird]] in combination with either a [[Phoenix]] or a [[Firewalker]] is a slightly cheaper alternative. If the domiball lacks shielding then a handful of [[Blastwing]]s will quickly destroy any [[Dominatrix]]es they hit, be wary of literally any anti-air unit when doing this, as the [[Blastwing]]s will all explode at once if one dies. Whatever you do, do &#039;&#039;NOT&#039;&#039; send heavy units, such as [[Strider]]s, with the exception of [[Dante]], at a domiball, it will not end well for you.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
&lt;br /&gt;
* When a Dominatrix is captured, all units it controls are also captured, however it still retains control over them. If it is freed, the captured units return to the original Dominatrix&#039;s team.&lt;br /&gt;
* The only other unit that utilizes Capture damage currently is the [[Gull]], a drone spawned by the [[Reef]].&lt;br /&gt;
* A tether connects a Dominatrix to any units it controls, this is purely visual and can be seen even if the controlled unit is cloaked. This is so a Dominatrix controlling something important is able to be found by the opposing team.&lt;br /&gt;
* You will get [[Blastwing]]&amp;lt;nowiki /&amp;gt;ed and you will not like it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovers]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Category:Demi-Striders&amp;diff=744</id>
		<title>Category:Demi-Striders</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Category:Demi-Striders&amp;diff=744"/>
		<updated>2025-11-14T10:54:59Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;A Demi-Strider is a unit with similar function and cost to a Strider but it is not produced from the Strider Hub, instead being produced from a factory.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Demi-Strider is a unit with similar function and cost to a [[:Category:Striders|Strider]] but it is not produced from the [[Strider|Strider Hub]], instead being produced from a factory.&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=743</id>
		<title>Cheese Strategies(zk)</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=743"/>
		<updated>2025-11-14T10:53:57Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Heavy Rush rush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Article Is A Work In Progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHEESE STRATS! we love em. A &#039;Cheese&#039; strat is something like a large unit being fielded well before it should usually be, or striking your opposition very, &#039;&#039;very&#039;&#039; fast before they have the resources to mount an efficient response. &lt;br /&gt;
&lt;br /&gt;
== 1v1 Cheese ==&lt;br /&gt;
1v1 Cheese is a category of strategies that either only apply to 1v1s or &#039;&#039;should&#039;&#039; only be used in 1v1s. This is usually due to large factory variety in teams games being able to counter these strategies, or simply the larger numbers of enemies.&lt;br /&gt;
&lt;br /&gt;
=== Unit Rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map.&lt;br /&gt;
&lt;br /&gt;
== Teams Cheese ==&lt;br /&gt;
&lt;br /&gt;
=== Heavy Rush rush ===&lt;br /&gt;
A heavy rush is a classic strategy adapted to larger player counts, utilizing the increased starting economy from the existence of more players being able to rush heavier units becomes a possibility. The Heavy Rush is a strategy where multiple players all contribute to a large unit, usually a [[:Category:Demi-Striders|Demi-Strider]], such as the [[Krow]]. If the map has an abnormally large amount of [Metal Extractors] available, or if everyone on a large team (10+ players) agree to rush, a full on [[:Category:Striders|Strider]] or, more specifically, [[Paladin]], may be possible to produce before countermeasures can be made.&lt;br /&gt;
&lt;br /&gt;
Counter with scouting, communication, and associated counters to the unit the enemy team is rushing.&lt;br /&gt;
&lt;br /&gt;
== Free-For-All Cheese ==&lt;br /&gt;
This page is in need of editing! Please help to expand it by pressing the edit button and adding something!&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=742</id>
		<title>Cheese Strategies(zk)</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=742"/>
		<updated>2025-11-14T10:53:02Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Teams Cheese */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Article Is A Work In Progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHEESE STRATS! we love em. A &#039;Cheese&#039; strat is something like a large unit being fielded well before it should usually be, or striking your opposition very, &#039;&#039;very&#039;&#039; fast before they have the resources to mount an efficient response. &lt;br /&gt;
&lt;br /&gt;
== 1v1 Cheese ==&lt;br /&gt;
1v1 Cheese is a category of strategies that either only apply to 1v1s or &#039;&#039;should&#039;&#039; only be used in 1v1s. This is usually due to large factory variety in teams games being able to counter these strategies, or simply the larger numbers of enemies.&lt;br /&gt;
&lt;br /&gt;
=== Unit Rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map.&lt;br /&gt;
&lt;br /&gt;
== Teams Cheese ==&lt;br /&gt;
&lt;br /&gt;
=== Heavy Rush rush ===&lt;br /&gt;
A heavy rush is a classic strategy adapted to larger player counts, utilizing the increased starting economy from the existence of more players being able to rush heavier units becomes a possibility. The Heavy Rush is a strategy where multiple players all contribute to a large unit, usually a [:Category:Demi-Striders|Demi-Strider], such as the [Krow]. If the map has an abnormally large amount of [Metal Extractors] available, or if everyone on a large team (10+ players) agree to rush, a full on [:Category:Striders|Strider] or, more specifically, [Paladin], may be possible to produce before countermeasures can be made.&lt;br /&gt;
&lt;br /&gt;
Counter with scouting, communication, and associated counters to the unit the enemy team is rushing.&lt;br /&gt;
&lt;br /&gt;
== Free-For-All Cheese ==&lt;br /&gt;
This page is in need of editing! Please help to expand it by pressing the edit button and adding something!&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=741</id>
		<title>Cheese Strategies(zk)</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=741"/>
		<updated>2025-11-14T10:17:04Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* [Insert Large Unit] rush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Article Is A Work In Progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHEESE STRATS! we love em. A &#039;Cheese&#039; strat is something like a large unit being fielded well before it should usually be, or striking your opposition very, &#039;&#039;very&#039;&#039; fast before they have the resources to mount an efficient response. &lt;br /&gt;
&lt;br /&gt;
== 1v1 Cheese ==&lt;br /&gt;
1v1 Cheese is a category of strategies that either only apply to 1v1s or &#039;&#039;should&#039;&#039; only be used in 1v1s. This is usually due to large factory variety in teams games being able to counter these strategies, or simply the larger numbers of enemies.&lt;br /&gt;
&lt;br /&gt;
=== Unit Rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map.&lt;br /&gt;
&lt;br /&gt;
== Teams Cheese ==&lt;br /&gt;
&lt;br /&gt;
=== [Insert Large Unit] rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game in larger team games where multiple players all contribute to a larger unit, usually a [:Category:Demi-Striders|Demi-Strider], such as the [Krow]. If the map has an abnormally large amount of [Metal Extractors] available, a full on [:Category:Striders|Strider] or, more specifically, [Paladin], rush may be possible.&lt;br /&gt;
&lt;br /&gt;
Counter with scouting, communication and associated counters to the unit the enemy team is rushing.&lt;br /&gt;
&lt;br /&gt;
== Free-For-All Cheese ==&lt;br /&gt;
This page is in need of editing! Please help to expand it by pressing the edit button and adding something!&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=740</id>
		<title>Cheese Strategies(zk)</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=740"/>
		<updated>2025-11-14T10:14:58Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Article Is A Work In Progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHEESE STRATS! we love em. A &#039;Cheese&#039; strat is something like a large unit being fielded well before it should usually be, or striking your opposition very, &#039;&#039;very&#039;&#039; fast before they have the resources to mount an efficient response. &lt;br /&gt;
&lt;br /&gt;
== 1v1 Cheese ==&lt;br /&gt;
1v1 Cheese is a category of strategies that either only apply to 1v1s or &#039;&#039;should&#039;&#039; only be used in 1v1s. This is usually due to large factory variety in teams games being able to counter these strategies, or simply the larger numbers of enemies.&lt;br /&gt;
&lt;br /&gt;
=== Unit Rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map.&lt;br /&gt;
&lt;br /&gt;
== Teams Cheese ==&lt;br /&gt;
&lt;br /&gt;
=== [Insert Large Unit] rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map. In larger team games this strategy has a variation where multiple players all contribute to a larger unit, usually a [:Category:Demi-Striders|Demi-Strider], such as the [Krow].&lt;br /&gt;
&lt;br /&gt;
== Free-For-All Cheese ==&lt;br /&gt;
This page is in need of editing! Please help to expand it by pressing the edit button and adding something!&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=739</id>
		<title>Cheese Strategies(zk)</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cheese_Strategies(zk)&amp;diff=739"/>
		<updated>2025-11-14T10:14:32Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;CHEESE STRATS! we love em. A &amp;#039;Cheese&amp;#039; strat is something like a large unit being fielded well before it should usually be, or striking your opposition very, &amp;#039;&amp;#039;very&amp;#039;&amp;#039; fast before they have the resources to mount an efficient response.   == 1v1 Cheese == 1v1 Cheese is a category of strategies that either only apply to 1v1s or &amp;#039;&amp;#039;should&amp;#039;&amp;#039; only be used in 1v1s. This is usually due to large factory variety in teams games being able to counter these strategies, or simply the la...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CHEESE STRATS! we love em. A &#039;Cheese&#039; strat is something like a large unit being fielded well before it should usually be, or striking your opposition very, &#039;&#039;very&#039;&#039; fast before they have the resources to mount an efficient response. &lt;br /&gt;
&lt;br /&gt;
== 1v1 Cheese ==&lt;br /&gt;
1v1 Cheese is a category of strategies that either only apply to 1v1s or &#039;&#039;should&#039;&#039; only be used in 1v1s. This is usually due to large factory variety in teams games being able to counter these strategies, or simply the larger numbers of enemies.&lt;br /&gt;
&lt;br /&gt;
=== Unit Rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map.&lt;br /&gt;
&lt;br /&gt;
== Teams Cheese ==&lt;br /&gt;
&lt;br /&gt;
=== [Insert Large Unit] rush ===&lt;br /&gt;
A unit rush is a classic strategy to try go for a quick victory, or at the very least an advantageous early-game, it involves using the starting metal every battle is started with to construct something with both the commander and starting factory, usually a unit with a cost in the 400-500 range on a suitable map. In larger team games this strategy has a variation where multiple players all contribute to a larger unit, usually a [:Category:Demi-Striders|Demi-Strider], such as the [Krow].&lt;br /&gt;
&lt;br /&gt;
== Free-For-All Cheese ==&lt;br /&gt;
This page is in need of editing! Please help to expand it by pressing the edit button and adding something!&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=627</id>
		<title>Scythe</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=627"/>
		<updated>2025-11-13T06:53:23Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Scythe]] is the [[Cloak|Cloakbot Factory]]&#039;s heavy raider, it&#039;s noticeably more expensive compared to the [[Glaive]] but makes up for it with damage and a personal cloak.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 820&lt;br /&gt;
* Movespeed: 90 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 250&lt;br /&gt;
* Vision Range: 425 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blade ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 100&lt;br /&gt;
* Reloadtime: 1.4s&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
&lt;br /&gt;
*Idle Time Requirement: 5s&lt;br /&gt;
*Increased Idle Regeneration: 10 hp/s&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
&lt;br /&gt;
*Idle Upkeep(Energy): 0.2/s&lt;br /&gt;
*Moving Upkeep(Energy): 1/s&lt;br /&gt;
*Decloak Radius: 75 Elmos&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Do not use these on the frontline, it lacks the health and range to duel opposing units. Instead sneak past the aforementioned frontline to inflict serious damage to the backline economy, prioritize expensive structures, such as factories, [[Fusion Reactor]]s and [[Singularity Reactor]]s if unprotected. If an enemy air player is present their factory and supportive structures can be a priority target as well if there are no undefended [[:Category:EnergyStructures|Energy Structures]].&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Don&#039;t space your backline economic structures too far from each other, these decloak the [[Scythe]]s while they walk past, but if spaced incorrectly the [[Scythe]]s can walk a single-file line past the structures to level the more important economy. If you notice a lack of units from an opposing [[Cloak|Cloakbot]]s player they may be massing [[Scythe]]s, be wary of this, and utilize large numbers of cheap fast units, such as [[Flea]]s to locate them before they can strike a critical target, or defend your important backline economy with turrets like [[Lotus]] or a [[Faraday]].&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Wields a polearm axe sort of thing, not a scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CloakyBots]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=626</id>
		<title>Scythe</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=626"/>
		<updated>2025-11-13T06:53:12Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Scythe]] is the [[Cloak|Cloakbot Factory]]&#039;s heavy raider, it&#039;s noticeably more expensive compared to the [[Glaive]] but makes up for it with damage and a personal cloak.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 820&lt;br /&gt;
* Movespeed: 90 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 250&lt;br /&gt;
* Vision Range: 425 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blade ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 100&lt;br /&gt;
* Reloadtime: 1.4s&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
&lt;br /&gt;
*Idle Time Requirement: 5s&lt;br /&gt;
*Increased Idle Regeneration: 10 hp/s&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
&lt;br /&gt;
*Idle Upkeep(Energy): 0.2/s&lt;br /&gt;
*Moving Upkeep(Energy): 1/s&lt;br /&gt;
*Decloak Radius: 75 Elmos&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Do not use these on the frontline, it lacks the health and range to duel opposing units. Instead sneak past the aforementioned frontline to inflict serious damage to the backline economy, prioritize expensive structures, such as factories, [[Fusion Reactor]]s and [[Singularity Reactor]]s if unprotected. If an enemy air player is present their factory and supportive structures can be a priority target as well if there are no undefended [[:Category:EnergyStructures|Energy Structures]].&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Don&#039;t space your backline economic structures too far from each other, these decloak the [[Scythe]]s while they walk past, but if spaced incorrectly the [[Scythe]]s can walk a single-file line past the structures to level the more important economy. If you notice a lack of units from an opposing [[Cloak|Cloakbot]]s player they may be massing [[Scythes]], be wary of this, and utilize large numbers of cheap fast units, such as [[Flea]]s to locate them before they can strike a critical target, or defend your important backline economy with turrets like [[Lotus]] or a [[Faraday]].&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Wields a polearm axe sort of thing, not a scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CloakyBots]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=625</id>
		<title>Scythe</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=625"/>
		<updated>2025-11-13T06:52:50Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Scythe]] is the [[Cloak|Cloakbot Factory]]&#039;s heavy raider, it&#039;s noticeably more expensive compared to the [[Glaive]] but makes up for it with damage and a personal cloak.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 820&lt;br /&gt;
* Movespeed: 90 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 250&lt;br /&gt;
* Vision Range: 425 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blade ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 100&lt;br /&gt;
* Reloadtime: 1.4s&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
&lt;br /&gt;
*Idle Time Requirement: 5s&lt;br /&gt;
*Increased Idle Regeneration: 10 hp/s&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
&lt;br /&gt;
*Idle Upkeep(Energy): 0.2/s&lt;br /&gt;
*Moving Upkeep(Energy): 1/s&lt;br /&gt;
*Decloak Radius: 75 Elmos&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Do not use these on the frontline, it lacks the health and range to duel opposing units. Instead sneak past the aforementioned frontline to inflict serious damage to the backline economy, prioritize expensive structures, such as factories, [[Fusion Reactor]]s and [[Singularity Reactor]]s if unprotected. If an enemy air player is present their factory and supportive structures can be a priority target as well if there are no undefended [[:Category:EnergyStructures|Energy Structures]].&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Don&#039;t space your backline economic structures too far from each other, these decloak the [[Scythes]] while they walk past, but if spaced incorrectly the [[Scythes]] can walk a single-file line past the structures to level the more important economy. If you notice a lack of units from an opposing [[Cloak|Cloakbot]]s player they may be massing [[Scythes]], be wary of this, and utilize large numbers of cheap fast units, such as [[Flea]]s to locate them before they can strike a critical target, or defend your important backline economy with turrets like [[Lotus]] or a [[Faraday]].&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Wields a polearm axe sort of thing, not a scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CloakyBots]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=443</id>
		<title>Scythe</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=443"/>
		<updated>2025-11-12T22:56:20Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Modified Idle Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Scythe]] is the [[Cloak|Cloakbot Factory]]&#039;s heavy raider, it&#039;s noticeably more expensive compared to the [[Glaive]] but makes up for it with damage and a personal cloak.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 820&lt;br /&gt;
* Movespeed: 90 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 250&lt;br /&gt;
* Vision Range: 425 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blade ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 100&lt;br /&gt;
* Reloadtime: 1.4s&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
&lt;br /&gt;
*Idle Time Requirement: 5s&lt;br /&gt;
*Increased Idle Regeneration: 10 hp/s&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
&lt;br /&gt;
*Idle Upkeep(Energy): 0.2/s&lt;br /&gt;
*Moving Upkeep(Energy): 1/s&lt;br /&gt;
*Decloak Radius: 75 Elmos&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Do not use these on the frontline, it lacks the health and range to duel opposing units. Instead sneak past the aforementioned frontline to inflict serious damage to the backline economy, prioritize expensive structures, such as factories, [[Fusion Reactor]]s and [[Singularity Reactor]]s if unprotected. If an enemy air player is present their factory and supportive structures can be a priority target as well if there are no undefended [[:Category:EnergyStructures|Energy Structures]].&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Don&#039;t space your backline economic structures too far from each other, these decloak the [[Scythes]] when the walk past, but if spaced incorrectly the [[Scythes]] can walk a single-file line past the energy structures to level the more important economy. If you notice a lack of units from an opposing [[Cloak|Cloakbot]]s player they may be massing [[Scythes]], be wary of this, and utilize large numbers of cheap fast units to locate them before they can strike a critical target.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Wields a polearm axe sort of thing, not a scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CloakyBots]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=442</id>
		<title>Scythe</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scythe&amp;diff=442"/>
		<updated>2025-11-12T22:34:34Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;== Overview == The Scythe is the Cloakbot Factory&amp;#039;s heavy raider, it&amp;#039;s noticeably more expensive compared to the Glaive but makes up for it with damage and a personal cloak.  === Statistics ===  * Health: 820 * Movespeed: 90 Elmo/s * Cost(Metal/Energy): 250 * Vision Range: 425 Elmos  ==== Blade ==== * Damage: 200 * Range: 100 * Reloadtime: 1.4s  === Abilities ===  ==== Modified Idle Regeneration ====  Idle Time Requirement: 5s Increased Idle Regeneratio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Scythe]] is the [[Cloak|Cloakbot Factory]]&#039;s heavy raider, it&#039;s noticeably more expensive compared to the [[Glaive]] but makes up for it with damage and a personal cloak.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 820&lt;br /&gt;
* Movespeed: 90 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 250&lt;br /&gt;
* Vision Range: 425 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blade ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 100&lt;br /&gt;
* Reloadtime: 1.4s&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
&lt;br /&gt;
Idle Time Requirement: 5s&lt;br /&gt;
Increased Idle Regeneration: 10 hp/s&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
&lt;br /&gt;
*Idle Upkeep(Energy): 0.2/s&lt;br /&gt;
*Moving Upkeep(Energy): 1/s&lt;br /&gt;
*Decloak Radius: 75 Elmos&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Do not use these on the frontline, it lacks the health and range to duel opposing units. Instead sneak past the aforementioned frontline to inflict serious damage to the backline economy, prioritize expensive structures, such as factories, [[Fusion Reactor]]s and [[Singularity Reactor]]s if unprotected. If an enemy air player is present their factory and supportive structures can be a priority target as well if there are no undefended [[:Category:EnergyStructures|Energy Structures]].&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Don&#039;t space your backline economic structures too far from each other, these decloak the [[Scythes]] when the walk past, but if spaced incorrectly the [[Scythes]] can walk a single-file line past the energy structures to level the more important economy. If you notice a lack of units from an opposing [[Cloak|Cloakbot]]s player they may be massing [[Scythes]], be wary of this, and utilize large numbers of cheap fast units to locate them before they can strike a critical target.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Wields a polearm axe sort of thing, not a scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CloakyBots]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Strider&amp;diff=441</id>
		<title>Strider</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Strider&amp;diff=441"/>
		<updated>2025-11-12T22:12:45Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Strider Hub is the source of large, expensive units. It is unique compared to other factories, as it places blueprints of its units as if they were buildings, instead of building them itself. It requires an [[Grid|Energy Grid]] of 50 to function.&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
* [[Athena]]&lt;br /&gt;
* [[Ultimatum]]&lt;br /&gt;
* [[Scorpion]]&lt;br /&gt;
* [[Dante]]&lt;br /&gt;
* [[Merlin]]&lt;br /&gt;
* [[Funnelweb]]&lt;br /&gt;
* [[Reef]]&lt;br /&gt;
* [[Shogun]]&lt;br /&gt;
* [[Scylla]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Detriment]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Jumpbot&amp;diff=440</id>
		<title>Jumpbot</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Jumpbot&amp;diff=440"/>
		<updated>2025-11-12T21:49:04Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Jump|Jumpbot Factory]] (formerly JumpJet Factory), is a factory in [[Zero-K]]. It&#039;s units tend to have the ability to jump and some other gimmick.&lt;br /&gt;
&lt;br /&gt;
The Jumpbots have some of the most polarizing matchups against other factories.&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
* [[Constable]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
* [[Moderator]]&lt;br /&gt;
* [[Placeholder]]&lt;br /&gt;
* [[Jack]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Toad]]&lt;br /&gt;
* [[Skuttle]]&lt;br /&gt;
* [[Puppy]]&lt;br /&gt;
* [[Jugglenaut]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Detriment&amp;diff=439</id>
		<title>Detriment</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Detriment&amp;diff=439"/>
		<updated>2025-11-12T11:56:57Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Detriment is the heaviest mobile unit able to be deployed on skirmishes, it is a [[Strider]], naturally. It is nigh-invincible, however, [[Ultimatum]]s, anything that can reliably stun it, such as a well-aimed [[Shockely]] or a few [[Widow]]s, and any air units, especially the [[Gunship]]&#039;s [[Gnat]], pose a large threat still. Send a [[Detriment]] with an allied army to mitigate it&#039;s weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 76000&lt;br /&gt;
* Movespeed: 36 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 21000&lt;br /&gt;
* Vision Range: 900 &lt;br /&gt;
*Sonar: 900 Elmos&lt;br /&gt;
&lt;br /&gt;
*Can Jump: Yes&lt;br /&gt;
&lt;br /&gt;
==== Triple Gauss Battery ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 550&lt;br /&gt;
* Reloadtime: 2.6s&lt;br /&gt;
&lt;br /&gt;
* Deals more damage to Shields&lt;br /&gt;
* May fire Underwater&lt;br /&gt;
* The [[Detriment]] visually has 2 of these, one at the end of each arm&lt;br /&gt;
* Fires 3 projectiles with a delay of 0.2s between projectiles&lt;br /&gt;
&lt;br /&gt;
==== Anti-Air Laser Battery ====&lt;br /&gt;
*Damage: 20&lt;br /&gt;
*Range: 820&lt;br /&gt;
*Reloadtime: 0.1s&lt;br /&gt;
&lt;br /&gt;
*May only fire at air units&lt;br /&gt;
*Deals only 10% damage to ground units if they are hit&lt;br /&gt;
*The [[Detriment]] visually has this battery mounted on its right shoulder.&lt;br /&gt;
* Alternates which gun its projectile is fired from.&lt;br /&gt;
&lt;br /&gt;
==== High-Intensity Green Laser ====&lt;br /&gt;
* Damage: 800 per Projectile&lt;br /&gt;
* Range: 550&lt;br /&gt;
* Reloadtime: 6s&lt;br /&gt;
&lt;br /&gt;
* The [[Detriment]] visually has this placed near the top of its head.&lt;br /&gt;
* Fires 3 projectiles at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Obliteration Blaster ====&lt;br /&gt;
* Damage: 1200 per Projectile&lt;br /&gt;
* Projectiles: 10&lt;br /&gt;
*Delay between projectiles: 1.03s&lt;br /&gt;
* Range: 700&lt;br /&gt;
* Reloadtime: 40s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Must be commanded to fire this special weapon manually. The default key to issue this command is &#039;D&#039;.&lt;br /&gt;
*Visually, this weapon is mounted on the left shoulder of the [[Detriment]], it is only &lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
*Water Capable: Amphibious&lt;br /&gt;
&lt;br /&gt;
==== Jumping ====&lt;br /&gt;
*Jump Amount: 3&lt;br /&gt;
*Jump Startlag: 0.9s&lt;br /&gt;
*Jump Reload: 120s&lt;br /&gt;
&lt;br /&gt;
*When landing, the [[Detriment]] deals damage&lt;br /&gt;
*Landing Damage: 2000&lt;br /&gt;
*Landing AoE: 500&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
There are many ways to use a [[Detriment]], there are also many ways to &#039;&#039;lose&#039;&#039; a [[Detriment]], however if you screen your Detriment and adequately support it with anti-air protection, it should be very hard to kill for anything that isn&#039;t a [[:Categories:Superweapons|Superweapon]]. It may be advised to bring a few allied [[Dante]]s with your [[Detriment]] to act as a riot force to deny swarms of lighter units from killing the [[Detriment]]. Be careful of the damage caused when landing a jump, this can destroy friendly units. If you ever happen to have an unsupported [[Detriment]] and see a swarm of [[Gnat]]s arriving, queue a jump command in the [[Detriment]]&#039;s current position, by the time the [[Gnat]]s arrive, the [[Detriment]] will most likely already be in the air, when it lands the damage caused will obliterate all the [[Gnat]]s, leaving you unstunned.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
By the time the [[Detriment]] reaches the field, the game is usually already over. However, defeating a [[Detriment]] is not an impossible task, utilizing [[Gnat]]s in high numbers is a highly effective way to immobilize an unsupported [[Detriment]], however be wary of anti-air units with area of effect, specifically the [[Tank|Tank Foundry]]&#039;s [[Ettin]], it will obliterate the [[Gnat]]s and you will have donated metal to the enemy in the form of reclaim, watch out for that. Additionally, if [[:Categories:Superweapons|Superweapons]] are in play, having a [[Starlight]] on your team is an easy way to destroy a [[Detriment]], simply target it and it will be beamed to death relatively quickly. Do be careful of it&#039;s large explosion upon death, which can kill most things on the lighter side of the end-game units quickly, including [[:Categories:Superweapons|Superweapons]], as they do not tend to prioritize Health.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*The [[Detriment]] is the most expensive unit that can be built, the [[Detriment]] is not a building.&lt;br /&gt;
*The [[Detriment]] has the highest mass of any unit in [[Zero-K]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Ultimatum&amp;diff=438</id>
		<title>Ultimatum</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Ultimatum&amp;diff=438"/>
		<updated>2025-11-12T11:56:34Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Ultimatum (sometimes referred to as simply &#039;Ulti&#039;) is the strongest single dedicated anti-heavy option there is. It has a personal cloak and can walk up to near-anything and destroy it with it&#039;s primary and only weapon, the Disintegrator Gun. &lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Movespeed: 46.5&lt;br /&gt;
* Cost(Metal/Energy): 2500&lt;br /&gt;
* Vision Range: 500&lt;br /&gt;
*Sonar: 500 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Disintegrator Gun ====&lt;br /&gt;
* Damage Per Touch: 2000&lt;br /&gt;
* Typical Damage: 18000&lt;br /&gt;
* Range: 250&lt;br /&gt;
* Reloadtime: 2s&lt;br /&gt;
* May fire Underwater&lt;br /&gt;
&lt;br /&gt;
* Deals more damage to big targets, as the projectile collides with them for longer.&lt;br /&gt;
* Turns wrecks into debris, unless the wreck is of a very large unit or building.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
* Water Capable: Amphibious&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 8/s&lt;br /&gt;
*Moving Upkeep(Energy): 24/s&lt;br /&gt;
*Decloak Radius: 120 Elmos&lt;br /&gt;
*Does not function underwater&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
If the enemy is confirmed to have possession of [[Strider]]s or if they have a large number of [[:Category:Tanks|Tanks]], it would be wise to build one of these. A singular shot from an [[Ultimatum]] is enough to instantly kill all units except for the tankiest of [[Strider]]s, however, any unit that &#039;&#039;&#039;&#039;&#039;isn&#039;t&#039;&#039;&#039;&#039;&#039; one of those [[Strider]]s will be instantly reduced to debris. Treat the [[Ultimatum]] as an assassin, do not send it into swarms of lighter units, it will die due to its 2 second reload time and lack of armor. If you are willing to sacrifice the [[Ultimatum|Ulti]] then sending it to strike a mature enough [[:Category:Tanks|Tank]] army will almost always kill its value worth in enemy tanks. If the enemy [[Ogre]]s are out of position it is possible to kill many [[Minotaur]]s before the [[Ogre]]s can arrive. Be wary of [[Cyclops]] when attacking tank armies, as the slowbeam they have will halve the effectiveness of the Disintegrator Gun by doubling it&#039;s reload, try to target them first if possible.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
To counter an [[Ultimatum]], or multiple, simply screen your heavy, expensive targets with many lightweight inexpensive units, such as [[Puppy|Puppies]], [[Dirtbag]]s, or, if economy permits it, maybe even [[Minotaur]]s. The screen of lightweights will decloak the [[Ultimatum]] before it can sneak up to firing range of your important unit, usually a [[Paladin]] or [[Detriment]] strider, though not always. If an [[Ultimatum]] is spotted underwater, first of all the enemy is making a large mistake, and secondly swarm it with [[Duck]]s as soon as possible, it will lose the engagement very, &#039;&#039;very&#039;&#039; fast.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*He should never be allowed jumpjets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Detriment&amp;diff=437</id>
		<title>Detriment</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Detriment&amp;diff=437"/>
		<updated>2025-11-12T11:55:07Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Detriment is the heaviest mobile unit able to be deployed on skirmishes, it is a [[Strider]], naturally. It is nigh-invincible, however, [[Ultimatum]]s, anything that can reliably stun it, such as a well-aimed [[Shockely]] or a few [[Widow]]s, and any air units, especially the [[Gunship]]&#039;s [[Gnat]], pose a large threat still. Send a [[Detriment]] with an allied army to mitigate it&#039;s weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 76000&lt;br /&gt;
* Movespeed: 36 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 21000&lt;br /&gt;
* Vision Range: 900 &lt;br /&gt;
&lt;br /&gt;
*Can Jump: Yes&lt;br /&gt;
&lt;br /&gt;
==== Triple Gauss Battery ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 550&lt;br /&gt;
* Reloadtime: 2.6s&lt;br /&gt;
&lt;br /&gt;
* Deals more damage to Shields&lt;br /&gt;
* May fire Underwater&lt;br /&gt;
* The [[Detriment]] visually has 2 of these, one at the end of each arm&lt;br /&gt;
* Fires 3 projectiles with a delay of 0.2s between projectiles&lt;br /&gt;
&lt;br /&gt;
==== Anti-Air Laser Battery ====&lt;br /&gt;
*Damage: 20&lt;br /&gt;
*Range: 820&lt;br /&gt;
*Reloadtime: 0.1s&lt;br /&gt;
&lt;br /&gt;
*May only fire at air units&lt;br /&gt;
*Deals only 10% damage to ground units if they are hit&lt;br /&gt;
*The [[Detriment]] visually has this battery mounted on its right shoulder.&lt;br /&gt;
* Alternates which gun its projectile is fired from.&lt;br /&gt;
&lt;br /&gt;
==== High-Intensity Green Laser ====&lt;br /&gt;
* Damage: 800 per Projectile&lt;br /&gt;
* Range: 550&lt;br /&gt;
* Reloadtime: 6s&lt;br /&gt;
&lt;br /&gt;
* The [[Detriment]] visually has this placed near the top of its head.&lt;br /&gt;
* Fires 3 projectiles at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Obliteration Blaster ====&lt;br /&gt;
* Damage: 1200 per Projectile&lt;br /&gt;
* Projectiles: 10&lt;br /&gt;
*Delay between projectiles: 1.03s&lt;br /&gt;
* Range: 700&lt;br /&gt;
* Reloadtime: 40s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Must be commanded to fire this special weapon manually. The default key to issue this command is &#039;D&#039;.&lt;br /&gt;
*Visually, this weapon is mounted on the left shoulder of the [[Detriment]], it is only &lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
*Sonar: 900&lt;br /&gt;
*Water Capable: Amphibious&lt;br /&gt;
&lt;br /&gt;
==== Jumping ====&lt;br /&gt;
*Jump Amount: 3&lt;br /&gt;
*Jump Startlag: 0.9s&lt;br /&gt;
*Jump Reload: 120s&lt;br /&gt;
&lt;br /&gt;
*When landing, the [[Detriment]] deals damage&lt;br /&gt;
*Landing Damage: 2000&lt;br /&gt;
*Landing AoE: 500&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
There are many ways to use a [[Detriment]], there are also many ways to &#039;&#039;lose&#039;&#039; a [[Detriment]], however if you screen your Detriment and adequately support it with anti-air protection, it should be very hard to kill for anything that isn&#039;t a [[:Categories:Superweapons|Superweapon]]. It may be advised to bring a few allied [[Dante]]s with your [[Detriment]] to act as a riot force to deny swarms of lighter units from killing the [[Detriment]]. Be careful of the damage caused when landing a jump, this can destroy friendly units. If you ever happen to have an unsupported [[Detriment]] and see a swarm of [[Gnat]]s arriving, queue a jump command in the [[Detriment]]&#039;s current position, by the time the [[Gnat]]s arrive, the [[Detriment]] will most likely already be in the air, when it lands the damage caused will obliterate all the [[Gnat]]s, leaving you unstunned.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
By the time the [[Detriment]] reaches the field, the game is usually already over. However, defeating a [[Detriment]] is not an impossible task, utilizing [[Gnat]]s in high numbers is a highly effective way to immobilize an unsupported [[Detriment]], however be wary of anti-air units with area of effect, specifically the [[Tank|Tank Foundry]]&#039;s [[Ettin]], it will obliterate the [[Gnat]]s and you will have donated metal to the enemy in the form of reclaim, watch out for that. Additionally, if [[:Categories:Superweapons|Superweapons]] are in play, having a [[Starlight]] on your team is an easy way to destroy a [[Detriment]], simply target it and it will be beamed to death relatively quickly. Do be careful of it&#039;s large explosion upon death, which can kill most things on the lighter side of the end-game units quickly, including [[:Categories:Superweapons|Superweapons]], as they do not tend to prioritize Health.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*The [[Detriment]] is the most expensive unit that can be built, the [[Detriment]] is not a building.&lt;br /&gt;
*The [[Detriment]] has the highest mass of any unit in [[Zero-K]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=436</id>
		<title>Athena</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=436"/>
		<updated>2025-11-12T11:54:21Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Athena]] is a specialized engineer, it cannot build all blueprints like other constructors can, instead it has a unique build list, which includes units. It can also revive, one of the two units with the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Movespeed: 210 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 380 (Elmos)&lt;br /&gt;
*Sonar: 600 (Elmos)&lt;br /&gt;
* Build Power: 15(Metal/Energy) per second&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 1200 (Elmos)&lt;br /&gt;
*Jams Enemy Radar Intel: 300 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
*Increased Idle Regen: Regenerate 20 Health/s.&lt;br /&gt;
&lt;br /&gt;
==== Resurrection ====&lt;br /&gt;
*Gain the ability to revive wrecks (not debris) into living units, they are allied. Resurrection only takes Energy.&lt;br /&gt;
*Resurrection power: 7.5 Energy/s.&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 2/s&lt;br /&gt;
*Moving Upkeep(Energy): 5/s&lt;br /&gt;
*Decloak Radius: 125 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Modified Construction Schematics ====&lt;br /&gt;
*[[Radar Tower]]&lt;br /&gt;
*[[Advanced Radar Tower]]&lt;br /&gt;
*[[Caretaker]]&lt;br /&gt;
*[[Cornea]]&lt;br /&gt;
*[[Terraform]]&lt;br /&gt;
*[[Conjurer]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Bandit]]&lt;br /&gt;
*[[Halberd]]&lt;br /&gt;
*[[Scythe]]&lt;br /&gt;
*[[Moderator]]&lt;br /&gt;
*[[Recluse]]&lt;br /&gt;
*[[Blitz]]&lt;br /&gt;
*[[Knight]]&lt;br /&gt;
*[[Phantom]]&lt;br /&gt;
*[[Impaler]]&lt;br /&gt;
*[[Widow]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Aspis]]&lt;br /&gt;
*[[Iris]]&lt;br /&gt;
*[[Djinn]]&lt;br /&gt;
*[[Ultimatum]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Can cause many a situation for both teams, very quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=435</id>
		<title>Athena</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=435"/>
		<updated>2025-11-12T11:54:11Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Radar Intel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Athena]] is a specialized engineer, it cannot build all blueprints like other constructors can, instead it has a unique build list, which includes units. It can also revive, one of the two units with the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Movespeed: 210 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 380 (Elmos)&lt;br /&gt;
*Sonar: 600 (Elmos)&lt;br /&gt;
* Build Power: 15(Metal/Energy) per second&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 1200 (Elmos)&lt;br /&gt;
*Jams Enemy Radar Intel: 300 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
*Increased Idle Regen: Regenerate 20 Health/s.&lt;br /&gt;
&lt;br /&gt;
==== Resurrection ====&lt;br /&gt;
*Gain the ability to revive wrecks (not debris) into living units, they are allied. Resurrection only takes Energy.&lt;br /&gt;
*Resurrection power: 7.5 Energy/s.&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 2/s&lt;br /&gt;
*Moving Upkeep(Energy): 5/s&lt;br /&gt;
*Decloak Radius: 125 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Modified Construction Schematics ====&lt;br /&gt;
*[[Radar Tower]]&lt;br /&gt;
*[[Advanced Radar Tower]]&lt;br /&gt;
*[[Caretaker]]&lt;br /&gt;
*[[Cornea]]&lt;br /&gt;
*[[Terraform]]&lt;br /&gt;
*[[Conjurer]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Bandit]]&lt;br /&gt;
*[[Halberd]]&lt;br /&gt;
*[[Scythe]]&lt;br /&gt;
*[[Moderator]]&lt;br /&gt;
*[[Recluse]]&lt;br /&gt;
*[[Blitz]]&lt;br /&gt;
*[[Knight]]&lt;br /&gt;
*[[Phantom]]&lt;br /&gt;
*[[Impaler]]&lt;br /&gt;
*[[Widow]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Aspis]]&lt;br /&gt;
*[[Iris]]&lt;br /&gt;
*[[Djinn]]&lt;br /&gt;
*[[Ultimatum]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Sneaky Beaky like&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Can cause many a situation for both teams, very quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Iris&amp;diff=434</id>
		<title>Iris</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Iris&amp;diff=434"/>
		<updated>2025-11-12T11:53:23Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Iris is a very helpful utility unit, it can be made from the [[Cloak]] factory, or by Morphing a [[Cornea]]. It is unarmed but has stealth-related abilities.&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 600&lt;br /&gt;
* Movespeed: 54 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 400&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
*Water Capable: Amphibious&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Jams Enemy Radar Intel: 350 Elmos&lt;br /&gt;
==== Area Cloaking ====&lt;br /&gt;
*Radius: 350 Elmos&lt;br /&gt;
*Decloak Radius(Self): 210 Elmos&lt;br /&gt;
*Upkeep(Energy): 15/s&lt;br /&gt;
==== Morphing ====&lt;br /&gt;
*Morph To: [[Cornea]]&lt;br /&gt;
*Cost(Metal/Energy): 0&lt;br /&gt;
*Morph Time: 30s&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
keep it away from enemies when its alone, obviously. Very useful to hide a large army before launching a raid. Use in combination with fragile units to minimize how often they take damage. Use in combination with anti-heavies, such as multiple [[Lance]]s, to deal large surprise damage to enemy [[Strider]]s or important heavy infrastructure. Be wary of [[Sparrow]]&#039;s decloaking explosion when it dies, your army may be decloaked by a surprise [[Sparrow]] from the opposition. It does not have a Personal Cloak, it must use it&#039;s Area Cloak, be careful of this.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Counter an [[Iris]] with scouting and radar, if an enemy outpost looks too undefended there may be a cloaked army. Most napalm weapons will decloak armies and tend to leave them with a lasting burn, a [[Firewalker]], [[Phoenix]] or, if properly aimed, an [[Inferno]] will decloak an [[Iris]]ed army. Flying a [[Sparrow]] over an enemy outpost as a scout could reveal cloaked units if it is killed in proper position, do not count on this unless you have a general idea of where the cloaked army lies and detonate the [[Sparrow]] near it.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
* Cannot activate cloak underwater, still jams radars, but not sonars.&lt;br /&gt;
* Reduces decloak range of most other cloaked units while they are under it&#039;s Area Cloak range, excludes other [[Iris]]es while they are active.&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cornea&amp;diff=433</id>
		<title>Cornea</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cornea&amp;diff=433"/>
		<updated>2025-11-12T11:52:49Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Cornea is a very helpful utility structure, it can be made by most constructors, or by Morphing an [[Iris]]. It is a stealth-oriented building, it is not armed. It is a stronger immobile version of the [[Iris]] unit.&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 700&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 420&lt;br /&gt;
* Vision Range: 250&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
*Water Capable: Yes&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Jams Enemy Radar Intel: 600 Elmos&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Upkeep(Energy): 1.5/s&lt;br /&gt;
*Decloak Radius(Self): 100 Elmos&lt;br /&gt;
==== Area Cloaking ====&lt;br /&gt;
*Radius: 400 Elmos&lt;br /&gt;
*Decloak Radius(Self): 100 Elmos&lt;br /&gt;
*Upkeep(Energy): 12/s&lt;br /&gt;
*May shift the centerpoint of the Area Cloak Sphere up to 200 Elmos from its position.&lt;br /&gt;
==== Morphing ====&lt;br /&gt;
*Morph To: [[Iris]]&lt;br /&gt;
*Cost(Metal/Energy): 180&lt;br /&gt;
*Morph Time: 30s&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Build this alongside other static structures to hide a defense force of units. &lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
The [[Cornea]] shares most of its counters with the [[Iris]]. However, the [[Cornea]] can be spotted before it is built, and since it is immobile, artillery units can kill it quickly if its position is determined and marked beforehand, even if it cloaks by the time the artillery arrives.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
* Cannot activate cloak underwater, still jams radars, but not sonars.&lt;br /&gt;
* Reduces decloak range of most other cloaked units while they are under it&#039;s Area Cloak range, excludes other Area Cloakers while they are active.&lt;br /&gt;
* Only(?) building which can cloak.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=432</id>
		<title>Radar Tower</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=432"/>
		<updated>2025-11-12T11:52:05Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Radar Tower]] provides [[Radar(zk)|Radar]] coverage to yourself and your team in a very large radius. It can also morph into a scout plane.&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 80&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 55&lt;br /&gt;
* Vision Range: 800&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 2100 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Morphing ====&lt;br /&gt;
*Morph To: [[Sparrow]]&lt;br /&gt;
*Morph Time: 24s&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these. Please. Place one next to your starting factory, so that when your commander leaves your base you still have [[Radar(zk)|Radar]] coverage.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
You don&#039;t really counter these, but if you want to, using radar jamming works to counter them. Breaking the [[Radar Tower]]s themselves also works, as they are very, &#039;&#039;very&#039;&#039; fragile.&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Spam them, they&#039;re so cheap!&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=431</id>
		<title>Radar Tower</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=431"/>
		<updated>2025-11-12T11:50:39Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Radar Tower]] provides [[Radar(zk)|Radar]] coverage to yourself and your team in a very large radius. It can also morph into a scout plane.&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 80&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 55&lt;br /&gt;
* Vision Range: 800&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 2100 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Morphing ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these. Please. Place one next to your starting factory, so that when your commander leaves your base you still have [[Radar(zk)|Radar]] coverage.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
You don&#039;t really counter these, but if you want to, using radar jamming works to counter them. Breaking the [[Radar Tower]]s themselves also works, as they are very, &#039;&#039;very&#039;&#039; fragile.&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Spam them, they&#039;re so cheap!&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=430</id>
		<title>Radar Tower</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=430"/>
		<updated>2025-11-12T11:49:34Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Stinger]] is a heavy laser turret (HLT). It has large burst damage, but a slow firerate to compensate. Deals with tankier units like riots or assaults, has the range to pick off most skirmishers, but is more vulnerable to swarms than the [[Lotus]].&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 80&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 55&lt;br /&gt;
* Vision Range: 800&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 2100 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Morphing ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these. Please. Place one next to your starting factory, so that when your commander leaves your base you still have [[Radar(zk)|Radar]] coverage.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
You don&#039;t really counter these, but if you want to, using radar jamming works to counter them. Breaking the [[Radar Tower]]s themselves also works, as they are very, &#039;&#039;very&#039;&#039; fragile.&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Spam them, they&#039;re so cheap!&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=429</id>
		<title>Radar Tower</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Radar_Tower&amp;diff=429"/>
		<updated>2025-11-12T11:49:15Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;== Overview == The Stinger is a heavy laser turret (HLT). It has large burst damage, but a slow firerate to compensate. Deals with tankier units like riots or assaults, has the range to pick off most skirmishers, but is more vulnerable to swarms than the Lotus.  === Statistics ===  * Health: 80 * Movespeed: Immobile * Cost(Metal/Energy): 55 * Vision Range: 730  === Abilities ===  ==== Radar Intel ==== *Provides Radar Intel: 2100 (Elmos)  ==== Morphing ====   ===...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Stinger]] is a heavy laser turret (HLT). It has large burst damage, but a slow firerate to compensate. Deals with tankier units like riots or assaults, has the range to pick off most skirmishers, but is more vulnerable to swarms than the [[Lotus]].&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 80&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 55&lt;br /&gt;
* Vision Range: 730&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 2100 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Morphing ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these. Please. Place one next to your starting factory, so that when your commander leaves your base you still have [[Radar(zk)|Radar]] coverage.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
You don&#039;t really counter these, but if you want to, using radar jamming works to counter them. Breaking the [[Radar Tower]]s themselves also works, as they are very, &#039;&#039;very&#039;&#039; fragile.&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Spam them, they&#039;re so cheap!&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=428</id>
		<title>Athena</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=428"/>
		<updated>2025-11-12T11:44:25Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Radar Intel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Athena]] is a specialized engineer, it cannot build all blueprints like other constructors can, instead it has a unique build list, which includes units. It can also revive, one of the two units with the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Movespeed: 210 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 380 (Elmos)&lt;br /&gt;
*Sonar: 600 (Elmos)&lt;br /&gt;
* Build Power: 15(Metal/Energy) per second&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
*Provides Radar Intel: 1200 (Elmos)&lt;br /&gt;
*Jams enemy Radar Intel: 300 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
*Increased Idle Regen: Regenerate 20 Health/s.&lt;br /&gt;
&lt;br /&gt;
==== Resurrection ====&lt;br /&gt;
*Gain the ability to revive wrecks (not debris) into living units, they are allied. Resurrection only takes Energy.&lt;br /&gt;
*Resurrection power: 7.5 Energy/s.&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 2/s&lt;br /&gt;
*Moving Upkeep(Energy): 5/s&lt;br /&gt;
*Decloak Radius: 125 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Modified Construction Schematics ====&lt;br /&gt;
*[[Radar Tower]]&lt;br /&gt;
*[[Advanced Radar Tower]]&lt;br /&gt;
*[[Caretaker]]&lt;br /&gt;
*[[Cornea]]&lt;br /&gt;
*[[Terraform]]&lt;br /&gt;
*[[Conjurer]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Bandit]]&lt;br /&gt;
*[[Halberd]]&lt;br /&gt;
*[[Scythe]]&lt;br /&gt;
*[[Moderator]]&lt;br /&gt;
*[[Recluse]]&lt;br /&gt;
*[[Blitz]]&lt;br /&gt;
*[[Knight]]&lt;br /&gt;
*[[Phantom]]&lt;br /&gt;
*[[Impaler]]&lt;br /&gt;
*[[Widow]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Aspis]]&lt;br /&gt;
*[[Iris]]&lt;br /&gt;
*[[Djinn]]&lt;br /&gt;
*[[Ultimatum]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Sneaky Beaky like&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Can cause many a situation for both teams, very quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=427</id>
		<title>Athena</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=427"/>
		<updated>2025-11-12T11:44:13Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Athena]] is a specialized engineer, it cannot build all blueprints like other constructors can, instead it has a unique build list, which includes units. It can also revive, one of the two units with the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Movespeed: 210 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 380 (Elmos)&lt;br /&gt;
*Sonar: 600 (Elmos)&lt;br /&gt;
* Build Power: 15(Metal/Energy) per second&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
Provides Radar Intel: 1200 (Elmos)&lt;br /&gt;
Jams enemy Radar Intel: 300 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
*Increased Idle Regen: Regenerate 20 Health/s.&lt;br /&gt;
&lt;br /&gt;
==== Resurrection ====&lt;br /&gt;
*Gain the ability to revive wrecks (not debris) into living units, they are allied. Resurrection only takes Energy.&lt;br /&gt;
*Resurrection power: 7.5 Energy/s.&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 2/s&lt;br /&gt;
*Moving Upkeep(Energy): 5/s&lt;br /&gt;
*Decloak Radius: 125 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Modified Construction Schematics ====&lt;br /&gt;
*[[Radar Tower]]&lt;br /&gt;
*[[Advanced Radar Tower]]&lt;br /&gt;
*[[Caretaker]]&lt;br /&gt;
*[[Cornea]]&lt;br /&gt;
*[[Terraform]]&lt;br /&gt;
*[[Conjurer]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Bandit]]&lt;br /&gt;
*[[Halberd]]&lt;br /&gt;
*[[Scythe]]&lt;br /&gt;
*[[Moderator]]&lt;br /&gt;
*[[Recluse]]&lt;br /&gt;
*[[Blitz]]&lt;br /&gt;
*[[Knight]]&lt;br /&gt;
*[[Phantom]]&lt;br /&gt;
*[[Impaler]]&lt;br /&gt;
*[[Widow]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Aspis]]&lt;br /&gt;
*[[Iris]]&lt;br /&gt;
*[[Djinn]]&lt;br /&gt;
*[[Ultimatum]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Sneaky Beaky like&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Can cause many a situation for both teams, very quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=426</id>
		<title>Athena</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=426"/>
		<updated>2025-11-12T11:43:59Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Athena]] is a specialized engineer, it cannot build all blueprints like other constructors can, instead it has a unique build list, which includes units. It can also revive, one of the two units with the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Movespeed: 210 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 380 (Elmos)&lt;br /&gt;
Sonar: 600 (Elmos)&lt;br /&gt;
* Build Power: 15(Metal/Energy) per second&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
Provides Radar Intel: 1200 (Elmos)&lt;br /&gt;
Jams enemy Radar Intel: 300 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
*Increased Idle Regen: Regenerate 20 Health/s.&lt;br /&gt;
&lt;br /&gt;
==== Resurrection ====&lt;br /&gt;
*Gain the ability to revive wrecks (not debris) into living units, they are allied. Resurrection only takes Energy.&lt;br /&gt;
*Resurrection power: 7.5 Energy/s.&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 2/s&lt;br /&gt;
*Moving Upkeep(Energy): 5/s&lt;br /&gt;
*Decloak Radius: 125 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Modified Construction Schematics ====&lt;br /&gt;
*[[Radar Tower]]&lt;br /&gt;
*[[Advanced Radar Tower]]&lt;br /&gt;
*[[Caretaker]]&lt;br /&gt;
*[[Cornea]]&lt;br /&gt;
*[[Terraform]]&lt;br /&gt;
*[[Conjurer]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Bandit]]&lt;br /&gt;
*[[Halberd]]&lt;br /&gt;
*[[Scythe]]&lt;br /&gt;
*[[Moderator]]&lt;br /&gt;
*[[Recluse]]&lt;br /&gt;
*[[Blitz]]&lt;br /&gt;
*[[Knight]]&lt;br /&gt;
*[[Phantom]]&lt;br /&gt;
*[[Impaler]]&lt;br /&gt;
*[[Widow]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Aspis]]&lt;br /&gt;
*[[Iris]]&lt;br /&gt;
*[[Djinn]]&lt;br /&gt;
*[[Ultimatum]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Sneaky Beaky like&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Can cause many a situation for both teams, very quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=425</id>
		<title>Athena</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Athena&amp;diff=425"/>
		<updated>2025-11-12T11:43:46Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: PLANE :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Athena is a specialized engineer, it cannot build all blueprints like other constructors can, instead it has a unique build list, which includes units. It can also revive, one of the two units with the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Movespeed: 210 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 600&lt;br /&gt;
* Vision Range: 380 (Elmos)&lt;br /&gt;
Sonar: 600 (Elmos)&lt;br /&gt;
* Build Power: 15(Metal/Energy) per second&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Radar Intel ====&lt;br /&gt;
Provides Radar Intel: 1200 (Elmos)&lt;br /&gt;
Jams enemy Radar Intel: 300 (Elmos)&lt;br /&gt;
&lt;br /&gt;
==== Modified Idle Regeneration ====&lt;br /&gt;
*Increased Idle Regen: Regenerate 20 Health/s.&lt;br /&gt;
&lt;br /&gt;
==== Resurrection ====&lt;br /&gt;
*Gain the ability to revive wrecks (not debris) into living units, they are allied. Resurrection only takes Energy.&lt;br /&gt;
*Resurrection power: 7.5 Energy/s.&lt;br /&gt;
&lt;br /&gt;
==== Personal Cloak ====&lt;br /&gt;
*Idle Upkeep(Energy): 2/s&lt;br /&gt;
*Moving Upkeep(Energy): 5/s&lt;br /&gt;
*Decloak Radius: 125 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Modified Construction Schematics ====&lt;br /&gt;
*[[Radar Tower]]&lt;br /&gt;
*[[Advanced Radar Tower]]&lt;br /&gt;
*[[Caretaker]]&lt;br /&gt;
*[[Cornea]]&lt;br /&gt;
*[[Terraform]]&lt;br /&gt;
*[[Conjurer]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Bandit]]&lt;br /&gt;
*[[Halberd]]&lt;br /&gt;
*[[Scythe]]&lt;br /&gt;
*[[Moderator]]&lt;br /&gt;
*[[Recluse]]&lt;br /&gt;
*[[Blitz]]&lt;br /&gt;
*[[Knight]]&lt;br /&gt;
*[[Phantom]]&lt;br /&gt;
*[[Impaler]]&lt;br /&gt;
*[[Widow]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Aspis]]&lt;br /&gt;
*[[Iris]]&lt;br /&gt;
*[[Djinn]]&lt;br /&gt;
*[[Ultimatum]]&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Sneaky Beaky like&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Can cause many a situation for both teams, very quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Dart&amp;diff=422</id>
		<title>Dart</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Dart&amp;diff=422"/>
		<updated>2025-11-12T11:10:11Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;== Overview == The Dart is the Rover Assembly&amp;#039;s scout, it is very fragile but very fast to compensate. Do not use as a raider, instead use as a compliment to an army, or just a scout. === Statistics ===  * Health: 120 * Movespeed: 152.7 Elmo/s * Cost(Metal/Energy): 40 * Vision Range: 660  ==== Disruptor Pulse Beam ==== * Damage: 32 * Additional Damage: 128(Slowing) * Range: 150 * Reloadtime: 1s  *Slowness is cool i guess, reduces everything the unit does by...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Dart]] is the [[Rover|Rover Assembly]]&#039;s scout, it is very fragile but very fast to compensate. Do not use as a raider, instead use as a compliment to an army, or just a scout.&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 120&lt;br /&gt;
* Movespeed: 152.7 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 40&lt;br /&gt;
* Vision Range: 660&lt;br /&gt;
&lt;br /&gt;
==== Disruptor Pulse Beam ====&lt;br /&gt;
* Damage: 32&lt;br /&gt;
* Additional Damage: 128(Slowing)&lt;br /&gt;
* Range: 150&lt;br /&gt;
* Reloadtime: 1s&lt;br /&gt;
&lt;br /&gt;
*Slowness is cool i guess, reduces everything the unit does by up to 50%.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use as a scout in the first minute, avoid anything with guns unless the [[Dart]] is not being a main attacker. When paired alongside [[Scorcher]]s they make a very good raiding force, able to destroy enemy units and infrastructure far easier than if the [[Dart]]s were not made.&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Anything with a gun. If its acting as a compliment to an actual army, use standard anti-rover tactics ([[Phoenix]] and [[Firewalker]]).&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*This guy could use a buff&lt;br /&gt;
*Called &#039;Zippers&#039; by some people.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovers]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=421</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=421"/>
		<updated>2025-11-12T10:59:39Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Light Laserbeam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down. It becomes [[:Category:Armor(zk)|Armor]]ed, reducing damage by 66%, when it has not fired for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 1600&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== EMP Blast ====&lt;br /&gt;
* Damage: 1100(Paralyze)&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 2.9s&lt;br /&gt;
* Area of Effect: 160 Elmos&lt;br /&gt;
&lt;br /&gt;
* Maximum Paralyze time: 2s&lt;br /&gt;
* Overstun time: Cannot Overstun&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside other [[:Category:Turrets|turrets]] to defend from heavier raids and assaults. It is advised to place at least one of these at outposts.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
If left alone, it will be dislodged by anything, even a simple [[Flea]]. But when paired with even a simple [[Lotus]], it becomes far more dangerous to siege, utilize skirmishers or artillery to destroy the other [[:Category:Turrets|Turrets]] then clean up the [[Faraday]] with raiders. Be careful to not tightly group your raiders when attacking a [[Faraday]], as it has a sizable area of effect, and can stun many raiders at once.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;just&#039;&#039; these in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;br /&gt;
[[Category:Armor(zk)]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=420</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=420"/>
		<updated>2025-11-12T10:59:04Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down. It becomes [[:Category:Armor(zk)|Armor]]ed, reducing damage by 66%, when it has not fired for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 1600&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== Light Laserbeam ====&lt;br /&gt;
* Damage: 1100(Paralyze)&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 2.9s&lt;br /&gt;
&lt;br /&gt;
* Maximum Paralyze time: 2s&lt;br /&gt;
* Overstun time: Cannot Overstun&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside other [[:Category:Turrets|turrets]] to defend from heavier raids and assaults. It is advised to place at least one of these at outposts.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
If left alone, it will be dislodged by anything, even a simple [[Flea]]. But when paired with even a simple [[Lotus]], it becomes far more dangerous to siege, utilize skirmishers or artillery to destroy the other [[:Category:Turrets|Turrets]] then clean up the [[Faraday]] with raiders. Be careful to not tightly group your raiders when attacking a [[Faraday]], as it has a sizable area of effect, and can stun many raiders at once.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;just&#039;&#039; these in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;br /&gt;
[[Category:Armor(zk)]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=419</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=419"/>
		<updated>2025-11-12T10:56:15Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down. It becomes [[:Category:Armor(zk)|Armor]]ed, reducing damage by 66%, when it has not fired for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 1600&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== Light Laserbeam ====&lt;br /&gt;
* Damage: 1100(Paralyze)&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 2.9s&lt;br /&gt;
&lt;br /&gt;
* Maximum Paralyze time: 2s&lt;br /&gt;
* Overstun time: Cannot Overstun&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside other [[:Category:Turrets|turrets]] to defend from heavier raids and assaults. It is advised to place at least one of these at outposts.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
If left alone, it will be dislodged by anything, even a simple [[Flea]]. But when paired with even a simple [[Lotus]], it becomes far more dangerous to siege, utilize skirmishers to destroy the [[Lotus]] or any other [[:Category:Turrets|Turrets]] then clean up the [[Faraday]] with raiders.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;just&#039;&#039; these in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;br /&gt;
[[Category:Armor(zk)]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Category:Armor(zk)&amp;diff=418</id>
		<title>Category:Armor(zk)</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Category:Armor(zk)&amp;diff=418"/>
		<updated>2025-11-12T10:55:35Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;Some units and turrets can become Armored under certain circumstances, usually by holding fire. This category lists all of them, probably.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some units and turrets can become [[:Category:Armor(zk)|Armored]] under certain circumstances, usually by holding fire. This category lists all of them, probably.&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=417</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=417"/>
		<updated>2025-11-12T10:55:09Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down. It becomes [[:Category:Armor(zk)|Armor]]ed, reducing damage by 66%, when it has not fired for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 1600&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== Light Laserbeam ====&lt;br /&gt;
* Damage: 1100(Paralyze)&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 2.9s&lt;br /&gt;
&lt;br /&gt;
* Maximum Paralyze time: 2s&lt;br /&gt;
* Overstun time: Cannot Overstun&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside other [[:Category:Turrets|turrets]] to defend from heavier raids and assaults. It is advised to place at least one of these at outposts.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
If left alone, it will be dislodged by anything, even a simple [[Flea]]. But when paired with even a simple [[Lotus]], it becomes far more dangerous to siege, utilize skirmishers to destroy the [[Lotus]] or any other [[:Category:Turrets|Turrets]] then clean up the [[Faraday]] with raiders.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;just&#039;&#039; these in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=416</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=416"/>
		<updated>2025-11-12T10:53:47Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down. It becomes [[Armor(zk)|Armor]]ed, reducing damage by 66%, when it has not fired for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 1600&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== Light Laserbeam ====&lt;br /&gt;
* Damage: 1100(Paralyze)&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 2.9s&lt;br /&gt;
&lt;br /&gt;
* Maximum Paralyze time: 2s&lt;br /&gt;
* Overstun time: Cannot Overstun&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside other [[:Category:Turrets|turrets]] to defend from heavier raids and assaults. It is advised to place at least one of these at outposts.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
If left alone, it will be dislodged by anything, even a simple [[Flea]]. But when paired with even a simple [[Lotus]], it becomes far more dangerous to siege, utilize skirmishers to destroy the [[Lotus]] or any other [[:Category:Turrets|Turrets]] then clean up the [[Faraday]] with raiders.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;just&#039;&#039; these in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=415</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=415"/>
		<updated>2025-11-12T10:52:16Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down. It becomes armored, reducing damage by 66%, when it has not fired for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 1600&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== Light Laserbeam ====&lt;br /&gt;
* Damage: 1100(Paralyze)&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 2.9s&lt;br /&gt;
&lt;br /&gt;
* Maximum Paralyze time: 2s&lt;br /&gt;
* Overstun time: Cannot Overstun&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside other [[:Category:Turrets|turrets]] to defend from heavier raids and assaults. It is advised to place at least one of these at outposts.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
If left alone, it will be dislodged by anything, even a simple [[Flea]]. But when paired with even a simple [[Lotus]], it becomes far more dangerous to siege, utilize skirmishers to destroy the [[Lotus]] or any other [[:Category:Turrets|Turrets]] then clean up the [[Faraday]] with raiders.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;just&#039;&#039; these in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Category:CloakyBots&amp;diff=414</id>
		<title>Category:CloakyBots</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Category:CloakyBots&amp;diff=414"/>
		<updated>2025-11-12T10:43:10Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;For the scariest factory in the earlygame in zero-k!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the scariest factory in the earlygame in zero-k!&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cloak&amp;diff=412</id>
		<title>Cloak</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cloak&amp;diff=412"/>
		<updated>2025-11-12T10:30:59Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Cloak|Cloakbot Factory]] is a factory in [[Zero-K]]. It has many units that have the ability to cloak, hence the name.&lt;br /&gt;
&lt;br /&gt;
The Cloakbots are one of the most generalist factories in the game, with a unit in every category.&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
* [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
* [[Reaver]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Sling]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Imp]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Phantom]]&lt;br /&gt;
* [[Iris]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Ravager&amp;diff=411</id>
		<title>Ravager</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Ravager&amp;diff=411"/>
		<updated>2025-11-12T10:25:17Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;== Overview == The Ravager is the Rover Assembly&amp;#039;s main source of damage in the mid to late game, it is an assault unit, it&amp;#039;s average and gets the job done, but there are specialized units which do it better. This does not mean it is a bad unit, however.  === Statistics === * Health: 2200 * Movespeed: 88.5 Elmo/s * Cost(Metal/Energy): 250 * Vision Range: 385  ==== Light Assault Cannon ==== * Damage: 210 *Range: 320 *Reloadtime: 2s  === Strategy === A classi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Ravager]] is the [[Rover|Rover Assembly]]&#039;s main source of damage in the mid to late game, it is an assault unit, it&#039;s average and gets the job done, but there are specialized units which do it better. This does not mean it is a bad unit, however.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 2200&lt;br /&gt;
* Movespeed: 88.5 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 250&lt;br /&gt;
* Vision Range: 385&lt;br /&gt;
&lt;br /&gt;
==== Light Assault Cannon ====&lt;br /&gt;
* Damage: 210&lt;br /&gt;
*Range: 320&lt;br /&gt;
*Reloadtime: 2s&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
A classic assault unit, throw swarms of them at something you want dead, it&#039;ll usually work out for you. Don&#039;t get too reckless with them, as they have slightly lower health than other assaults, as always with [[Rover]] units. Retreating with these to repair them is important to utilizing these to their full potential. It is recommended to keep these moving, using their high top-speed to its fullest, going off of this, circling around a large enemy would appear quite wise.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Swarm lone [[Ravager]]s with raiders, this can usually work unless they have a [[Ripper]] with them. By the time these become a threat too big for raiders to swarm, using a [[Phoenix]] or a [[Likho]] is the next option.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*This unit is rather fast. Quite cool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovers]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scorcher&amp;diff=410</id>
		<title>Scorcher</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scorcher&amp;diff=410"/>
		<updated>2025-11-12T09:56:50Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Scorcher is the [[Rover]] factory&#039;s raider, it is expensive but the cost is well worth, due to the high damage output of its weapon compared to most other raiders. &lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 480&lt;br /&gt;
* Movespeed: 111 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 130&lt;br /&gt;
* Vision Range: 560 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Heatray ====&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Range: 262&lt;br /&gt;
* Reloadtime: 0.1&lt;br /&gt;
&lt;br /&gt;
* Damage listed is at Maximum Efficiency.&lt;br /&gt;
* Damage decreases with distance from the target.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
When attacking something that isnt a riot unit it is a good idea to move all attacking [[Scorcher]]s as close as possible to maximize their Heatray&#039;s damage. Don&#039;t run these things towards riots in a group, spread them out. Pair with [[Dart]]s to slow the target to close distance and melt their HP faster. One [[Scorcher]] can kill a single [[Lotus]] and remain alive.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Most riot units, certain raiders. A [[Stardust]] on a [[Terraform]]ed pillar.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
* These are very scary in the first few minutes, they start to fall off unless used with radar jamming or a cloak in later game.&lt;br /&gt;
* A swarm of 4-5 can kill an unsupported [[:Category:Commanders|Commander]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovers]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Scorcher&amp;diff=409</id>
		<title>Scorcher</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Scorcher&amp;diff=409"/>
		<updated>2025-11-12T09:53:55Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Other Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Scorcher is the [[Rover]] factory&#039;s raider, it is expensive but the cost is well worth, due to the high damage output of its weapon compared to most other raiders. &lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
Put stats here&lt;br /&gt;
&lt;br /&gt;
* Health: 480&lt;br /&gt;
* Movespeed: 111 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 130&lt;br /&gt;
* Vision Range: 560 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Heatray ====&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Range: 262&lt;br /&gt;
* Reloadtime: 0.1&lt;br /&gt;
&lt;br /&gt;
* Damage listed is at Maximum Efficiency.&lt;br /&gt;
* Damage decreases with distance from the target.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
When attacking something that isnt a riot unit it is a good idea to move all attacking [[Scorcher]]s as close as possible to maximize their Heatray&#039;s damage. Don&#039;t run these things towards riots in a group, spread them out. Pair with [[Dart]]s to slow the target to close distance and melt their HP faster. One [[Scorcher]] can kill a single [[Lotus]] and remain alive.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Most riot units, certain raiders. A [[Stardust]] on a [[Terraform]]ed pillar.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
* These are very scary in the first few minutes, they start to fall off unless used with radar jamming or a cloak in later game.&lt;br /&gt;
* A swarm of 4-5 can kill an unsupported [[:Category:Commanders|Commander]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovers]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Gunship&amp;diff=408</id>
		<title>Gunship</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Gunship&amp;diff=408"/>
		<updated>2025-11-12T09:53:29Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: /* Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gunship Plant is a factory in Zero-K. It only builds air units which focus more on the supportive side of combats, with long ranged units and status applying weaponry.&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
* [[Wasp]]&lt;br /&gt;
* [[Locust]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Revenant]]&lt;br /&gt;
* [[Nimbus]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Charon]]&lt;br /&gt;
*[[Hercules]]&lt;br /&gt;
*[[Krow]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Category:Commanders&amp;diff=407</id>
		<title>Category:Commanders</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Category:Commanders&amp;diff=407"/>
		<updated>2025-11-12T09:52:59Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;A Category for Commanders from the various games on here. Their game will be listed as an abbreviation in parenthesis in their page name. Commanders tend to be free mid-game level units given to each player to be able to initiate basic base building procedures.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Category for Commanders from the various games on here. Their game will be listed as an abbreviation in parenthesis in their page name. Commanders tend to be free mid-game level units given to each player to be able to initiate basic base building procedures.&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Blastwing&amp;diff=406</id>
		<title>Blastwing</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Blastwing&amp;diff=406"/>
		<updated>2025-11-12T09:50:17Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Blastwing]] is listed as the [[Gunship|Gunship Plant]]&#039;s scout, but is more similar to a single-use raider/riot, it is a cheap, flying bomb which can detonate to cause an explosion where it&#039;s shrapnel lands. When idle, by default it lands on the floor and becomes cloaked.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 80&lt;br /&gt;
* Movespeed: 234 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 45&lt;br /&gt;
* Vision Range: 500 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blastwing Bomb ====&lt;br /&gt;
* Typical Damage: 250&lt;br /&gt;
* Range: Self&lt;br /&gt;
* Reloadtime: Single-Use&lt;br /&gt;
* Area of Effect: 256 Elmos&lt;br /&gt;
&lt;br /&gt;
* Sets hit targets on fire (for 6 seconds? untested yet)&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
In the [[Gunship]] earlygame, use these to raid opponent [[Metal Extractor]]s and [[Wind/Tidal Generator|Wind Generators]]. These chain-react when one explodes, so it can be advantageous to separate them moderately in a line formation, then surround your target before closing in on them. If you see a [[Rover]] army, throw these at them, it will do &#039;&#039;something&#039;&#039;, the [[Rover]] player&#039;s wrath is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Supposedly, [[Picket]]s counter these, otherwise use anti-air units or [[:Category:Turrets|turrets]] spaced properly to hit the [[Blastwing]]s before they can hit something important.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
* A swarm of about 16-20 can kill an unsupported level 1 [[:Category:Commanders|Commander]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gunships]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Blastwing&amp;diff=405</id>
		<title>Blastwing</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Blastwing&amp;diff=405"/>
		<updated>2025-11-12T09:48:02Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;== Overview == The Blastwing is the Gunship Plant&amp;#039;s raider, it is a cheap, flying scout which can detonate to cause an explosion when it&amp;#039;s shrapnel lands. When idle, by default it lands on the floor and becomes cloaked.  === Statistics === * Health: 480 * Movespeed: 234 Elmo/s * Cost(Metal/Energy): 45 * Vision Range: 500 Elmos  ==== Blastwing Bomb ==== * Typical Damage: 250 * Range: Self * Reloadtime: Single-Use * Area of Effect: 256 Elmos  * Sets hit tar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [[Blastwing]] is the [[Gunship|Gunship Plant]]&#039;s raider, it is a cheap, flying scout which can detonate to cause an explosion when it&#039;s shrapnel lands. When idle, by default it lands on the floor and becomes cloaked.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 480&lt;br /&gt;
* Movespeed: 234 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 45&lt;br /&gt;
* Vision Range: 500 Elmos&lt;br /&gt;
&lt;br /&gt;
==== Blastwing Bomb ====&lt;br /&gt;
* Typical Damage: 250&lt;br /&gt;
* Range: Self&lt;br /&gt;
* Reloadtime: Single-Use&lt;br /&gt;
* Area of Effect: 256 Elmos&lt;br /&gt;
&lt;br /&gt;
* Sets hit targets on fire (for 6 seconds? untested yet)&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
In the [[Gunship]] earlygame, use these to raid opponent [[Metal Extractor]]s and [[Wind/Tidal Generator|Wind Generators]]. These chain-react when one explodes, so it can be advantageous to separate them moderately in a line formation, then surround your target before closing in on them. If you see a [[Rover]] army, throw these at them, it will do &#039;&#039;something&#039;&#039;, the [[Rover]] player&#039;s wrath is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Supposedly, [[Picket]]s counter these, otherwise use anti-air units or [[:Category:Turrets|turrets]] spaced properly to hit the [[Blastwing]]s before they can hit something important.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
* A swarm of about 16-20 can kill an unsupported level 1 [[Commander]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gunships]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Cloak&amp;diff=404</id>
		<title>Cloak</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Cloak&amp;diff=404"/>
		<updated>2025-11-12T09:29:13Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: WHOOPS I FORGOT THE KNIGHT, FIXED THAT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloakbots are a factory in Zero-K. They have many units that have the ability to cloak, hence the name.&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
* [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
* [[Reaver]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Sling]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Imp]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Phantom]]&lt;br /&gt;
* [[Iris]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Gunship&amp;diff=403</id>
		<title>Gunship</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Gunship&amp;diff=403"/>
		<updated>2025-11-12T09:28:43Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gunship Plant is a factory in Zero-K. It only builds air units which focus more on the supportive side of combats, with long ranged units and status applying weaponry.&lt;br /&gt;
&lt;br /&gt;
== Builds ==&lt;br /&gt;
* [[Wasp]]&lt;br /&gt;
* [[Locust]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Revenant]]&lt;br /&gt;
* [[Nimbus]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Charon]]&lt;br /&gt;
*[[Hercules]]&lt;br /&gt;
*[[Krow]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Detriment&amp;diff=402</id>
		<title>Detriment</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Detriment&amp;diff=402"/>
		<updated>2025-11-12T09:25:27Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Detriment is the heaviest mobile unit able to be deployed on skirmishes, it is a [[Strider]], naturally. It is nigh-invincible, however, [[Ultimatum]]s, anything that can reliably stun it, such as a well-aimed [[Shockely]] or a few [[Widow]]s, and any air units, especially the [[Gunship]]&#039;s [[Gnat]], pose a large threat still. Send a [[Detriment]] with an allied army to mitigate it&#039;s weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
* Health: 76000&lt;br /&gt;
* Movespeed: 36 Elmo/s&lt;br /&gt;
* Cost(Metal/Energy): 21000&lt;br /&gt;
* Vision Range: 900 &lt;br /&gt;
&lt;br /&gt;
*Can Jump: Yes&lt;br /&gt;
&lt;br /&gt;
==== Triple Gauss Battery ====&lt;br /&gt;
* Damage: 200&lt;br /&gt;
* Range: 550&lt;br /&gt;
* Reloadtime: 2.6s&lt;br /&gt;
&lt;br /&gt;
* Deals more damage to Shields&lt;br /&gt;
* May fire Underwater&lt;br /&gt;
* The [[Detriment]] visually has 2 of these, one at the end of each arm&lt;br /&gt;
* Fires 3 projectiles with a delay of 0.2s between projectiles&lt;br /&gt;
&lt;br /&gt;
==== Anti-Air Laser Battery ====&lt;br /&gt;
*Damage: 20&lt;br /&gt;
*Range: 820&lt;br /&gt;
*Reloadtime: 0.1s&lt;br /&gt;
&lt;br /&gt;
*May only fire at air units&lt;br /&gt;
*Deals only 10% damage to ground units if they are hit&lt;br /&gt;
*The [[Detriment]] visually has this battery mounted on its right shoulder.&lt;br /&gt;
* Alternates which gun its projectile is fired from.&lt;br /&gt;
&lt;br /&gt;
==== High-Intensity Green Laser ====&lt;br /&gt;
* Damage: 800 per Projectile&lt;br /&gt;
* Range: 550&lt;br /&gt;
* Reloadtime: 6s&lt;br /&gt;
&lt;br /&gt;
* The [[Detriment]] visually has this placed near the top of its head.&lt;br /&gt;
* Fires 3 projectiles at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Obliteration Blaster ====&lt;br /&gt;
* Damage: 1200 per Projectile&lt;br /&gt;
* Projectiles: 10&lt;br /&gt;
*Delay between projectiles: 1.03s&lt;br /&gt;
* Range: 700&lt;br /&gt;
* Reloadtime: 40s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Must be commanded to fire this special weapon manually. The default key to issue this command is &#039;D&#039;.&lt;br /&gt;
*Visually, this weapon is mounted on the left shoulder of the [[Detriment]], it is only &lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
*Sonar: 900&lt;br /&gt;
&lt;br /&gt;
==== Jumping ====&lt;br /&gt;
*Jump Amount: 3&lt;br /&gt;
*Jump Startlag: 0.9s&lt;br /&gt;
*Jump Reload: 120s&lt;br /&gt;
&lt;br /&gt;
*When landing, the [[Detriment]] deals damage&lt;br /&gt;
*Landing Damage: 2000&lt;br /&gt;
*Landing AoE: 500&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
There are many ways to use a [[Detriment]], there are also many ways to &#039;&#039;lose&#039;&#039; a [[Detriment]], however if you screen your Detriment and adequately support it with anti-air protection, it should be very hard to kill for anything that isn&#039;t a [[:Categories:Superweapons|Superweapon]]. It may be advised to bring a few allied [[Dante]]s with your [[Detriment]] to act as a riot force to deny swarms of lighter units from killing the [[Detriment]]. Be careful of the damage caused when landing a jump, this can destroy friendly units. If you ever happen to have an unsupported [[Detriment]] and see a swarm of [[Gnat]]s arriving, queue a jump command in the [[Detriment]]&#039;s current position, by the time the [[Gnat]]s arrive, the [[Detriment]] will most likely already be in the air, when it lands the damage caused will obliterate all the [[Gnat]]s, leaving you unstunned.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
By the time the [[Detriment]] reaches the field, the game is usually already over. However, defeating a [[Detriment]] is not an impossible task, utilizing [[Gnat]]s in high numbers is a highly effective way to immobilize an unsupported [[Detriment]], however be wary of anti-air units with area of effect, specifically the [[Tank|Tank Foundry]]&#039;s [[Ettin]], it will obliterate the [[Gnat]]s and you will have donated metal to the enemy in the form of reclaim, watch out for that. Additionally, if [[:Categories:Superweapons|Superweapons]] are in play, having a [[Starlight]] on your team is an easy way to destroy a [[Detriment]], simply target it and it will be beamed to death relatively quickly. Do be careful of it&#039;s large explosion upon death, which can kill most things on the lighter side of the end-game units quickly, including [[:Categories:Superweapons|Superweapons]], as they do not tend to prioritize Health.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*The [[Detriment]] is the most expensive unit that can be built, the [[Detriment]] is not a building.&lt;br /&gt;
*The [[Detriment]] has the highest mass of any unit in [[Zero-K]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Striders]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=401</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Faraday&amp;diff=401"/>
		<updated>2025-11-12T08:35:06Z</updated>

		<summary type="html">&lt;p&gt;Jh dreemurr: Created page with &amp;quot;== Overview == The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or Turrets to take them down.  === Statistics ===  * Health: 785 * Movespeed: Immobile * Cost(Metal/Energy): 90  * Vision Range: 554  ==== Light Laserbeam ==== * Damage Per Second: 75 * Range: 460 * Reloadtime: 0s (Constant Beam)  === Strategy === Use th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Faraday is a support turret, it shoots an EMP blast at enemy units within range, it has a large area of effect, making it helpful to stun multiple enemies at once for nearby units or [[:Category:Turrets|Turrets]] to take them down.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
* Health: 785&lt;br /&gt;
* Movespeed: Immobile&lt;br /&gt;
* Cost(Metal/Energy): 90 &lt;br /&gt;
* Vision Range: 554&lt;br /&gt;
&lt;br /&gt;
==== Light Laserbeam ====&lt;br /&gt;
* Damage Per Second: 75&lt;br /&gt;
* Range: 460&lt;br /&gt;
* Reloadtime: 0s (Constant Beam)&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Use these alongside [[Picket]]s to defend from early raids. It is advised to place one of these next to your starting factory.&lt;br /&gt;
&lt;br /&gt;
=== Counters ===&lt;br /&gt;
Anything heavier than raiders easily dislodges a [[Lotus]], if there is such a high number to the point where even Assaults get deterred then artillery units can take them down from a safe distance.&lt;br /&gt;
&lt;br /&gt;
=== Other Information ===&lt;br /&gt;
*Using &#039;&#039;these&#039;&#039; in very high numbers is simply not cost efficient, it only takes 2 [[Faraday]] to permanently stun an enemy unit, so any more than this is just excessive.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Turrets]]&lt;/div&gt;</summary>
		<author><name>Jh dreemurr</name></author>
	</entry>
</feed>