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.

For more information about how to build and use units, see these pages on carrying, orders, and the HUD.

Compare the statistics of the different units with this spreadsheet.

Tanks ArmadilloBusterDevastatorGeminiGoliathLonghorn
Infantry AssassinBruteButcherFF2000FixerFlamerJumperMortyNecroProbeRocketeerRunnerSAMSergeantSoldier
Anti-Air FlakkerHAATSeekerStinger
Repair HoneypotPatcherRatchet
Turrets AegisGattySentry TurretT45T99
Artillery ArchyArtyBertha
Vehicles BoxerBuckyJackalJokerRebelTangoZipper
Flying BaloomHeroSkyeye
Socket Bot SpawnerGeneratorLevelerLockboxLunchboxMoneymakerSafeboxVaultbox
Utility Bear TrapBombsBoosterHeavy MineLight MineStasis 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, and 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 a heat-seeking rocket launcher.
  • Morty - Throws grenades at targets, useful for taking outposts.
  • Necro - Resurrects destroyed units, regardless of team, then self-destructs.
  • Probe - Has the fastest movement, cheapest cost and quickest build time but is weaponless.
  • Rocketeer - Flying Infantry which can land to capture outposts.
  • Runner - Fast moving Infantry. Has fewer hitpoints than Soldier.
  • SAM - Shoots homing missiles at AirMechs and other units.
  • Sergeant - Can share its orders with up to 3 nearby infantry units.
  • Shooter - Lightly armoured 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 neutralised outpost.

  • Zipper - The 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 armour, but low damage output.
  • Joker - Default unit, low armour, fast attack car carrying a light weapon and runner.
  • Jackal - Medium armour, fast attack vehicle, great for rushes
  • Ratters - Medium armoured, fast attack car, chance to spawn a soldier on death.
  • Gangster - heavily armoured, fast attack vehicle, armed with a turret.


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. They also take double damage from behind.

  • Armadillo - Low cost, all around fast. A light tank.
  • Longhorn - Single-barrelled (Heavy guns), slow main battle tank
  • Gemini - Double-barrelled (Medium guns), good against light units
  • Goliath - Heavy tank, can only be built at level 7 or higher.
  • Devastator - The heaviest tank, can only be built when user is level 9 or above.
  • Turtle - Unarmed mobile shield, very slow movement, takes reduced damage when it is 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 specialise 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 neutralised).

  • Aegis - Missile-destroying laser.
  • T45 - A lighter and cheaper version of the T99.
  • T99 - Heavy anti-tank and anti-air turret.
  • Gatty - Infantry killing mini-gun.
  • Sentry Turret - Anti-infantry turret. (Acts as a lighter/cheaper Gatty; has a line of sight)
  • Tesla Tower - Fires an large lightning bolt that hits multiple enemies and slows them. It can also apply a stasis effect on enemy AirMechs.
  • Pepper - Fires bursts of dumbfire missiles, anti-tank turret but can only fire in a small arc similar to artillery.


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. 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 from level 7 or higher.


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 specialised 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 armoured, mobile anti-air truck, direct shots.
  • HAAT - Heavy anti-air turret (Costs no upkeep when placed on a socket)
  • Seeker - Mobile anti-air, has slow missiles.
  • Stinger - Anti-air turret, missiles (Costs no upkeep when placed on a socket.)
  • Gorgon - Tank with HAAT capabilities. Very heavily armoured.


Healing units that repair nearby units and disarm mines.

  • Honeypot - Immobile and expensive, but has fastest heal rate, the most health and can be placed on sockets for bonuses.
  • Patcher - A 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. It will follow the player around and heal them when damaged. 
  • Fixer - Repairing and mine-disarming infantry.

Tank DestroyersEdit

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 armoured tank destroyer and mine roller.
  • Buster - Low HP, high damage, tank destroyer.


Support units that "hide" nearby units on the radar.

  • Jammer - Low cost radar jamming unit.
  • Sonya - Average cost radar jamming unit.
  • Dinger - high cost and range; 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 AirMechs or infantry.
  • Stasis Mine - Slows units that walk over it, and connects to up to 2 others to make a stasis field.

Socket UnitsEdit

Socket Units only function while on a friendly pad. They give bonuses to you and your teammates, such as increased income, or unit cap.

  • Bot Spawner - Spawns creeps that are the same as fortress creeps.
  • Generator - Recharges energy of nearby Mechs- Does not 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 boxesEdit

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.

Flying UnitsEdit


Supportive flying units have no offensive capabilities, instead giving buffs to your units, such as healing or radar.

  • Hero - Repair unit, can heal AirMechs and units.
  • Skyeye - Provides a minimap radar in the area where it is stationed.


Offensive flying units do damage to the enemy AirMech and units in the area.

  • Baloom - Seeking air mine, explodes upon contact with an enemy AirMech.

Infantry Edit

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.

AirMech UnitsEdit


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. (OUTDATED)


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.
  • Uber - Drastically increases the fire power of a Mech by enhancing one of their abilities or guns with a strong buff. These can only be found and built in Wastelands.

Ultimate UnitsEdit

Ultimate units are cosmetic reskins of regular units, some of them grant a permanent XP/kudo boost to their owner.

In AirMech Wastelands, these units are much stronger than their regular variants.

Unit VariantsEdit

Unit variants are simply reskins of normal units. This is purely cosmetic and does not affect gameplay.

Some of these units have altered statistics in Wastelands.

Unit AlternatesEdit

Unit Alternates can be currently only be crafted using the nanoforge, they are permanent variants. Unit Alternates that have been found in the old drop system have limited uses.

These units can not be bought from the shop, but could 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.

These units have altered statistics in Wastelands, but are treated like regular units in Strike.


Aggressor units have weaker armour but a stronger attack. They go slower but have a farther range.


Cheap units are, well, cheaper to make. They have less armour 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 armour, 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.

Unbuildable UnitsEdit

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


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