YURI STRUCTURES


Yuri Construction Yard Bio Reactor Yuri Barracks Yuri Ore Refinery Yuri War Factory Yuri Airfield Yuri Runway Psychic Radar Yuri Shipyard Biodome Battle Lab Cloning Vats Plasma Gun Tank Bunker Ray Pylon Gene Splitter Psychic Tower Stealth Generator Genetic Mutator Psychic Dominator


Yuri Construction Yard

Yuri Construction Yard

Building construction facility and the heart of every base. Deployed via an Yuri Mobile Construction Vehicle.


TIP: Once deployed, it gains psychic sensory systems.






Obelisk of Life
  • Deploys an obelisk that heals nearby allied units.
  • Costs $1000.




  • HP: 1400
  • Cost: 2500 (MCV)
  • Armor: Fortified
  • Role: Production
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: MCV
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Bio Reactor

Bio Reactor

Main power source of Yuri.


TIP: Can be infiltrated by spies to shut down enemy power for 70 seconds.
   Power plant armor is weak to almost all weapon/damage types.




  • HP: 950
  • Cost: 600
  • Armor: Power Plant
  • Role: Power Supply
  • Upgrades: N/A
  • Power: +150
  • Prerequisite: Yuri Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Barracks

Yuri Barracks

Infantry training facility.


TIP: Infiltrating this structure allows the user to train veteran infantry.
   This structure is affected by production bonuses of the same type.





Militant Stealth Suit
  • Militants gain stealth and 10% HP.
  • Costs $800.




  • HP: 700
  • Cost: 500
  • Armor: Wood
  • Role: Infantry Training
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Yuri Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Ore Refinery

Yuri Ore Refinery

Primary resource destination structure for the Yuri forces. Ore Miners return to refineries with ore which then converted to cash.


First deployment gives the player 2 Drone Miners instead of 1.

TIP: Can be infiltrated by spies to steal up to 33% of the enemy's total funds.



  • HP: 1400
  • Cost: 2000
  • Armor: Wood
  • Role: Resource
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Yuri Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
War Factory

Yuri War Factory

Vehicle production facility.


TIP: Infiltrating this structure allows the user to build veteran vehicles.
   This structure is affected by production bonuses of the same type.




  • HP: 1400
  • Cost: 2000
  • Armor: Factory
  • Role: Vehicle Production
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Yuri Con. Yard, Barracks, Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Airfield

Yuri Airfield

Aircraft production facility. Also an auxiliary requirement structure for airborne type support powers.


TIP: Infiltrating this structure allows the user to build veteran aircraft.
   This structure is affected by production bonuses of the same type.



  • HP: 1400
  • Cost: 1000
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Yuri Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Runway

Yuri Runway

Aircraft production facility.


TIP: Cannot be infiltrated by enemy spies.
   This structure is affected by production bonuses of the same type.




  • HP: 910
  • Cost: 750
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -25
  • Prerequisite: Yuri Airfield
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Psychic Radar

Psychic Radar

Radar facility, provides a minimap view of the battlefield. Also a hub for support powers and early upgrades for the Yuri forces.

TIP: Infiltrating this structure resets the enemy's cleared fog and allows you to see future scouting.
   Can be shut down by Radar Jamming units and support powers




Psychic Reveal
  • Reveals the area around the target.




  • HP: 1050
  • Cost: 1250
  • Armor: Wood
  • Role: Radar/Support
  • Upgrades: 2
  • Power: -75
  • Prerequisite: Yuri Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Shipyard

Yuri Shipyard

Vessel production facility.


TIP: Cannot be infiltrated nor captured.
   This structure is affected by production bonuses of the same type.




  • HP: 1400
  • Cost: 1500
  • Armor: Fortified
  • Role: Vessel Production and Repair
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Yuri Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Stealth Generator

Stealth Generator

Stealth facility.





TIP: Permanently cloaks Shadow Tanks and boosts their HP and damage by 15%.



Cloaking Field
  • Affected units gain permanent stealth.
  • 6 minute cooldown, costs $1000




  • HP: 1050
  • Cost: 1000
  • Armor: Steel
  • Role: Support
  • Upgrades: N/A
  • Power: -75
  • Prerequisite: Psychic Sensor, Bio Dome
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Biodome

Biodome

Yuri Tier 2 tech structure.

Allows the owner to build Tier 2 units, infantry and structures.







Stinger Ambush
  • Deploys two upgraded Stingers at the target location.
  • Costs $2000 on a 5 minute cooldown.




Arachnid Upgrade
  • Gives stingers a dual weapon that deals more damage in total.
  • Costs $2000.




Mind Link Upgrade
  • Upgraded Lasher Tanks will buff each others' stats by 3% for 4 seconds. Stacks indefinitely.
  • Costs $2000.





  • HP: 1050
  • Cost: 1750
  • Armor: Wood
  • Role: Tier 2 Tech
  • Upgrades: 1
  • Power: -150
  • Prerequisite: Radar, Barracks, Refinery, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Yuri Battle Lab

Yuri Battle Lab

Yuri Tier 3 tech structure.

Allows the owner to build Tier 3 units, infantry and structures.







Forceshield
  • Deploys a forceshield at the target location, preventing affected buildings from taking damage.
  • Has a 6 minute cooldown.
  • Powers down the user's base for 40 seconds.




Free Mind Upgrade
  • Increases the attack speed of psychic based weapons by 33%.
  • Costs $2500.




Juice 'em Up
  • Increases damage and speed of friendly affected infantry by 15%
  • Costs $750 on a 4 minute cooldown.




  • HP: 1400
  • Cost: 3500
  • Armor: Wood
  • Role: Tier 3 Tech
  • Upgrades: N/A
  • Power: -300
  • Prerequisite: Radar, Bio Dome, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Cloning Vats

Cloning Vats

Resource tech structure.

Reduces infantry cost by 15% and allows infantry to achieve their initial veterancy rank quicker.







  • HP: 1400
  • Cost: 3000
  • Armor: Fortified
  • Role: Resource
  • Upgrades: N/A
  • Power: -250
  • Prerequisite: Yuri Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Tank Bunker

Tank Bunker

Fortified defense.
Some allied units can enter in to be safe from damage not caused by jets until the tank bunker is destroyed.






  • HP: 980
  • Cost: 600
  • Armor: Steel
  • Role: Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Yuri Construction Yard, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Plasma Gun

Plasma Gun

Basic anti infantry defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.





  • HP: 420
  • Cost: 500
  • Armor: 1x1 Defense
  • Role: Anti Infantry
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Yuri Construction Yard
  • Primary Weapon: 30 Damage, 20 ROF, 6 Range [22DPS]
  • Secondary Weapon: N/A






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Psychic Tower

Psychic Tower

Mind control defense.


TIP: Can only mindcontrol up to 3 enemies at a time.





  • HP: 840
  • Cost: 1500
  • Armor: 1x1 Defense
  • Role: Ground Support
  • Upgrades: N/A
  • Power: -75
  • Prerequisite: Yuri Construction Yard, Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A



Ray Pylon

Ray Pylon

Anti armor naval defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.
   Can only be placed in water.





  • HP: 910
  • Cost: 1000
  • Armor: 1x1 Defense
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Yuri Shipyard
  • Primary Weapon: 100 Damage, 50 ROF, 8 Range [30DPS]
  • Secondary Weapon: N/A






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Gene Splitter

Gene Splitter

High powered anti ground base defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.
   Can be powered up by German Prism Defenders for +20% damage.
   Can link with up to 3 other Prism Towers and deal extra damage.



  • HP: 840
  • Cost: 1200
  • Armor: 1x1 Defense
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Yuri Construction Yard, Bio Dome
  • Primary Weapon: 120 Damage, 40 ROF, 8.5 Range [45DPS]
  • Linked Weapon: N/A






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Genetic Mutator

Genetic Mutator

Yuri forces' support Superweapon.


TIP: Only affects infantry.






Mutate
  • Transforms damaged infantry into brutes.
  • T1 infantry are always converted, T2 and higher have a damage reduction debuff applied.
  • The debuff spreads and damages all nearby infantry until they spread out.
  • 7 minute cooldown.







  • HP: 1150
  • Cost: 3000
  • Armor: Fortified
  • Role: Support
  • Upgrades: N/A
  • Power: -250
  • Prerequisite: Yuri Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A



Psychic Dominator

Psychic Dominator

Yuri's 2 stage superweapon. First stage mind controls units in a small area.
The second stage creates a wormhole that causes heavy damage to everything nearby.


TIP: Has a small delay between casting and the Wormhole's impact.

TIP2: If pathing is available, the Wormhole will spawn uncontrollable Ravagelings to attack nearby targets.



Domination
  • Deals heavy damage at the targeted area.
  • 9 minute cooldown.




  • HP: 1500
  • Cost: 6000
  • Armor: Fortified
  • Role: Superweapon
  • Upgrades: N/A
  • Power: -350
  • Prerequisite: Yuri Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A






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