Carrion Crawler
- Cost
- 60 K
- Structure
- 62
- Speed
- 32
- Armor
- Tier 6
The Carrion Crawler looks for carcasses only - across the whole map. It seizes the whole corpse with its hooked jaws and drags it to the edge of its own biofield, where the ground digests it into biomass - not to the refinery; nothing rots while in transit. It never mines ore and never fights back: if it falls on the way, TWO carcasses lie there - its own and its haul.
Feeler
- Cost
- 90 K
- Structure
- 63
- Damage
- 20 at 80
- Speed
- 34
- Armor
- Tier 5
The Feeler is the Growth's scout: very fast and wide-sighted, but lightly armed - ideal for early scouting and harvester hunting. As it moves it drops field spores on its own - sight anchors that stay behind and keep the path open long after it has moved on.
Bile Slinger
- Cost
- 315 K
- Structure
- 70
- Damage
- 16 at 260
- Speed
- 18
- Armor
- Tier 9
The Bile Slinger is the Growth's bio-artillery: it lobs a salvo of caustic bile globs over long range that scatter across the target zone - strong against packed troops, blind at close range.
Mending Bulb
- Cost
- 105 K
- Structure
- 44
- Speed
- 32
- Armor
- Tier 4
The Mending Bulb is the Growth's unarmed support: within its aura your units regenerate noticeably faster, and it speeds up the growth of the biofield.
Blade-Wing
flyinghits air
- Cost
- 135 K
- Structure
- 34
- Damage
- 16 at 150
- Speed
- 46
- Armor
- Tier 5
The Blade-Wing is the Growth's air superiority: a fast winged creature with blade wings that reliably downs flying targets - but is utterly helpless on the ground. Very fragile, yet nimble and cheap. Like every Growth flyer it needs no landing pad or ammunition; it hatches from the Mutation Chamber.
Lurker
- Cost
- 155 K
- Structure
- 60
- Damage
- 24 at 150
- Speed
- 14
- Armor
- Tier 4
The Lurker burrows in and stays cloaked until a target comes close enough - then its precision weapon almost always hits and punches through light to medium armor. Ideal for ambushes.
Metamorph
- Cost
- 295 K
- Structure
- 200
- Damage
- 54 at 180
- Speed
- 19.5
- Armor
- Tier 14
The Metamorph is the Growth's battle mech: a heavy beast with solid armor that can shift between two combat forms to adapt to the situation. On command it morphs between two combat forms: blade form hits hard up close, spitter form reaches much further but hits weaker and moves slower. While morphing it is defenceless.
Miasma Moth
flying
- Cost
- 245 K
- Structure
- 34
- Speed
- 42
- Armor
- Tier 5
The Miasma Moth deals no direct damage - it lays a LINGERING poison cloud on a spot that corrodes everything on the ground there for several seconds. Ideal for sealing chokepoints, wearing down advancing infantry or denying a position. CAUTION: the cloud hits EVERYTHING on the ground in its radius, including your own units - place it carefully. Strong against infantry/light targets, weak against heavy armor. Like every Growth flyer it needs no landing pad or ammunition, but is very fragile. Hatches from the Mutation Chamber.
Moloch Brood
- Cost
- 1960 K
- Structure
- 2472
- Damage
- 70 at 265
- Speed
- 8
- Armor
- Tier 25
The Moloch Brood is an armoured colossus: it spews acid in a wide arc, and the longer it stands still the harder its chitin becomes. On the move it is more vulnerable - leave it standing and you will barely get through.
Carapace Strider
- Cost
- 195 K
- Structure
- 142
- Damage
- 30 at 139
- Speed
- 24
- Armor
- Tier 13
The Carapace Strider is the Growth's all-rounder: solid cannon, solid speed, punches through medium armor. On biofield it slowly self-repairs. Standing still, a chitin hardening grows across its back within seconds and makes it far tougher - the first step costs it again.
Tracker Moth
flying
- Cost
- 245 K
- Structure
- 26
- Damage
- 30 at 245
- Speed
- 44
- Armor
- Tier 5
The Tracker Moth spits homing "younglings" at its target - they hit with certainty and pursue it even as it flees. Its reach is enormous, so it strikes from safe distance. The price: it is extremely fragile and falls to the slightest counterblow. Needs neither landing pad nor ammunition; hatches from the Mutation Chamber.
Runner
- Cost
- 80 K
- Structure
- 95
- Damage
- 24 at 110
- Speed
- 31
- Armor
- Tier 10
The Runner is the entry into the Growth's creature line: fast attack beast that overruns infantry and tears open light armor with its claws - only half as effective against infantry. After every kill it falls into a short frenzy and becomes noticeably faster.
Acid Moth
flying
- Cost
- 150 K
- Structure
- 40
- Damage
- 24 at 120
- Speed
- 42
- Armor
- Tier 5
The Acid Moth is a winged egg-creature with a ground acid spray: its splash hits the target AND everything around it (area corrosion, strong against packed infantry). Like every Growth flier it needs neither landing pad nor ammunition - it spits without limit - but it is very fragile. Hatches from the Mutation Chamber.
Acid Spitter
- Cost
- 75 K
- Structure
- 50
- Damage
- 60 at 170
- Speed
- 12
- Armor
- Tier 3
The Acid Spitter fights everything armored: its caustic acid reliably eats through vehicles and mechs, but is inferior against infantry. Every hit etches the target's armour: for a few seconds it takes noticeably more damage - and that benefits the WHOLE army, not just him.
Devourer
- Cost
- 70 K
- Structure
- 80
- Speed
- 27
- Armor
- Tier 7
The Devourer eats ore and carries it back to the refinery - it mines a quarter slower than the Steel Union harvester; the Growth makes that up through salvaged carcasses.
Swarmer
- Cost
- 35 K
- Structure
- 50
- Damage
- 12 at 24
- Speed
- 30
- Armor
- Tier 2
The Swarmer is the Growth's basic infantry: cheap and fast, dangerous in numbers against other infantry, weak against armor. On its own biofield it regenerates quickly.
Spewer
hits air
- Cost
- 105 K
- Structure
- 55
- Damage
- 14 at 150
- Speed
- 24
- Armor
- Tier 9
The Spewer is the Growth's anti-air: it spits spore salvos at air targets and reliably brings them down - on the ground it is defenseless. Its salvos leave a spore veil behind that slows any aircraft inside it without dealing damage.
Spore Mother
flying
- Cost
- 475 K
- Structure
- 120
- Speed
- 20
- Armor
- Tier 6
The Spore Mother is a flying carrier: instead of fighting herself she ejects a swarm of small flying larvae that tear the target apart and regrow over time. An expensive but hard-hitting swarm frame - defenseless once its larvae are spent. Needs no landing pad or ammunition; hatches from the Mutation Chamber.
Sporeling
- Cost
- 45 K
- Structure
- 40
- Damage
- 8 at 20
- Speed
- 17
- Armor
- Tier 2
The Sporeling is the Growth's self-sacrifice unit: fast and cheap, it bites in melee - and on death bursts into a devastating spore cloud that catches nearby targets.
Spore Slinger
flying
- Cost
- 360 K
- Structure
- 60
- Damage
- 30 at 175
- Speed
- 36
- Armor
- Tier 5
The Spore Slinger is a winged carpet bomber: on its overflight it rains five spore bombs across an area (area acid damage), devastating against packed formations and buildings. Fragile and without any anti-air - it wants to be screened by fighters. Needs no landing pad or ammunition; hatches from the Mutation Chamber.
Behemoth
- Cost
- 2025 K
- Structure
- 920
- Damage
- 70 at 170
- Speed
- 10.5
- Armor
- Tier 20
The Behemoth is the Growth's heavyweight: a massive main weapon and thick armor - and when it falls, several Sporelings hatch from its carcass and fight on.
Roller
- Cost
- 430 K
- Structure
- 235
- Damage
- 58 at 160
- Speed
- 19.5
- Armor
- Tier 17
The Roller is the Growth's heaviest battle beast: its massive armored body soaks up enormous punishment, crushes infantry, and punches through almost any armor. Its bone ram also breaks through walls and gates - but it is no demolition specialist.
Wandering Brood
- Cost
- 1745 K
- Structure
- 120
- Speed
- 13.5
- Armor
- Tier 6
The Wandering Brood is the Growth's mobile seed-cell: it crawls to any point and unfolds there into a new base that also seeds a new biofield - the only way to relocate the base or rebuild it after a loss.
Rootbrood
- Cost
- 1990 K
- Structure
- 880
- Damage
- 30 at 300
- Speed
- 13
- Armor
- Tier 20
The Rootbrood undermines foundations: its impacts are weak in themselves but leave a deep decay that STACKS with every further hit. A base under its fire sags piece by piece. Whoever fails to keep up the pressure watches everything grow back.
Flesh Chamber
- Cost
- 160 K
- Structure
- 220
- Armor
- Tier 13
- Power
- -30
The Flesh Chamber unlocks the simple swarm creatures, the foundation of the Growth's army. Like every chamber it produces nothing itself; reinforcements ripen as eggs in the Swarm Hive and the Brood Nests.
Build Hub
- Cost
- 60 K
- Structure
- 120
- Armor
- Tier 13
- Power
- -10
The Build Hub extends the ground on which new Growth buildings may take root - a cheap way to spread the organism toward ore deposits or the front line without needing a second Swarm Hive.
Brood Nest
- Cost
- 115 K
- Structure
- 300
- Armor
- Tier 13
- Power
- -30
The Brood Nest is the hatchery of the Growth: eggs grow at it continuously (up to five), and the entire army hatches from eggs. The chambers (Flesh/Chitin/Mutation) only unlock WHICH creature an egg can become - throughput depends solely on the number of brood buildings. All occupied eggs mature at the same time; if you want a bigger army, build another Brood Nest.
Bunker
- Cost
- 195 K
- Structure
- 900
- Armor
- Tier 15
The Bunker is unarmed itself, but can be garrisoned with up to 5 infantry (right-click, like a transport): each occupant fires its OWN weapon out of the embrasures - +40% range, but slightly reduced damage. Pick the garrison to match the enemy (riflemen vs infantry, anti-tank vs vehicles). The occupants are untargetable while the bunker stands - if it falls, they die with it. Requires a barracks.
Swarm Hive
- Structure
- 900
- Armor
- Tier 13
- Power
- 50
The Swarm Hive is the Growth's primary structure: the heart of the organism that everything else spreads out from - and a brood building in its own right, with eggs maturing at it constantly for new creatures to hatch from. You may build around it; losing it can mean immediate elimination depending on the victory mode - protect it at any cost.
Detector Tower
- Cost
- 180 K
- Structure
- 180
- Armor
- Tier 15
- Power
- -20
The Detector Tower is an anti-stealth sensor: it reveals cloaked enemy units (Phantom, Ghost, Wraith and others) within a wide radius, so your units and towers can see and fire on them. Unarmed itself - a pure reconnaissance structure against the stealth meta. Requires a radar.
Thorn Bed
- Cost
- 115 K
- Structure
- 180
- Damage
- 5.6 at 175
- Armor
- Tier 15
- Power
- -15
The Thorn Bed is the Growth's anti-swarm organ: a buried root field that erupts bone thorns from the ground in pulses - each pulse hits ALL hostile ground units in the field at once. The denser the enemy advances, the more it costs them. Shorter reach than an MG nest, and blind to anything outside - and to the air.
Primal Maw
- Cost
- 1915 K
- Structure
- 450
- Armor
- Tier 13
- Power
- -80
The Primal Maw is the Growth's most expensive but most powerful hatchery - the monstrous experimental creature ripens here.
Mutation Chamber
- Cost
- 420 K
- Structure
- 350
- Armor
- Tier 13
- Power
- -50
The Mutation Chamber unlocks the mutated and winged creatures. Like every Growth chamber it is a pure unlocker - it produces nothing itself, it only dictates what an egg can become; hatching happens in the brood buildings.
Helipad
- Cost
- 430 K
- Structure
- 350
- Armor
- Tier 13
- Power
- -40
The Helipad is the Steel Union air base: Attack Helicopters and Sky Scouts launch from here. Both carry a limited supply of ammunition and return here to rearm and repair - without the pad the air force stands still. The Fighter Jet, by contrast, needs the long runway of the Airfield.
Wall
- Cost
- 30 K
- Structure
- 550
- Armor
- Tier 20
The Wall is built as a LINE: the 1st click sets the start, then you drag the wall line and a second click builds it; Shift+click sets a corner and keeps going. Each segment starts at nearly 0% HP and grows over a few seconds - a wall thrown down in front of an enemy is vulnerable at first. Very high armor (concrete): small arms barely scratch it, only siege cracks it. Blocks paths and channels attacks. Gates and towers can be placed into a wall, seamlessly replacing the segment.
Whip Vine
- Cost
- 245 K
- Structure
- 240
- Damage
- 32 at 230
- Armor
- Tier 15
- Power
- -30
The Whip Vine is the armor-cracker among the defense organs: a long tentacle strikes without warning - the blow lands instantly, there is no projectile to dodge. Infantry is hurled back a step by the lash. Strong against heavy targets, too slow against swarms.
Power Plant
- Cost
- 90 K
- Structure
- 250
- Armor
- Tier 13
- Power
- 100
The power plant produces energy for the base - without enough energy, production and buildings run slower. Upgradeable with turbine upgrades at the technology center (two levels, +50 energy per power plant each).
Eye Bulb
- Cost
- 150 K
- Structure
- 200
- Armor
- Tier 13
- Power
- -75
The Eye Bulb has two jobs: it unlocks the minimap, and within its radius the fog veil lifts over ground you have already explored - enemy units there become visible too. It does NOT reveal territory you have never scouted. Late in the research tree comes the choice: extend that coverage across the entire explored map, or remove your own forces from all enemy long-range detection.
Digestion Pit
- Cost
- 115 K
- Structure
- 400
- Armor
- Tier 13
- Power
- -25
The Digestion Pit breaks ore down into Biomass and comes with a Devourer on construction. Devourers deliver exclusively to the pit - the closer it sits to the ore, the shorter the trips and the more Devourers can work efficiently side by side.
Tube Tentacle
hits air
- Cost
- 260 K
- Structure
- 300
- Damage
- 52 at 340
- Armor
- Tier 15
- Power
- -25
The Tube Tentacle is the Growth's air defense: an upright tentacle spits glowing spore orbs at aircraft. Slower rate than a flak gun, but the orb BURSTS at the target and catches nearby fliers - good against moth and drone swarms. Cannot engage ground targets. Requires an Eye Bulb.
Sling Tongue
- Cost
- 555 K
- Structure
- 220
- Damage
- 62 at 340
- Armor
- Tier 15
- Power
- -35
The Sling Tongue is the Growth's long-range defense: a tongue hurls swollen bile sacs in a high arc, outranging every siege weapon - acid splash damage on impact, dangerous to your own creatures too. It is blind at close range; infantry and fast melee counter it. Requires a Gene Chamber.
Maw Gate
- Cost
- 2475 K
- Structure
- 550
- Armor
- Tier 15
- Power
- -80
The Maw Gate is the Growth's superweapon - not a weapon but a strategic relocation: the first click opens a tunnel entrance on your own biofield and starts a 30-second window. During it you send your units into the entrance - whoever reaches it vanishes into the tunnel. The second click sets the exit anywhere on the map; after a brief warning all who entered burst out of the ground there together - ideal for surprise attacks and flanks. WARNING: if the Maw Gate is destroyed while units are in the tunnel, they are lost.
Swarm Core
- Cost
- 105 K
- Structure
- 260
- Armor
- Tier 13
The Swarm Core is the power-plant substitute of the currentless Wucherung: instead of energy it raises the UNIT LIMIT - maturing eggs included. It occupies no slot itself and can always be built when the population runs full.
Wing Hollow
- Cost
- 250 K
- Structure
- 320
- Armor
- Tier 13
- Power
- -40
The Wing Hollow unlocks the Growth's winged forms - Blade Wing, Acid Moth, Tracker Moth, Miasma Moth, Spore Sling and Spore Mother. Like every chamber it is a pure unlocker: hatching still happens in the eggs of the brood buildings. Unlike the other factions' landing pads it needs no runway and no rearming - the wings stay aloft until they fall. Requires a Chitin Chamber: whoever wants to fly has invested in the ground line first.
Biodepot
- Cost
- 115 K
- Structure
- 300
- Armor
- Tier 13
- Power
- -5
The Biodepot increases storage capacity for Biomass. The command center and refineries provide a base capacity - once the store is full, loaded Devourers stop and wait until space frees up again (the economy stalls rather than wasting surplus). Since the Growth keeps everything in ONE currency, a single depot buffers the entire stock.
Spear Root
- Cost
- 195 K
- Structure
- 180
- Damage
- 40 at 260
- Armor
- Tier 15
- Power
- -20
The Spear Root is the precision shot without a marksman: an underground root breaks a bone spike out of the ground DIRECTLY BENEATH the target - at long range, with a brief warning. A crack in the ground announces the spike; keep moving and you can escape it. High single-target damage against infantry and light targets.
Spore Tower
hits air
- Cost
- 75 K
- Structure
- 240
- Damage
- 7 at 200
- Armor
- Tier 13
- Power
- -10
The Spore Tower is a deployable biofield spreader with a wide reach. Placed at the edge of your own field, it drives the biofield across the map - and you can only build ON the biofield. This is how the Growth expands its territory tower by tower. It too can only be placed on existing biofield; requires a power plant.
Gene Chamber
- Cost
- 480 K
- Structure
- 250
- Armor
- Tier 13
- Power
- -60
The Gene Chamber is the Growth's research forge: upgrade levels for the creatures (swarm, creature-vehicles, beasts) are researched here. A completed level takes effect immediately and on ALL of your units - including the ones grown long ago.
Gate
- Cost
- 100 K
- Structure
- 520
- Armor
- Tier 20
The Gate is built as a LINE like the wall (1st click start, 2nd click end, Shift for a corner) - as wide as you need. It lets your own units pass: each segment sinks into the ground when a friendly unit is near, and stays shut while an enemy stands beside it - so your wall line stays open for you but sealed against attackers. Built over an existing wall, it replaces those segments. Very high armor like the wall; each segment grows up from ~0% HP while building.
Titan Cocoon
- Cost
- 2725 K
- Structure
- 520
- Armor
- Tier 13
- Power
- -110
The Primeval Trench is the second maturation stage beyond the Primal Maw and thus the Growth's most expensive build gate. The Moloch Brood ripens here.
Chitin Chamber
- Cost
- 285 K
- Structure
- 300
- Armor
- Tier 13
- Power
- -50
The Chitin Chamber unlocks the Growth's heavy, armored creatures - unlike a factory it PRODUCES nothing itself, it only decides which creature an egg is allowed to hatch into. Brooding happens exclusively in the brood buildings (Swarm Hive and Brood Nests).
Workshop
- Cost
- 535 K
- Structure
- 350
- Armor
- Tier 13
- Power
- -50
Vehicles and mechs can drive back to the workshop and dock to be fully repaired step by step (costs resources, proportional to the damage healed) - combat units even retreat to it automatically at low health.
Nothing found.