YURI UNITS


Drone Miner Chaos Drone Seeker Shadow Tank Lasher Tank Stinger Magnetron Havoc Tank Sub APC Disruptor Mastermind Stealth Tank Yuri MCV Drifter Psychic Buzzer Floating Disk Mantis Hovercraft Tsunami Tank Seaker Squid Boomer Medusa


Drone Miner

Drone Miner

Harvester unit

Carries far less ore and has less health compared to the average miner, however it has a weapon that can attack both ground and air targets and is slightly faster.





  • HP: 392
  • Cost: 520
  • Armor: T2 Medium
  • Role: Resource
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Refinery
  • Primary Weapon: All Purpose Plasma Bolt
  • Secondary Weapon: N/A




Chaos Drone

Chaos Drone

T1 Psychedelic support unit.

The Chaos Drone hits enemies with a special gas, causing them to be confused. This state causes units to shoot each other and wears off after a short amount of time.





  • HP: 150
  • Cost: 550
  • Armor: Drone
  • Role: Crowd Control
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory
  • Primary Weapon: Psychedellic Gas
  • Secondary Weapon: N/A
Seeker

Seeker

T1 anti infantry and anti air vehicle.

Able to detect stealth units






  • HP: 225
  • Cost: 700
  • Armor: Light
  • Role: Anti Infantry/Air
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite:War Factory
  • Primary Weapon: Twin Plasma Cannons
  • Secondary Weapon: N/A
Shadow Tank

Shadow Tank

T1 standard anti armor MBT.

Does not reveal itself when firing while stealthed.
Does not reveal itself when firing from shroud.


TIP: Becomes permanently stealthed as long as a Stealth Generator exists.


  • HP: 490
  • Cost: 800
  • Armor: Heavy
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory
  • Primary Weapon: 115mm Cannon
  • Secondary Weapon: N/A
Lasher Tank

Lasher Tank

T1 standard anti armor MBT.

Upgraded Lasher tanks create a link between each other which increases all stats by 3%.
This effect is stackable indefinitely and lasts 4 seconds.





  • HP: 420
  • Cost: 750
  • Armor: Heavy
  • Role: Anti Armor
  • Upgrades: Mind Link
  • Power: N/A
  • Prerequisite: War Factory
  • Primary Weapon: Anti Tank Gun
  • Secondary Weapon: N/A
Stinger

Stinger

T2 anti armor, stealth detection unit








  • HP: 315
  • Cost: 900
  • Armor: T2 Heavy
  • Role: Anti Armor
  • Upgrades: Arachnid Upgrade
  • Power: N/A
  • Prerequisite: War Factory, Bio Dome
  • Primary Weapon: Stinger Laser
  • Upgraded Weapon: Triple Stinger Lasers
Magnetron

Magnetron

T2 kinetic support vehicle.

This unit is capable of lifting enemy units and pulling them towards the magnetron itself.

TIP: Heavy units and all miners will be pulled towards the magnetron at a decreased rate.



  • HP: 210
  • Cost: 1000
  • Armor: T2 Medium
  • Role: Crowd Control
  • Upgrades: Free Mind
  • Power: N/A
  • Prerequisite: War Factory, Bio Dome
  • Primary Weapon: Kinetic Magnet Coils
  • Secondary Weapon: N/A
Havoc Tank

Havoc Tank

T2 support and MBT alternative unit.

Capable of dealing both damage and applying the chaos effect at the same time.
The longer it fires at its target, the faster it will fire.

TIP: While it's possible for the havoc to deal damage when applying the chaos effect
   it's generally not recommended to build the Havoc just for its damage.



  • HP: 455
  • Cost: 975
  • Armor: T2 Heavy
  • Role: Anti Armor, Crowd Control
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Bio Dome
  • Primary Weapon: Psychedellic Cannon Shells
  • Secondary Weapon: N/A
Subterranean APC

Sub APC

Subterranean transport unit.

As the name implies, this unit is capable of moving underground.
Holds up to 3 units.
Yuri Prime is not allowed in this vehicle.




  • HP: 245
  • Cost: 1000
  • Armor: T3 Light
  • Role: Transportation
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Disruptor "Waveforce" Artillery

Disruptor

T3 siege and ground support unit.

Needs to deploy in order to shoot.
Targets hit by its Waveforce Bolts are slowed by 30%
Targets also have their damage reduced by 30%
Debuff lasts 10 seconds.



  • HP: 420
  • Cost: 1400
  • Armor: T3 Medium
  • Role: Siege, Ground Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Battle Lab
  • Primary Weapon: Deployable Waveforce Coils
  • Secondary Weapon: N/A
Mastermind

Mastermind

T3 mind control support unit.

Capable of mindcontrolling multiple units at the same time.

TIP: In order to allow Masterminds to survive, use Obelisks of Life to periodically heal them and/or kill mindcontrolled units by force-attacking them if it currently mindcontrols more than 2 units.



  • HP: 700
  • Cost: 1750
  • Armor: T3 Medium
  • Role: Field Support, Crowd Control
  • Upgrades: Free Mind
  • Power: N/A
  • Prerequisite: War Factory, Battle Lab
  • Primary Weapon: Multiple Mind Control
  • Secondary Weapon: N/A
Stealth Tank

Stealth Tank

T2.5 stealthed hit and run vehicle.

Uses ammo to fire a missile barrage at its target.
Able to fire at air units for 50% of its normal ground damage.

TIP: After all of its ammo is depleted, you may find yourself lacking some DPS to bring down its targets. It's recommended bringing multiple Stealth Tanks or allowing them to reload before attacking again.


  • HP: 250
  • Cost: 1100
  • Armor: T3 Light
  • Role: Siege, Hit and Run
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Stealth Generator
  • Primary Weapon: AG and AA Dragon Missiles
  • Secondary Weapon: N/A




Yuri MCV

Yuri MCV

Can deploy into a Construction Yard.








  • HP: 1400
  • Cost: 2500
  • Armor: Heavy
  • Role: Production
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Radar, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Drifter

Drifter

T2 recon, anti infantry unit.


Fast and cheap, also able to hit air units.





  • HP: 230
  • Cost: 700
  • Armor: Light
  • Role: Anti Infantry/Air
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Bio Dome
  • Primary Weapon: Disk Lasers
  • Secondary Weapon: N/A




Psychic Buzzer

Psychic Buzzer

T2 flying Suicide Mindcontrol unit. This unit flies towards enemy vehicles when attacking, mindcontrolling its target when it hits.

TIP: If you find yourself in a situation where the enemy has a lot of anti air, the Buzzer can be deployed to transform into a ground unit.




  • HP: 77
  • Cost: 550
  • Armor: Light
  • Role: Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Bio Dome
  • Primary Weapon: Permanent Parasitism
  • Secondary Weapon: N/A
Floating Disk

Floating Disk

T3 flying anti ground unit.

This unit is capable of enemy power/defences or draining money from enemy refineries.






  • HP: 770
  • Cost: 1600
  • Armor: Medium
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Battle Lab
  • Primary Weapon: Disk Lasers
  • Secondary Weapon: Localized Drain
Mantis

Mantis

T3 aircraft carrier unit.



Able to get promoted from its spawns' kills.




  • HP: 600
  • Cost: 2000
  • Armor: Medium
  • Role: Siege
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: War Factory, Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Hovercraft

Hovercraft

Amphibious transportation unit.








  • HP: 900
  • Cost: 420
  • Armor: Heavy
  • Role: Transportation
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Shipyard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Tsunami Tank

Tsunami Tank

T1 amphibious MBT unit.








  • HP: 700
  • Cost: 1000
  • Armor: Heavy
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Shipyard
  • Primary Weapon: AT Gun
  • Secondary Weapon: N/A
Seaker

Seaker

T1 standard anti air vessel

Detects submerged units.






  • HP: 560
  • Cost: 800
  • Armor: heavy
  • Role: Anti Air
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Shipyard
  • Primary Weapon: Twin Plasma Cannons
  • Secondary Weapon: N/A
Squid

Squid

T1 detection and sea support unit.

Detects other submerged units.






  • HP: 280
  • Cost: 1000
  • Armor: Light
  • Role: Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Shipyard
  • Primary Weapon: Melee
  • Secondary Weapon: N/A
Boomer

Boomer

Submerged capitalship.

Capable of firing missiles towards its target.
Detects other submerged units.





  • HP: 1050
  • Cost: 2000
  • Armor: T3 Heavy
  • Role: Anti Armor, Siege
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Shipyard, Battle Lab
  • Primary Weapon: Twin Torpedoes
  • Secondary Weapon: SSM Missiles
Medusa

Medusa

Capitalship.

Capable of dealing damage against multiple targets.






  • HP: 1050
  • Cost: 2000
  • Armor: T3 Heavy
  • Role: Anti Armor
  • Upgrades: Free Mind
  • Power: N/A
  • Prerequisite: Shipyard, Battle Lab
  • Primary Weapon: Kinetic Multi-Target Bolts
  • Secondary Weapon: N/A