AirMech has a wide variety of units to construct with differing purposes, as well as a number of Alternates, Ultimates and Cosmetic Variants. Most units can be given order to capture outposts, attack the enemy fortress or patrol. Built units can be picked up at a Fortress or friendly Outposts.
Compare the statistics of the different units with this Spreadsheet.
|Tanks||Armadillo • Buster • Devastator • Gemini • Goliath • Longhorn|
|Infantry||Assassin • Brute • Butcher • FF2000 • Fixer • Flamer • Jumper • Morty • Necro • Probe • Rocketeer • Runner • SAM • Sergeant • Soldier|
|Anti-Air||Flakker • HAAT • Seeker • Stinger|
|Repair||Honeypot • Patcher • Ratchet|
|Turrets||Aegis • Gatty • Sentry Turret • T45 • T99|
|Artillery||Archy • Arty • Bertha|
|Vehicles||Boxer • Bucky • Jackal • Joker • Rebel • Tango • Zipper|
|Flying||Baloom • Hero • Skyeye|
|Socket||Bot Spawner • Generator • Leveler • Lockbox • Lunchbox • Moneymaker • Safebox • Vaultbox|
|Utility||Bear Trap • Bombs • Booster • Heavy Mine • Light Mine • Stasis Mine|
All Infantry units attempt to capture Outposts, though a handful prioritize other tasks first, such as healing friendly units or destroying enemy units. Infantry are the only units that can enter and capture Outposts, filling the empty slot in each corner of the outpost until all slots are full and the outpost switches to friendly. If enemy infantry occupy any slots, friendly infantry will destroy them before entering. After all Outposts on the map are captured, Infantry advance toward the enemy's Fortress. Most infantry can take orders.
As a hidden stat, all infantry have a chance to dodge shots from tanks. If an infantry unit dodges a shot, the tank shot will simply miss the unit entirely, even if the infantry is standing completely still. This makes infantry useful as support when attacking tanks. This dodge change is lowered for the Butcher and Brute, an does not apply to infantry stationed or bunkered in outposts
- Assassin -Infantry with cloaking ability, melee only
- Boomer - Bomb-carrying suicide infantry; single use, high damage.
- Brute - the Goliath of infantry. Cannot be built until level 5.
- Butcher - Heavy Assassin, without cloaking.
- FF2000 (PAX promotional giveaway) melee.
- Fixer - unit repair and mine disarming.
- Flamer - flamethrower Infantry, useful at close range.
- Jumper - jumping infantry with heat-seeking rocket launcher.
- Morty - lobs grenades at targets, useful for taking outposts.
- Necro - resurrects destroyed units, regardless of team, then self-destructs.
- Probe - fastest movement, cheapest cost, quickest build time, weaponless.
- Rocketeer - flying Infantry which can land to capture outposts.
- Runner - fast moving Infantry. Fewer hitpoints than Soldier.
- SAM - shoots homing missiles at airmechs and other units.
- Sergeant - can share its orders with up to 3 nearby infantry.
- Shooter - lightly armored long range sniping infantry.
- Soldier - default, standard infantry.
Vehicles are lighter and cheaper versions of tanks. They are used for quickly attacking Outposts in high amounts or at the back of a tank push. They have a chance to spawn infantry upon their death, so they can quickly take over a neutralized outpost.
- Zipper - fastest vehicle, chance to spawn a runner on death
- Tango - a Zipper with a sidecar, chance to spawn two runners on death
- Boxer - APC that can carry up to 4 Infantry; effective damage soaker
- Bucky - fires ground missiles with slight tracking capabilities, long fire range, relatively weak
- Rebel - expensive fast attack car with good armor, but low damage
- Joker - default unit, low armor, fast attack car carrying a light weapon and runner
- Jackal - medium armor, fast attack vehicle, great for rushes
- Ratters - medium armored, fast attack car, chance to spawn a soldier on death
Tanks are your main source of damage output and damage absorbency. They can both take a lot of damage and deal a lot of damage. Takes double damage from behind.
- Armadillo - low cost, all around fast Light Tank
- Longhorn - single-barreled (Heavy guns), slow main battle tank
- Gemini - double-barreled (Medium guns), good against light units
- Goliath - Heavy Tank, can only be built upon reaching level 7
- Devastator - very Heavy Tank, can only be built upon reaching level 9
- Turtle - unarmed mobile shield, very slow movement, takes reduced damage while not moving
Turrets are completely immobile, usually able to rotate, and can be placed on sockets to heal themselves and double their combat abilities. They have multiple uses, but usually specialize in destroying certain types of unit. They function when they are not on sockets, but receive bonuses when placed on one. For example: turrets cost no upkeep when placed on sockets (though they will cost upkeep if they are moved off-socket or the corresponding outpost is neutralized).
- Aegis - missile-destroying laser
- T45 - lighter cheaper T99
- T99 - heavy anti-tank and anti-air turret
- Gatty - infantry killing minigun
- Sentry Turret - anti-infantry turret (lighter/cheaper Gatty; has a line of sight)
- Tesla Tower - fires an large lightning bolt that hits multiple enemies and slows them. Can also apply a stasis effect on enemy Mechs.
Artillery take time to acquire their targets via aiming while having a relatively high vision range. They fire splash damage shells that fly in an arc, but they cannot attack targets close to them, and units protected by a Jamming unit will have artillery shells deflected away. Like Turrets, artillery do not cost upkeep when placed on sockets.
- Arty - standard artillery, deals more splash damage
- Archy - slightly longer range than Arty, deals more direct damage
- Bertha - uber artillery which can only be built upon in-game level 7
The Support category holds a variety of different units that are used to support a tank line or AirMech. They aren't main units and have more specialized roles, but are still very important.
Anti-Air are used to deter AirMechs in ground and air form. They range from missiles to instant fire, and can be mobile or stationary.
- Flakker - lightly armored, mobile anti-air truck, direct shots
- HAAT - heavy Anti-Air turret (costs no upkeep when placed on a socket)
- Seeker - mobile anti-air, slow missiles
- Stinger - anti-air turret, missiles (costs no upkeep when placed on a socket)
- Gorgon - HAAT with tank chassis. Ultra-Heavy Armor.
Healing units that repair nearby units and disarm mines.
- Honeypot - immobile and expensive, but has fastest heal rate, most health and can be placed on Sockets for bonuses.
- Patcher - low cost healing and Mine-disarming unit
- Ratchet - average cost healing and Mine-disarming unit
- Hero - low cost and low health, is an air unit.
- Fixer - repair and mine disarming infantry
Made to destroy tanks, these units are high health damage soaking front line units.
- Grinder - giant drill tank destroyer, takes double damage from behind
- Roller - higher armored tank destroyer and mine roller
- Buster - low HP, high damage, tank destroyer
Support units that "hide" nearby units on the radar and disrupt any artillery shots.
- Jammer - low cost radar jamming unit
- Sonya - average cost radar jamming unit
- Dinger - high cost, range and health; stationary
Mines cannot move and may be disarmed by healing units and Roller. Light Mines and Heavy Mines have an arm time that is reset if a unit collides with them before the arm time is completed. In contrast, Stasis Mines and Bear Traps do not have an arm time.
- Bear Trap - traps infantry and does damage over time, cannot be shot
- Light Mine - short arming time and detonation, weak damage
- Heavy Mine - long arming time and detonation, not triggered by mechs or Infantry
- Stasis Mine - slows units that walk over it, and connects to up to 2 others to make a stasis field
Socket Units only function while on a friendly pad. They give bonuses to you and your teammates, such as increased experience, income, or unit cap.
- Bot Spawner - Spawns creeps that are the same as fortress creeps
- Generator - Recharges energy of nearby Mechs- Does note require a socket to function.
- Money Maker - Generates credits at a constant rate.
- Lunchbox - Creates a shield around outposts and forts.
- Whopper - Increases your maximum upkeep.
Credit boxes generate interest when placed on the ground, and may be placed on a pad to enable health regeneration and faster interest generation . Income is not automatically acquired, instead a player must pick the box up and sell it, which will give the player the normal selling price plus interest, depending on how long it was on the field. Can also be used to transfer credits between teammates or as an expensive wall.
Supportive flying units have no offensive capabilities, instead giving buffs to your units, such as healing or radar.
- Hero - repair unit, can heal mechs and units
- Skyeye - provides minimap radar in the area where it is stationed
Offensive flying units do damage to the enemy mechs and units in the area.
- Baloom - seeking air mine, explodes upon contact with an enemy mech
Flying infantry units are able to capture buildings, although they must land in order to do so, and can also be assigned orders like regular infantry. However, unlike regular infantry, they also have the ability to fly.
Guardians are your own personal assistant in AirMech that orbit around you. Each provides one special benefit, albeit not a huge boost. They are equipped in the Hangar and bought ingame on the right side of the Ability bar. Guardians don't heal over outposts, and die if they receive enough damage. Once a guardian dies, you have to wait patiently for it to respawn. There is no smoke indicator to show how much health the Guardian has, and an Osprey cannot heal a Guardian. You can equip a maximum of 3.
- Repair Guardian - provides healing for the AirMech, it orbits
- Blaster Guardian - provides extra firepower for the AirMech but uses more energy
- Radar Guardian - provides extra radar range to all friendly AirMechs
- Energy Guardian - provides additional energy capacity for the AirMech
- Blade Guardian - deals melee damage to enemy units when in range of it
Boltons attach to the AirMech directly, giving benefits.
- Booster - drains energy, lost if the AirMech transforms or runs out of energy, increases air speed and carry capacity/speed
Ultimate units are enhanced versions of their normal counterparts but which are not permitted in PvP matchmaking.
- Ultimate Boomer - enhanced version of the Boomer
- Ultimate Brute - enhanced version of the Brute. First ultimate to be available via NanoForge crafting.
- Ultimate Bucky - enhanced version of the Bucky
- Ultimate Generator - enhanced version of the Generator
- Ultimate Goliath - enhanced version of the Goliath. Can only be built upon reaching level 4.
- Ultimate Jackal - enhanced version of the Jackal
- Ultimate Money Maker - enhanced version of the Moneymaker
- Ultimate Probe - enhanced version of the Probe
- Ultimate Shooter - enhanced version of the Shooter
- Ultimate Stasis Mine - enhanced version of the Stasis Mine. Can form up to 4 links.
- Ultimate Gatty - enhanced version of the Gatty
Unit variants are simply reskins of normal units. This is purely cosmetic and does not affect gameplay.
- Alien Probe - Probe
- Beppo Probe - Probe
- Creeper - Boomer
- Egg Bomb - Bomb
- Gothic Goliath - Goliath
- Gunner Z - Jackal (Retired)
- Ice Cream Buck - Bucky
- Liberty Booster - Booster
- Liberty Bomb - Bomb
- Ornament Bomb- Bomb
- Pumpkin Bomb - Bomb
- Skeleton Runner - Runner
- Gothic Blaster Guardian - Blaster Guardian
Unit Alternates can be currently found via the drop system in stacks of 3 or 5. They consume a (1) count each time they are used in a completed game regardless of whether this is online or offline.
These units can not be bought from the shop, but can be found after any game as a result of the random drop system in stacks of 3 or 5 depending on unit type. Players may buy additional stacks for kudos or unlock it permanently for 270 Diamonds. Stacked items consume a (1) count each time they are used in a completed game, online or offline.
Aggressor units have weaker armor but a stronger attack. They go slower but have a farther range.
Cheap units are, well, cheaper to make. They have less armor and attack power, but are very economical.
Fine units are stronger and work better, but are expensive and take longer to build.
Heavy units are strong and have good armor, but weigh more and take longer to build.
Hellstorm units take longer to turn on there axis, but have a higher attack power. They take longer to build.
Hunter units attack faster, but deal less damage.
Hyper units move faster and deal more damage, but they take more upkeep and have weak armor.
Rapid units attack quicker, but have less range.
Swift units take slightly longer to build, but they move faster.
These units appear on survival or as neutrals, they are unusable unless abducted with a Saucer or resurrected using a Necro. They cannot be commanded after they are acquired. When recycled they give 0 credits.
- Gemini-Goliath - A giant Gemini. Gains more power the longer it lives.
- Abduction Probe - Flying Probe-Like unit that can abduct your units.
- Bomb Drone - Flying unit that launches Missiles
- Super Bertha - Larger high powered Bertha.
- Creeps - Self-building and upgrading units that are created from bot spawners and fortresses.
Void Units Edit
Void units are buffed versions of certain units that only appear in specific Warzones. They are unusable unless abducted by a Saucer or resurrected by a Necro. When picked up by an Airmech they display a blank icon. Currently all void units share the description "This unit has been modified using VOID Technology".
- Void Vulcan - Vulcan
- Void Brute - Brute
- Void Goliath - Goliath
- Void Bucky - Bucky
- Void Infantry - Soldier
- Void Longhorn - Longhorn