Aegires

{| class="article-table" !Weapon
| !Stats |
|---|
| File:Point-defense-mount.png |
- Firing rate: 4x 7.5/sec*
- 30 damage (to projectiles)
- Point defense |} ''*Aegires has two sets of this weapon with 2x 7.5 fire rate each, but are grouped as one for simplicity due to having identical stats''
Source: Fandom: Aegires (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Aegires is a Tier 4 mobile support unit that projects an energy field which both heals allies and damages nearby enemy blocks. It has exceptionally high durability, with 12,000 health — the highest health among Tier 4 units.
Aegires carries internal point-defense weapons to protect itself and its field from incoming projectiles, and it functions particularly well in watery maps where turrets cannot be placed. The unit was added in Build 127 and later received several balance changes to its field, weapons, and capacities.
Aegires’ energy field applies a periodic percentage-based heal to allied units and structures inside the field while also dealing damage to enemy blocks and units. The heal value is percentage-based (1.5% of the target’s max health per zap as of Build 146), which makes the field scale strongly with high-health units; Tier 5 units and other high-HP targets benefit most in raw heals per tick. The field applies a “same type healing” penalty: healing applied to other
Aegires is reduced by 50% to prevent self-sustaining stacks. The field also inflicts a status effect that reduces enemy fire rate to 60% of normal while they remain in it, greatly increasing survivability for allied forces inside the field. The energy field was adjusted several times across builds (notably increased to 3% then reduced to 1.5% in later builds) and its offensive damage was increased in Build 136.
Aegires mounts two sets of point-defense weapons (grouped in descriptions as a single combined mount for simplicity). Each set fires rapidly (effectively 2 × 7.5 shots per second after Build 146) and focuses on destroying incoming projectiles; point-defense damage was increased to 30 in recent updates. These defenses make it difficult for low-velocity or low-count projectile weapons to reach units sheltered by the
Aegires’ field.
Practical notes and usage:
- Primary role is mobile area support and sustain: the percentage-based healing favors high-HP allies such as
Reign,
Oct, and other Tier 4/5 units, enabling resilient death-ball compositions. - Same-type healing is halved, so stacking many
Aegires to mutually heal is ineffective and was intentionally limited. - The field damages and destroys low-health infrastructure like Conveyors and Power Nodes quickly, making
Aegires potent offensively against base logistics if allowed to approach.
Plastanium walls will block the field, allowing defenders to protect fragile blocks behind that layer. - The field’s status effect reduces enemy fire rate to 60%, which compounds its defensive value for units and turrets sheltered inside.
Aegires is vulnerable to high single-target, non-projectile turrets (for example,
Foreshadow) and to coordinated focus fire; pairing with durable units or shielding layers improves survivability. Place an outer layer (e.g., thorium walls) to soak bullet damage while plastanium walls block the field if necessary. - Logistics: item capacity is 170 and speed displays as 5.25 tiles/second (converted from earlier internal units). The unit is commandable without the earlier command limit (command limit removal in Build 136).
- Mobility synergy:
Aegires can be transported by allied units (for example,
Oct) to cross land and reach advantageous positions, which is useful on watery survival maps. - Cost and positioning:
Aegires is expensive to produce; it is most effective when used to support high-value units in sustained fights rather than as a disposable frontline attacker.
Trivia: the unit name
Aegires comes from the genus
Aegires of nudibranchs (sea slugs).