Obviate

{| class="article-table" !Weapon
| !Shots/sec |
|---|
| 64x64px |
- Firing rate: 0.42/sec
- 56.25 damage
- 8x lightning ~ 17 damage
- Shocked
- 15/sec interval bullets:
** 16 damage
** -75.0% building damage (16 → 4)
** Cannot hit air
** Shocked
|}
{| class="mw-collapsible mw-collapsed article-table"
|+Expanded weapon details
!Weapon
!Shots/sec 64x64px - Firing rate: 0.42/sec: ** 2.33 seconds reload (140 ticks) *Type: ''BasicBulletType'' *56.25 damage *8x lightning: ** 17 damage ** 1-5 tiles length ** Shocked
- 15/sec interval bullets: ** Type: ''LightningBulletType'' ** 16 damage ** -75.0% building damage (16 → 4) ** Cannot hit air ** Shocked ** 1.5-4.5 tiles length *Effective range: 22.5 **22.5 tiles/second speed **1 second lifetime (60 ticks) *Maximum range: 22.5 + 5 (max length of ending lightning) = 27.5 |}
Source: Fandom: Obviate (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Obviate is a tier-3 flying combat unit introduced in later sectors that functions as a high-damage, medium-range striker. It carries two distinct weapon behaviors: a slow-firing heavy bullet and a secondary lightning-based barrage. The primary weapon fires at 0.42 shots/sec (2.33 seconds reload) delivering 56.25 base damage, while its lightning attack spawns eight short lightning segments (~17 damage each) and additional interval lightning bullets that deal 16 damage but only 4 to buildings (‑75% building damage) and cannot hit air units. Lightning segments are shocked-type projectiles with a short reach; the unit’s effective range is 22.5 tiles with a potential maximum reach of 27.5 tiles when including the lightning tail.
Obviate is bulkier and deals significantly more damage than the closely related
Avert, but it is the most fragile of the tier-3 flyers in terms of survivability compared to heavier units. It lacks the long range of units like
Anthicus and rotates slowly, which can hamper tracking against nimble targets. Obviates appear from the
Ravine sector onward and present a strong, unpredictable threat because they can slip into under-defended areas and target walls, unguarded production structures, and cores.
Because of its weapon profile and flight,
Obviate excels at hitting clusters of larger targets and fortified structures where lightning splash and heavy bullet damage combine. On offense, a direct, concentrated assault is usually the best approach: bring Obviates to focus fire on walls, production buildings, and the enemy Core to make use of their burst damage. Against air-defended positions, use hit-and-run tactics—deliver an initial high-damage pass, then retreat to allow weapons to cool down before repeating. Prioritise disabling turret ammo and high-damage anti-air like
Disperse before committing to a prolonged engagement; pairing Obviates with fast units that can sever turret logistics speeds up breaks in enemy defenses.
On defense, Obviates are effective against many late-game ground units due to lightning damage against larger chassis. They counter
Quell,
Disrupt, and
Collaris particularly well because those units do not target air.
Conquer turrets have a slow fire rate and can be kited by Obviates that circle them; Obviates’ ability to reposition quickly makes them suitable to cover newly developed areas or replace fallen ground defenses. When ordered to attack a single fast-moving target, Obviates may fire slowly or fail to track; stationing them over a defensive area to let enemies come into their firing envelope is often more effective.
Counterplay focuses on exploiting the
Obviate’s fragility and slow rotation.
Fast circling units such as Averts or Eludes (with optimal play
Elude can win due to
Obviate’s slow rotation) can outmaneuver and drain Obviates. Two Clerois can intercept and neutralize projectile volleys; split your forces to reduce splash losses. If you expect air raids (sectors usually signal air-specific escalation), prepare anti-air turrets and pre-built build towers to deploy them quickly, since turrets require long construction times.