Ashes of the Singularity II Unit Counters and Damage Types

How armor, thermal damage, shields and range decide fights in Ashes of the Singularity II, with concrete unit counters for all three factions.

Last Updated: 2026-11-11

Ashes of the Singularity II does not use a simple rock-paper-scissors chart. It uses five damage types, a small armor table, range bands and shield regeneration. Once you know which of those four levers a fight is decided by, you can build an answer instead of guessing.

This page is the counter reference. The numbers come from the launch unit database; the recommendations are ours.

Armored vehicles trading fire at close range
Armored vehicles trading fire at close range

Launch-build stats

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

The five damage types

Every weapon in the game deals Kinetic, Thermal, Ion, EMP or Explosion damage. The difference matters because armor is typed.

Damage type Typical users What it is good against
Kinetic Rifles, Gatlings, most interceptors Unarmored swarms and aircraft
Thermal Titans, Champions, Nemesis, Reapers Armored vehicles and commanders
Ion Artillery, bombers, Pathfinder Static targets and clustered armies
EMP Utility weapons Shield and system disruption
Explosion Missiles, mortars, Stormbreaker Groups and buildings

The armor table explains the pattern. Most armored units in the launch database carry Kinetic 10, EMP 10, Thermal 0, Ion 10 and Explosion 10. In plain terms: they resist almost everything except Thermal. That is why Thermal is the default damage type for heavy line units, and why a Titan M-7 or Champion melts other armored vehicles faster than a Rifle Squad ever will.

Vindicator is the exception. It carries Thermal 10 and EMP 0, so Thermal is the wrong answer into a captured Vindicator and EMP is the right one. If you are fighting Recruit units, check the armor before you commit.

Range bands

Range is the second lever. The game's range bands are roughly:

  • 600–900: brawler range. Brute, Zeus, Hatchling, Reaper.
  • 1,000–1,300: standard line range. Nemesis, Eradicator, Titan, most aircraft.
  • 1,400–1,800: long range. Orion, Stormbreaker, Destructor, Hades.
  • 2,000–2,500: siege range. Apollo, Artemis, Typhon, Commander.

A unit that outranges its target can fight for several seconds before taking damage. That is the entire value of Artemis and Typhon: they are fragile, but they start shooting before the enemy line can reply. The counter to long range is not more range, it is speed and terrain. Aircraft ignore most terrain, which is why a Fury or Dominator sweep is the standard answer to exposed artillery.

Anti-air is a separate budget

Air units in this game are not invincible, but only a handful of units can actually shoot them. The dedicated anti-air pieces are Apollo (2,000 range), Sky Cleanser (1,200), Tridon Mk3 (1,200) and Thunderbolt F-47s (1,300). Several commanders and super units also have air-capable weapons: Champion, Sovereign, Commander, Titan M-7, Godslayer and Goliath.

That list is short on purpose. If your army has no anti-air, a single Punisher or Hades can delete your artillery for free. Build two anti-air units per ten line units, and keep them behind the line so they survive the first volley.

Shields versus burst

Substrate shields regenerate, so sustained low-DPS fire is the worst possible answer. Rifle Squads and Hatchlings will lose a shield war every time. What works is burst: Stormbreaker volleys, Champion alpha strikes, Hyperion's 379 DPS, or a Talos run. The goal is to remove a unit in one engagement, not to grind it down.

The reverse is also true. If you are the Substrate player, do not stand in a long fight. Pull back, let shields refill and re-engage. Every second you stay at half shield is a second you are losing the trade.

Concrete counters

Threat Counter Why
UEF Rifle/Missile blob Zeus, Acolyte, Stormbreaker Explosion and thermal clear infantry
PHC Nemesis line Titan M-7, Goliath, Mauler Thermal into Thermal 0 armor
Substrate Reaper push Champion, Aspirant, Orion Burst strips shields before regeneration
UEF Titan Nemesis plus Apollo Thermal damage, air cover for the flanks
PHC Champion Goliath, Godslayer, Eye of Darkness Raw HP and thermal damage
Artillery (Artemis/Typhon/Stormbreaker) Aircraft, Pathfinder, Wraith Speed and vision
Air (Fury/Talos/Punisher) Apollo, Tridon, Sky Cleanser Dedicated anti-air range
Super units Economy denial, not a fair fight 10 logistics and 300s build time

The last row is the important one. A 50,000 HP Hyperion is not killed by a slightly better unit composition. It is killed by attacking the Omega Arsenal, cutting the Elerite income that paid for it, or forcing the enemy to split the super unit away from the army. Treat super units as a map problem first and a combat problem second.

Terrain and chokepoints

Ashfall Caldera is the clearest example: trenches and gullies funnel armies into a handful of chokepoints. In a chokepoint, range matters less and splash matters more. Stormbreaker, Zeus and Eye of Darkness all gain value because the enemy cannot spread. On open maps the opposite is true: Eradicator and Nemesis lines can kite, and artillery needs vision to be useful.

A simple counter checklist

Before you queue another ten units, answer four questions:

  1. What damage type is the enemy line? If it is Thermal, your armor is not helping.
  2. Do they have air? If yes, do you have two anti-air units per ten line units?
  3. Are they Substrate? If yes, bring burst, not sustained DPS.
  4. Are they sieging? If yes, bring aircraft or fast vehicles, not more turrets.

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

FAQ

What damage type is best in Ashes of the Singularity II? Thermal is the best general-purpose type because most armored units have Thermal 0 armor. Kinetic is better against unarmored swarms and aircraft.

How do I counter Substrate shields? Use burst damage and focus fire. Sustained low-DPS units give shields time to regenerate.

How much anti-air do I need? Two dedicated anti-air units per ten line units is a safe baseline. More if the opponent has committed to air.

Sources

Official source: GameWatcher unit database ↗

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