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unit-eclipse

Overview

Eclipse is a tier-5 flying combat unit introduced as a successor/rework of the Reaper. It acts as a heavy air attacker that combines two piercing lasers with a barrage of flak, making it capable of both focused single-target damage and area suppression. The unit appears as a high-health, high-mobility strike craft that in many sectors will prioritize high-value electrical infrastructure — notably reactors — when controlled by its AI.

In combat the Eclipse mounts two large piercing lasers firing at a moderate rate and a twin barrage of flak rounds. The lasers have high single-shot damage and no strict pierce limit, allowing them to snipe buildings and hit air targets; the flak deals area damage and inflicts the Blasted status on affected units, increasing its effectiveness against clustered or fragile targets. Over several updates the Eclipse’s health, movement speed, laser and flak damage, and ranges have been adjusted (health rising into the 20k+ range, speed raised to about 4.05 tiles/s in recent builds, and laser/flak damage increased over time). It also carries a modest item capacity for transport tasks though this was reduced slightly in later patches.

Because it combines long-range lasers with close-range area flak, the Eclipse is versatile both offensively and defensively. On offense it can fly past frontline walls and directly damage conveyance and power networks; it avoids many ground-only counters by flying and is not hindered by the Toxopid artillery debuff. On defense its flight makes positioning more flexible than some heavy ground units, and its weapons provide both anti-structure sniping and crowd control. However, long-range sniper turrets such as the Foreshadow are effective counters against it, as are powerful endgame ground turrets; it is often accompanied by escort ships in higher-threat sectors.

Practical notes and strategies:

  • The Eclipse’s AI tendency to prioritize reactors means base power generation is a frequent target; place key reactors behind heavy plated walls (Plastanium where possible) or spread/cover reactors with other structures to reduce losses. Some players place unpowered reactors as lures, though destroying reactors can damage your base.
  • To mitigate its lasers, use Thorium or Surge Walls to absorb non-laser damage and Plastanium walls to protect vulnerable conveyors and nodes from direct laser fire when available.
  • Flak’s Blasted infliction synergizes with Pooled Cryofluid Tsunami tactics: applying Pooled Cryofluid or using water effects can increase the Eclipse’s damage potential or exploit the Blasted debuff when coordinating with friendly units.
  • Offensive pilots should avoid prolonged exposure to Foreshadow and other long-range snipers; pairing the Eclipse with units that force close engagement or using it to flank can reduce snipe risk.
  • Cooling, mending, Overdrive Domes, and using high-damage ammo (e.g., Surge Alloy) on escorting attackers improve survivability and damage output in large assaults.
  • Because flak can hit air units and lasers pierce, the Eclipse is useful for crowd-control roles when massed against mixed forces; it can also counter certain ground-only threats by flying over debuff zones.

Eclipse’s origins trace to the Reaper boss unit from Nuclear Production Complex, and its name references the astronomical eclipse phenomenon. In some high-difficulty sectors it appears alongside escort ships such as Antumbra and can be encountered in extreme and eradication-threat maps.

Other entities of this type