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Scepter

Tier4
scepter
Role
Assault
Tier
4
Planet
Serpulo
Health
9000
Armor
10
Speed
0.36
Ammo details

{| class="article-table" !Weapon

!Stats
102x102px
  • Firing rate: 2x 2/sec
  • Inaccuracy: 3 degrees
  • 70 damage
  • 2x lighting ~ 20 damage
  • Shocked
  • 15/sec interval bullets: ** 5 damage
    ** Shocked
    48x48px
  • Firing rate: 2x 2.5/sec
  • 20 damage
    48x48px
  • Firing rate: 2x 2/sec
  • 20 damage |} {| class="article-table mw-collapsible mw-collapsed" |+Expanded weapon details !Weapon
    !Stats
    102x102px
  • Firing rate: 2x 2/sec: ** 0.75 sec reload (45 ticks) ** 3 shots/round ** 0.06 sec interval delay (4 ticks)
  • Inaccuracy: 3 degrees
  • Type: BasicBulletType
  • 70 damage
  • 2x lighting: ** 20 damage ** 3 tiles length
  • Shocked
  • 15/sec interval bullets: ** 5 damage ** Shocked
  • Effective range: 27 ** 60 tiles/sec speed ** 0.45 sec lifetime (27 ticks)
  • Maximum range: 30 (27 + 3 lightning length)
    48x48px
  • Firing rate: 2x 2.5/sec: ** ? sec reload (? ticks)
  • Type: BasicBulletType
  • 20 damage
  • Effective range: 18.75 ** 22.5 tiles/sec speed
    ** 0.83 seconds lifetime (50 ticks)
    48x48px
  • Firing rate: 2x 2/sec ** ? sec reload (? ticks)
  • Type: BasicBulletType
  • 20 damage
  • Effective range: 18.75 ** 22.5 tiles/sec speed ** 0.83 seconds lifetime (50 ticks) |}

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

Overview

Scepter is a heavy tier 4 ground unit that functions primarily as a long-range defensive artillery unit armed with multiple charged guns and a shock cannon. It has very high health and armor for its class and carries a Shield Regen Field ability that grants a strong survivability buff to nearby allies. The unit is slow-moving and best employed in defensive roles where its long reach and lightning-based damage can be brought to bear without exposing it to rapid flanking or kiting.

The main weapon is a shock cannon that fires a short barrage of charged bullets: each volley consists of three rapid shots with a 0.75 second reload and a 0.06 second interval between shots. Individual projectiles have an inaccuracy of 3 degrees and deal high base impact damage; the cannon also produces lightning strikes that deal additional shock damage along a short range, extending the weapon’s effective reach by a few tiles. The Scepter also has two pairs of smaller secondary guns (front and back) that provide consistent supplementary damage. The unit’s effective projectile range is roughly 27 tiles with a maximum lightning reach increasing that to about 30 tiles. The Shield Regen Field ability has a 7.5 tile radius, pulses once per second, restores 25 health per pulse and provides up to 250 shield. Core stats changed over development: Scepter’s base health is substantially larger than earlier prototypes, its armor is high (10), move speed is in the low tiles/second range (around 2.7 tiles/s), and it holds an item capacity in the ~80 range.

Scepter deals significant battlefield damage because its lightning sparks can trigger multiple times on a single target and stack rapidly; this makes it particularly dangerous to thick-walled or high-health targets. Its low mobility and predictable pathing make it vulnerable to concentrated, prepared defenses and to status-effect strategies that bypass armor. The unit is derived from the older Chaos Array design and has appeared as a guardian unit in certain campaign maps.

  • Use Scepter on defense where its long-range shock cannon and shield regen can support static lines rather than for fast offensive strikes.
  • Prioritize killing a Scepter quickly when it appears: its lightning can stack and shred walls and high-health units if left unchecked.
  • High-durability walls (Thorium/Large Thorium) slow it down but will not hold indefinitely; supply turrets with focused fire (Fuse, Mega, Poly) behind walls for fast elimination.
  • Status effects that bypass or ignore armor—such as Blast Compound ammo or Pooled Cryofluid freezing combinations—are effective because they are not reduced by armor. Using wet/shocked interactions (water in liquid turrets) increases affinity damage output but note that affinity damage does not pierce armor in current builds.
  • Cheaper swarms (Lancers and Arcs) supported by layered large walls and water-based turrets can overwhelm a solitary Scepter when on a budget.
  • Keep Scepters away from friendly fragile units that benefit from its Shield Regen Field; the ability boosts survivability for nearby units and force fields.
  • Because of its large size and slow speed, the Scepter is a predictable target for area-denial and focused long-range fire; exploit pathing quirks in campaign maps to concentrate damage as it approaches.

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