wiki / Combat / EN
Combat layers, armor and repair
Understand what can be hit, what absorbs damage, and what restores it.
Ground and air are combat layers. A tower needs a compatible target layer and range to fire. A Copper Vaulter follows its ordinary road but becomes an air target during the airborne portion of its jump. A Violet Phaseweaver alternates vulnerability every two seconds of active simulation while remaining road-bound.
Armor absorbs ordinary attacks before damage reaches health. Gauss and Tesla pierce armor and its defensive support factors. Acid deals extra armor damage while preventing coated machines from self-regenerating or receiving Servicer repairs.
Relays protect nearby armored ground allies; Silver Wedges protect a forward arc while armor remains. Those two armor defenses do not multiply together. Overseers can form a protective mesh with other Overseers.
Stun stops affected movement and interrupts certain protocols. A Pacer's passive speed aura remains active while the Pacer is stunned, so destroying it or moving its allies out of range is what removes that support. Multiple Pacer auras do not stack.
Nullifiers periodically clear freeze, stun and Acid from nearby non-boss allies. Their presence can change which enemy you need to remove first. Targeting support and sustained fire are choices to consider against mutually supporting formations.