Attack Sectors Guide
2026-05-08
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Attack Sectors Guide — Mindustry guide imported from fandom-mindustry
Source: Attack Sectors (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
| Outdated****This page's data is up to date for Build 146. The latest build is Build 157.3.Note: Most sector now have unit factories even if it's medium threat. And also, there are some high threat sectors with multiple cores and having a Core: Foundation. And lastly, Extreme and Eadication sectors now have some Impact Reactors and even Thorium Reactors. |Community Exclusive Page* This page primarily details content that is sourced from the community, such as a guide or a mod, and may not be affiliated with the base game.
In Serpulo, enemy bases are located around the planet, especially near the poles. However, near the poles there are usually higher quantities of resources. You'll need to destroy these bases to keep these sectors that have high quantities of resources, and for global domination.
General strategies for attack sectors
Turret rushing is a strategy to help take out enemy bases. It consists of quickly setting up Power generation and a basic defense, then placing long-range turrets (Lancers against Duos or any air-only turret, Salvos against Lancers, Ripples or player-controlled Salvos against Salvos) to outrange and take out enemy turrets. Due to the no-build region around the enemy Core, no turrets can directly strike the enemy Core. If the enemy defense contains Ripples, air units like the Flare or Zenith are controlled by the player and then used to take out the Ripple's ammo lines. Once the no-build zone is reached, the enemy Core is most commonly taken out with T3 units (Zeniths if the anti-air is weak, otherwise multiple Quasars). If the defense has poor area damage, it may help to include dozens of Crawlers. If there are too many turrets inside the no-build region, it may be necessary to use Foreshadows or Ripples.
Low
Low bases have Copper Walls and a Core: Shard. The Core is protected by:
4 Lancers
20 Arcs
8 Scatters; Metaglass
4 Hails; Graphite
4 Menders
36 Solar Panels
8 Batteries
This type of base does not occur naturally and can only be encountered by abandoning a captured Medium base while not playing in the sector. The Core can be destroyed by mass Horizons and/or ground units. When using ground units, targeting the Batteries with Horizons and/or attacking during night when the Solar Panels produce no power is recommended. While less recommended, a group of Nova can be used, boosting over the Lancer and Hail shots and quickly landing on the ground to shoot and avoid being hit by Scatters.
Medium
Medium bases have Titanium Walls and a Core: Shard. The Core defense structures include:
2 Ripples; Graphite
1 Salvo; Graphite
3 Scatters; Lead
1 Overdrive Projector
2 Water Extractors for 1 Wave
3 Scorches; Coal
2 RTG Generators
1 Parallax
1 Battery
Horizons are best at destroying this Core because they have the mobility to survive Lead-loaded Scatter fire for long enough to do some damage to the Core. As there are no Menders near the Core, you can command small groups of Horizons to eventually destroy the Core, or a large group to one-shot the Core. Generally though, most medium bases can easily be dealt with using enough T2s, or a few T3s.
High(1)
This high threat base has Thorium Walls and a Core: Shard. The defense here includes:
1 Fuse; Thorium
3 Salvos; Thorium
3 Scatters; Metaglass
3 RTG Generators
1 Air Factory; Mono
1 Mend Projector
You can use Horizons for this one, but you might need a large group to take out the Core. Generally though, a good strategy is to use Fortresses to snipe particularly troublesome defenses, and Zeniths to rush Cores.
High(2)
This base has Surge Walls and a Core: Nucleus. The Core has these equipped:
10 Batteries
4 RTG Generators
4 Mend Projectors
5 Water Extractors and 1 Liquid Tank for 1 Tsunami
2 Spectres; Thorium
2 Parallaxes
2 Lancers
A group of Zeniths can destroy the Core as Spectres take some time to destroy T3s.
Extreme/Eradication
The hardest bases on Serpulo. Found all the way at the poles, the northern set threatening your control of Impact 0078 and Nuclear Production Complex. They have Phase Walls and multiple Core: Nucleuses that have these mounted:
2 Fuses; Titanium
3 Lancers
1 Parallax
2 Spectres; Thorium
3 Waves with 2 Water Extractors each
1 Meltdown with 4 Water Extractors and one Water Extractor from a Wave and a Liquid Tank
5 RTG Generators
4 Large Batteries
3 Large Solar Panels
4 Mend Projectors
1 Foreshadow
These bases are very difficult if you don't have a proper strategy. Highly known strategies include:
Corvus- Build one and snipe everything safely except the Foreshadow. The lack of Plastanium Walls allows you to take a few hits and take out the power supply for the Foreshadow. Be careful of the enemy spawn, as Corvus is rather slow as well as the most fragile T5.
Vela- Once again exploiting the lack of Plastanium Walls, destroying the Waves and Mend Projectors and setting the Core on fire. Even a small group can outheal the Foreshadow enabling safer travel to the Core. They can also help in defense.
Quad- A group of these will drop heavy bombs that will blast the enemy turrets and Core. With Blast Compound loaded, it takes very few Quads to destroy the Core(s).
Zenith- Somehow, enough Zeniths loaded with Blast Compound can take down the Core. Avoiding enemy outside defenses, one gets sniped by the Foreshadow, and the others charge down, tank the Spectres, and the Meltdown will ironically end up being the demise of the enemy Core, as it will kill the Zeniths and make them land on the Core, destroying it. This is the quickest strategy, especially if Overgrowth has not been captured yet. (Though Zeniths destroy Overgrowth rather quickly.)