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Unit Guide

Buildings

Metal Extractor

Extracts metal from exposed resource points on the map. Provides +0.5 metal income

+0.5 Metal

Metal Maker

Creates metal from stored energy. Requires +20 energy per +1 metal generated

+1 Metal

-20 Energy

Basic Powerplant

Produces energy and power in a radius

+1 Energy

+1 Power

+400 Power Radius

Geothermal Powerplant

Produces energy and power in an increased capacity and radius

+7 Energy

+7 Power

+600 Power Radius

Can only be built upon a geothermal vent

Nuclear Powerplant

Produces energy and power in an increased capacity and radius

+10 Energy

+10 Power

+1000 Power Radius

Storage Facility

Will increase your storage reserves by +50

+50 Metal Storage

+50 Energy Storage

Radar Tower

Provides long range radar and line of sight

+3500 Radar Range

+1500 Line of Sight

Radar Jammer

Will jam radar in a +500 Radius

+500 Radar distance Jamming

Light Turret

Anti-Raid Defense Platform

Damagetype: Light

Armortype: Armored Building

+900 Line of Sight

+750 Range

Requires:

+2 Power

Heavy Turret

Heavy Plasma Battery

Damagetype: Medium

Armortype: Armored Building

+1200 Line of Sight

+1000 Range

+150 Area of Effect

Requires:

+5 Power

Anti-Aircraft Turret

Dedicated Anti-Air Flak Turret

Damagetype: Explosive

Armortype: Armored Building

+500 Line of Sight

+1500 Range

Requires:

+2 Power

Organic Barricade

Regenerates Hitpoints as it takes damage. Provides cover for your units or structures.

Armortype: Armored Building

+500 Hitpoints

+15 Hitpoints regenerated per second

Long Range Plasma Cannon

LRPC’s provide long range bombardment of defensive positions and base structures.

Damagetype: Explosive

Armortype: Building

+900 Line of Sight

+6000 Range

+200 Area of Effect

-100 Energy per Shot

10s Reload Time

Requires:

+15 Power

Anti-Lrpc/Nuclear Shield Generator

Will protect from Nuclear missile strikes and Long Range Plasma Cannons

LRPC Shield:

+1500 Shield Range

+5000 Shield Hitpoints

-10 Energy (While shield is charging)

Nuclear Missile Shield:

+3000 Shield Range

+50000 Shield Hitpoints

-20 Energy (While shield is charging)

Requires:

+10 Power

Nuclear Missile Silo

Will completely devastate a large area

+50000 Damage

+2000 Area of Effect

-50 Energy (While missile is building)

10s Reload Time

Requires:

+20 Power

Hovercraft

Hovercraft Factory

The hover plant is the “bread and butter” factory of units. What that means is that you will find the most variety in the hover factories. Hover factories feature 2 types of raiders, 2 types of skirmishers, 2 types of artillery and the only base assault unit in the game. Hovertanks are limited in what types of slopes they can traverse but can skim over the surface of water whereas all-terrain units must go around and amphibious units must go under the water. However, hovertanks do not possess any advanced innate abilities unlike all-terrain or amphibious units.

The Erector (Engineer)

The Erector can build new structures, reclaim features, turn energy cores into gunship drones, and capture enemy units. Upon it’s death, it emits a wave of nanoparticles that will repair 100 hitpoints to any units in proximity.

Abilities: Hovers above water

ORB (Field Medic)

The ORB is a field medic designed to quickly repair damaged units. It has an Area Repair ability that will repair 10 hitpoints every second to any damaged unit (including allied units) in range. Unit must be out of combot for 5 seconds before repairs can take place.

Abilities: Hovers above water, Area Repair

Kite (Raider)

The Kite is every bit as agile as it’s name implies. Excellent for fast response defense in the early stages of the game. Double damage versus economy structures, very good versus units with heavy armor.

Abilities: Hovers above water

Pyromaniac (Raider)

The Pyromaniac has a long range flamethrower that is deadly versus base structures and especially economy buildings. Very fast and agile, however, it has a short line of sight. For best results, couple with Lightning raiders.

Abilities: Hovers above water

Spas (Riot)

The Spas is a unit designed to take on large amounts of raiders and pound them all to dust. Features a concussion shell that will knock back opposing units. Heavy armor, but should be paired with escorts if possible.

Abilities: Hovers above water

Bruiser (Light Skirmish)

The Brusier is a light skirmish tank, excellent versus raiders and other light skirmish units. Pair with light raiders and heavy skirmishers for best results.

Abilities: Hovers above water

Crusher (Heavy Skirmish)

The Crusher is a heavy skirmish tank capable of taking out the most hardened of mobile units. The more of these you have, the better. Short line of sight. It is recommended that they be paired with raiders.

Abilities: Hovers above water

Fatso (Assault)

The Fatso is the pinnacle of anti-base technology. It has enough hitpoints to allow it to take a beating and keep barreling down upon base structures and defenses, however, this amazing power comes at a cost. It is incapable of properly defending itself as it’s weapon is slow to recharge and it simply is too slow to outmaneuver skirmish units. Bring an escort.

Abilities: Hovers above water

Spewer (Anti-Air Support)

The Spewer is the only dedicated mobile Anti-Air tank in Evolution RTS. It’s range is quite limited, so make sure to bring along some scouts for the additional line of sight distance. Fires 5 missiles in a burst.

Abilities: Hovers above water

Droplet (Artillery Support)

The Droplet is a medium range missile artillery battery. Does increased damage versus structures and units with heavy armor but is not very agile. Make sure that it has an escort.

Abilities: Hovers above water

Lobster (Long Range Artillery Support)

The Lobster has extremely long range, fires five rounds in a burst but does very low damage in a large area of effect. Damage boost versus structures and defenses. Reduced damage to mobile units.

Abilities: Hovers above water

Shellshock (Kamikaze Suicide Bomb)

The Shellshock hovering bomb is an extremely fast, stealthed warhead that packs an awesome punch. It’s speed allows it to dart in and cause havoc wherever it explodes. It has next to no armor though, so use them wisely as they are a costly investment.

Abilities: Hovers above water, Suicide Blast

All-Terrain Walkers

All-Terrain Factory

All-Terrain units, exactly what they sound like. They move quickly on 4 legs over any terrain except water, however, they are slightly slower than hovertanks. All-Terrain tanks have the ability to cloak their units (-2 energy) and even their factory (-20 energy). Units will be forced to decloak upon attacking or building. All-Terrain units are perfect for surprise attacks over geographic obstructions.

Abilities: Cloak

Architect (Engineer)

The Architect can build new structures, reclaim features, turn energy cores into gunship drones, and capture enemy units. Upon it’s death, it emits a wave of nanoparticles that will repair 100 hitpoints to any units in proximity.

Abilities: Cloak, All-Terrain

Recluse (Raider)

The Recluse is perfect for surprise raiding. Combined, it’s all-terrain capability mixed with it’s ability to cloak make this tank quite dangerous. Double damage versus economy structures, very good versus units with heavy armor.

Abilities: Cloak, All-Terrain

Special: None

Basher (Light Skirmish)

The Basher is a light skirmish tank, excellent versus raiders and other light skirmish units. Pair with light raiders and heavy skirmishers for best results.

Abilities: Cloak, All-Terrain

Special: None

Mossberg (Riot)

The Mossberg is a unit designed to take on large amounts of raiders and pound them all to dust. Features a concussion shell that will knock back opposing units. Heavy armor, but should be paired with escorts if possible.

Abilities: Cloak, All-Terrain

Special: None

Sledge (Heavy Skirmish)

The Sledge is a heavy skirmish tank capable of taking out the most hardened of mobile units. The more of these you have, the better. Short line of sight. It is recommended that they be paired with raiders.

Abilities: Cloak, All-Terrain

Special: None

Anvil (Assault)

The Anvil is a light assault tank. It has less hitpoints than the fatso and is slightly more mobile, but it also does less damage. Incapable of properly defending itself as it’s weapon is slow to recharge and it simply is too slow to outmaneuver skirmish units. Bring an escort.

Abilities: Cloak, All-Terrain

Special: None

Widow (Shield Support)

The Widow is a shield generating tank. The shield is capable of taking a quite a pounding from enemy forces before needing to recharge. Shield will drain -2 energy while recharging.

Abilities: Cloak, All-Terrain

Special: Shield

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