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Eclipse

Tier5
eclipse
Role
Assault
Tier
5
Planet
Serpulo
Locomotion
air
Health
22000
Armor
13
Speed
0.54
Ammo details

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

!Shots/sec
File:Large-laser-mount-outline.png
  • Firing rate: 2x 0.66/sec
  • 115 damage
  • Pierce (laser)
    File:Large-artillery-outline.png
  • Firing rate: 2x 3.33/sec
  • 15 damage
  • 65 area damage ~ 3.1 tiles
  • Blasted
    File:Large-artillery-outline.png
  • Firing rate: 2x 2.5/sec
  • 15 damage
  • 65 area damage ~ 3.1 tiles
  • Blasted |}

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

Overview

Eclipse is a tier 5 flying unit that serves as a heavy assault ship, reworked from the Reaper boss. It appears as a powerful endgame combat unit with long-range piercing lasers and a close-to-mid-range flak barrage, and it prioritizes high-value targets such as reactors. Eclipse combines high durability, strong sustained single-target damage, and area suppression, making it a significant threat both on offense and defense.

Eclipse is armed with two large piercing lasers that fire at a steady rate and a dual flak/artillery-style barrage that deals area damage and inflicts the Blasted status on hit. Its lasers have no pierce limit and can hit both ground and air targets, allowing it to snipe conveyors, power lines, and exposed logistics from safety. The flak is effective against groups and support units and applies Blasted, making affected units take extra damage from subsequent impacts or explosives. Over successive updates the unit’s health, speed, laser damage, flak damage, area damage, and ranges were adjusted upward; modern builds give it very high health (over 20,000) and substantial damage output (lasers around 115 damage and flak area damage up to 65). Eclipse moves faster than many earlier tier 5 units and carries a moderate item capacity for battlefield resupply.

Against Eclipse, defenses must account for both piercing lasers and blast flak. Use heavy thorium or surge walls to absorb non-laser impacts while preventing Plastanium Walls from being stripped by lasers; place reactors and other critical structures behind sturdier layers. Keep fragile support units away from its flak range and prioritize cooling and mending on turrets. Turrets that can whittle from range (such as Foreshadow) are effective counters; surge alloy ammunition on mobile interceptors (Swarmer, Cyclone) and area-effect defenses (Cryofluid or Shallow Water Tsunamis) increase damage dealt. Exploiting Eclipse’s targeting priority for reactors can lure it with sacrificial unpowered reactors, though detonating reactors risks heavy base damage and is costly.

On offense, Eclipse maneuvers well for a tier 5 unit and can bypass walls and many ground defenses due to flight. It is immune to ground-only debuffs and can fly over certain artillery disadvantages (for example avoiding Toxopid debuffs). Its flak’s Blasted application synergizes with area status effects like Pooled Cryofluid Tsunami to amplify damage without needing Blast Compound. The main threat to an attacking Eclipse is long-range snipers such as the Foreshadow, which can chip away its large health pool before it closes.

Practical notes and interactions:

  • Eclipse fires two piercing lasers (high single-target damage) and a barrage of flak (area damage that inflicts Blasted). Both weapon types fire twice per attack cycle.
  • Lasers ignore normal pierce limits and can damage air and ground logistics (conveyors, nodes) unless protected by Plastanium Walls.
  • Flak has significant area damage (around 65 in modern builds) and applies Blasted, improving follow-up damage effectiveness.
  • Eclipse prioritizes reactors when selecting targets; protecting or masking reactor placement reduces its effectiveness.
  • Defenses benefit from cooled, mended turrets, Overdrive Domes, and using surge alloy ammo or Cryofluid/Water Tsunamis to accelerate kills.
  • As a unit on offense, Eclipse pairs well with flankers and can exploit gaps in walled bases due to flight and its mixed damage profile.
  • Eclipse is effectively the Serpulo-region air counterpart to high-tier ground units and is unique among Serpulo air units for its range relative to Scatter-class defenses.

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