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Pulsar

Tier2
pulsar
Role
Support
Tier
2
Planet
Serpulo
Health
320
Armor
4
Speed
0.7
Ammo details

{| class="article-table" |+ !Weapons

!Stats
File:Heal-shotgun-weapon-outline.png
  • Firing rate: 2x 2.5/sec: ** 3 shots/round ** 2x 0.83 rounds/sec
  • Inaccuracy: 35 degrees
  • 15 damage
  • 1.6% repair*
  • Shocked |} ''*Rounded to 2 in core database.''

Source: Fandom: Pulsar (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Overview

Pulsar is a flying Nova-line unit that fires arcs of electricity which damage enemy targets and repair allied structures. It combines offensive electric arcs with a repair effect and modest mining capability, making it a support skirmisher and a niche miner. Pulsar was added in version 6.0 and has received multiple balance changes across later builds, including adjustments to weapon damage, range, firing rate, movement speed representation, mining speed, and added stances for rebuilding, assisting, and mining.

Pulsar’s primary weapon fires bursts of electric arcs. It fires in a 2x burst pattern with an effective firing configuration of 3 shots per round and a true sustained rate corresponding to 2x 0.6 rounds per second after historic adjustments. Individual arc shots dealt 12 damage initially but were increased through updates and, as of Build 153, deal 15 damage. The weapon has substantial inaccuracy (about 35 degrees) and produces a repair effect alongside damage; the repair effect is listed at roughly 1.6% (rounded to 2 in the core database). The arc length and visible weapon range were increased in later updates, with the weapon range set to about 8.1 tiles and the internal arc length increased in Build 153. The unit’s attack can bypass ordinary walls due to the arc behavior, making it dangerous to exposed structures even if its raw damage is modest compared to other attackers.

Pulsar is fast and fragile. Its movement speed was converted to 5.25 tiles/second early in the 7.0 series. It has the lowest health among all tier 2 units. Its short weapon range and low health make it vulnerable to most mid- and long-range defenses; stationary turrets with decent range quickly neutralize Pulsars on approach. Pulsar can carry items and has enough cargo space to facilitate blast-compound suicide runs, though other units may perform that role more efficiently.

Pulsar also has mining abilities. It could mine sand when controlled by a player with the “double-tap/click to mine” option enabled. Mining speed was reduced in Build 149 from a 500% multiplier to a 300% multiplier to compensate for gameplay changes that allowed mining-capable units to mine more conveniently. A stance for mining was added alongside the mining nerf.

  • Pulsar is best used for hit-and-run attacks that leverage its repair arcs to support allied structures while dealing area electric damage; however, its short range and low health require careful play and escort support.
  • Pulsar’s electric arcs can bypass conventional walls; increasing wall thickness or using high-tier walls (for example, Plastanium) mitigates this threat when facing enemy Pulsars.
  • Pulsar performs niche logic-based mining and can save base power/space on maps with limited drill placement; its usefulness for mining declined after the Build 149 nerf and the introduction of unit-mining commands.
  • In PvP, Pulsar rushes deal high DPS compared to some Nova-line units and can collapse infrastructure quickly if they land safely; mid-range defenses and light anti-air presence deter Pulsar landings.
  • Pulsar benefits allies with a small shield/repair field effect, increasing survivability of nearby low-health units such as Flares, though the effect scales with unit health and situational positioning.

The unit’s description and exact numeric values have changed over multiple updates; current weapon damage and range values reflect the Build 153 adjustments (15 damage, ~8.1 tile range, increased arc length).

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