Aegires

{| class="fandom-table" !'''Build'''
| !'''Changes''' |
|---|
| Build 127 |
| *Added. |
| - |
| Build 128 |
- Energy field healing percentage decreased (3% → 2.5%)
*Speed converted from 0.7 arbitrary units to 5.25 tiles/second. Build 129 *Description added to Core Database. - Build 130 Item capacity decreased (180 → 170) Build 132 Range decreased (22 → 4 blocks) (unconfirmed) Build 136 *Command limit of 8 removed. - Range increased (4 → 22 blocks) (unconfirmed)
- Energy field damage increased (35 → 40)
- Energy field healing percentage increased (2.5% → 3%)
Point defence damage increased for all weapons (24 → 25) Build 146 - Energy field healing percentage decreased (3% → 1.5%)
- Energy field ability now has a -50% Same Type Healing modifier.
- Point defence damage increased for all weapons (25 → 30)
- Fire rate increased for all weapons (5 shots per second → 7.5) |}
Source: Fandom: Aegires (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
{| 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 a damaging and healing energy field while carrying strong point-defense weapons. It functions as a frontline support and area-denial platform: its field damages enemy blocks and projectiles, heals allied units and buildings by a percentage of their maximum health, and applies a status effect that reduces enemy fire rate to 60% while inside the field.
Aegires has very high raw durability for its tier and is intended for use in watery or amphibious operations where turrets are limited; it can be transported over water by an
Oct and participates in both offense and defense as a moving aura generator and projectile negator.
Aegires mounts point-defense weapons that fire rapidly and deal damage specifically to projectiles, making direct long-range bullet spam and many turret volleys ineffective near it. The unit’s energy field deals damage to enemy blocks and projectiles while simultaneously restoring allied health based on a percentage of their max HP. The healing is percentage-based (affected by historical balance changes; current effective healing is subject to the build-version values) and scales better for high-health Tier 5 units.
Aegires itself benefits from the field but when healing other
Aegires the unit applies a -50% “same type healing” modifier, preventing excessive self-stacking regen.
Practical usage and interactions:
- Position
Aegires within attack formations to maintain a steady percentage heal on large, high-HP units (Tier 5 units benefit most from percentage healing). Two
Aegires together can out-heal certain high-DPS turrets against single large targets because of the percentage-based effect. - Use
Aegires to protect fragile infrastructure near the front by blocking its energy field behind defensive
Plastanium Walls.
Plastanium Walls block the field and protect conveyors and power nodes from being shredded by it; combine outer
Thorium Walls to absorb bullet damage while
Plastanium receives lasers. - The point-defense weapons rapidly destroy incoming projectiles and bullets; turrets firing projectiles (or players relying on
Ripple-style low-damage shots) are much less effective against
Aegires unless those projectiles are either very high damage or non-projectile weapons like lasers. - The field’s damage and the unit’s point defense can quickly destroy unarmored conveyance and power blocks if left unchecked. Prioritize enemy units such as the
Sei when they accompany
Aegires, since the
Sei is likely to create breaches that let the field infiltrate defensive lines. - Repair units like
Poly or
Mega are fragile in the field and may die unless the field is blocked off; healing
Cyerce units pair well but are fragile on their own—
Aegires provides more bulk to enable self-regenerating groups. - On defense,
Aegires is effective but expensive. Its percentage healing leaves low-HP blocks (e.g.,
Overdrive Dome) receiving low raw HP per tick, so protect those structures with additional armor or placement outside the field if necessary. - Avoid stacking many
Aegires to rely on mutual healing because of the “same type healing” penalty; mix unit types so the aura benefits carry units that scale with percent-based heals. - Mobility:
Aegires’ ability to move and be transported makes it particularly useful on watery maps where stationary turrets cannot be placed.
Balance notes and notable stats derived from historical changes:
Aegires was added in an early build and has received adjustments to its field healing percentage, weapon fire rate, and point-defense damage over several builds. It possesses among the highest health values for Tier 4 units.- Its point-defense mounts fire rapidly (grouped as identical weapons) and focus on destroying projectiles; weapon fire rate and per-shot damage have been increased in past patches to emphasize its role as a projectile counter.
Cultural note:
Aegires is named after the
Aegires genus of nudibranchs, reflecting its nautical theme and association with sea maps.