Ashes of the Singularity II Best Units Tier List

A launch tier list for Ashes of the Singularity II: the best units by role, the traps to avoid and the super units worth their logistics.

Last Updated: 2026-11-11

A tier list for a game with 58 units and three asymmetric factions is always a context argument. A unit that is S-tier in a 1v1 on a small map can be B-tier in an eight-player turtle match. This list is therefore split by role, and it assumes equal player skill and a normal economy.

The stats are from the launch database. The rankings are ours.

A mixed army pushing through a chokepoint
A mixed army pushing through a chokepoint

Launch-build stats

All values reflect the 1.0 release build and the November 10 hotfix. Re-check unit tooltips after any balance patch.

S-tier: units that define a game

Champion (PHC, Forge). 7,500 HP and 300 DPS for 3 logistics. It shoots ground and air, and its 360-second build time is the only real cost. A Champion on the field changes what the opponent is allowed to build.

Titan M-7 (UEF, Armory). 7,500 HP, 64 DPS, 1,100 range and three weapons including an anti-air gun. It is not the highest-DPS unit, but it is the most flexible heavy chassis in the game and the core of most UEF armies.

Hyperion (PHC, Omega Arsenal). 50,000 HP and 379 DPS for 10 logistics. The single strongest damage unit at launch. The caveat is the same as every super unit: if it dies, the game is probably over.

Punisher (Substrate, Aviary). 120 DPS at 1,800 range for 250 Durantium and 500 Elerite. It has only 900 HP, but it outranges almost every ground unit. This is the best value aircraft in the game.

A-tier: the backbone

Nemesis (PHC, Armory). 51 DPS at 1,300 range for 100 Durantium and 300 Elerite. The standard PHC line unit and the reason PHC can trade efficiently in the mid-game.

Eradicator (Substrate, Advanced Assembly). 68 DPS at 1,400 range for 100 Durantium and 275 Elerite. It outranges Nemesis and costs less Elerite, which makes it the best cheap line vehicle in the game.

Stormbreaker (UEF, Armory). 52 DPS at 1,700 range with Explosion damage. The answer to infantry blobs and static defenses. It is fragile, so it needs a screen.

Apollo (PHC, Armory). 84 DPS and 2,000 range against air. The longest anti-air reach in the game. If the opponent has aircraft, Apollo is not optional.

Initiate (PHC, Factory). 3,500 HP and 90 DPS for one logistics point. The best early-game commander and a unit that remains relevant longer than its cost suggests.

B-tier: good, but conditional

Hammer Su-75 (UEF, Airfield). 90 DPS for 250 Durantium and 375 Elerite. Excellent against ground armies without anti-air, useless against a prepared Apollo or Sky Cleanser screen.

Talos (PHC, Sky Factory). 108 DPS and 2,025 HP. Strong, but 400 Durantium and 600 Elerite is a real commitment.

Reaper (Substrate, Auxiliary Assembly). 4,800 HP and 70 DPS for 450 Durantium and no Elerite. The zero-Elerite cost is the selling point; the 1,000 range is the limitation.

Orion (UEF, Armory). 68 DPS at 1,400 range for 75 Durantium and 275 Elerite. Efficient, but it competes with Titan for Armory time.

Mauler (Substrate, Advanced Assembly). 9,500 HP for 400 Durantium and 700 Elerite. A tank that does not deal damage. Good in front of Punishers, bad as a solo push.

C-tier: traps and niche picks

Zeus (PHC, Armory). 5 DPS for 300 Durantium and 50 Elerite. Its utility can matter, but as a damage unit it is a trap.

Pan Drone, Wraith RQ-185, Searcher. 65–75 HP scouts with no weapons. Build one when you need vision, not five.

Hades (PHC, Sky Factory). 50 DPS at 1,800 range for 750 Elerite and 4 logistics. The cost is too high for the damage unless you are already winning the air war.

Artemis (PHC, Armory). 700 HP and 24 DPS. It outranges the enemy line, but it dies to a stiff breeze. Typhon is the better artillery piece once the Forge is up.

The logistics trap

Logistics is the real budget. A 10-logistics super unit is not just expensive, it is a claim on one fifth of a typical 50-logistics army. Before you build Hyperion or Eye of Darkness, count what you are giving up: ten Nemesis, or four Champions, or a full air wing.

The launch meta reports suggest that super units are often win-more. If you are already ahead, they close the game. If you are behind, they arrive too late and die to a focused push. Build them when you have map control, not when you need a miracle.

Faction-specific notes

UEF wants Titan plus Stormbreaker plus anti-air. The faction's infantry is cheap and its vehicles are efficient, but its strength is the heavy chassis.

PHC wants fewer, better units. Champion and Nemesis are the core; Apollo covers the air. Do not spam Brutes past the five-minute mark.

Substrate wants short trades. Reaper and Eradicator trade, shields regenerate, Punisher punishes. Eye of Darkness is the finisher, not the opener.

For the next step, read Ashes of the Singularity II Units: Full Stats Database→.

FAQ

What is the best unit in Ashes of the Singularity II? Champion is the best mid-game unit for its cost. Hyperion is the strongest single unit, but its 10 logistics cost makes it a win-more pick.

Are super units worth building? Only with map control. They are too slow to save a losing game and too expensive to build speculatively.

Which faction has the best units? PHC has the highest-quality chassis, UEF has the most flexible heavy unit and Substrate has the best cheap line vehicle. There is no single best faction at launch.

Sources

Official source: GameWatcher unit database ↗

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