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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. |
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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 |
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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
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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
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