Malign

Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
{| class="article-table" !Ammo
| !Stats |
|---|
| Power |
- 70 damage
- Homing:
- 1x lightning ~ 20 damage
- Shocked
- -70.0% building damage (70 → 21)
- 9x frag bullets:
** 65 damage
** -75.0% building damage (65 → 16.25)
** 2x pierce (laser)
|}
{| class="mw-collapsible mw-collapsed article-table"
|+Expanded ammo details
!Ammo
!Stats Power - Type: ''FlakBulletType''
- 70 damage
- Homing: ** 0.17 power ** 19 frame delay after firing ** 20 tile homing range
- 1x lightning ~ 20 damage
- Shocked
- -70.0% building damage (70 → 21)
- 9x frag bullets: ** 0 degrees spread ** Type: ''LaserBulletType'' ** 65 damage ** -75.0% building damage (65 → 16.25) ** 22.5 tile length ** 2x pierce |}
Source: Fandom: Malign (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Malign is a late-game, heat-powered heavy turret on Erekir that fires a sustained volley of homing power bolts which spawn a ring of high-damage laser frags. It is a 5x5 static defense designed to serve as a primary firepoint in a fortified line, trading very high single-target and area burst damage for substantial continuous heat and power requirements. Malign has a wind-up period before it fires and benefits greatly from steady, high-capacity heat supply to maintain rate and range. It is unlocked after constructing 
Malign’s shot is a Flak/
Malign requires a continuous, large heat input to operate at full efficiency and consumes very large amounts of power per second (recent builds list ~2400 units/sec and 72 heat input). Without a stable heat chain its sustained fire and range are severely reduced. Because of these demands, Malign is best used as a defended, backline main gun rather than as an isolated point defense.
- Place Malign behind walls and at chokepoints, corners, or outer rings of the core where its long range and frag pattern can cover approaches and overlapping fields of fire. It pairs well with Mending support and repair, and with international heat production chains that include heaters and reactors.
- Heat provisioning: a single 200% efficient Malign requires enormous heat throughput; practical setups cited include dozens of heaters or multiple reactors (examples from community tests: dozens of Electric/Slag/Phase heaters or multiple Neoplasia Reactors to reach required heat — plan heat networks accordingly). Prioritize redundant heat links so single interruptions do not cripple the turret.
- Strengths: massive burst and sustained damage against high-health targets; long reach thanks to frag components; homing main bolt + lightning provides multi-role damage and disruption; when player-controlled the wind-up penalty is removed, allowing more immediate firing and extended effective range use.
- Weaknesses: extremely costly heat and power consumption; vulnerable to rapid swarms of cheap units (e.g.,
Quell) which can overwhelm it before a single bolt/volley lands; wind-up makes it less effective at responding to sudden close incursions unless pre-wound; reduced building damage on projectile components makes it less efficient strictly for core destruction vs. other turrets.
- Interaction notes: Malign and
Smite share similar visual firing halo effects and are the only 5x5 turrets on Erekir that use a wind-up mechanic alongside other large heat turrets like
Titanium and Scathe. They also share firing sound assets. Use Malign as a centerpiece of a heat-centric defensive layout, leveraging its high single-target priority to eliminate big threats while smaller rapid-fire turrets handle swarms.
Official description
Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.