Cleroi

Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
{| class="article-table" !Weapon
| !Stats |
|---|
| File:Cleroi-weapon.png |
- Firerate: 2x 0.9/sec
- 22.5 damage
43 area damage ~ 3.7 tiles File:Cleroi-point-defense.png - Firerate: 2 x 3.33/sec
- 28.5 damage (to projectiles)
- Point defense
|}
{| class="article-table mw-collapsed mw-collapsible"
|+Expanded weapon details
!Weapon
!Stats File:Cleroi-weapon.png - Firerate: 2x 0.9/sec: ** 0.55 sec reload (33 ticks) ** Does not alternate
- Does not independently rotate
- Bullet:
** Type: ''BasicBulletType''
** 22.5 damage
** 43 area damage ~ 3.7 tiles
** Effective range: 17.32
*** 26.25 tiles/sec speed
*** 0.66 sec lifetime (40 ticks) File:Cleroi-point-defense.png - Firerate: 2 x 3.33/sec: ** 0.15 sec reload (9 ticks)
- 20 degrees/tick rotation speed
- Bullet: ** Type: ''BulletType'' ** 28.5 damage (to projectiles) ** 12.5 range
|}
Source: Fandom: Cleroi (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Cleroi is an Erekir-line mech unit that fires twin plasma shells and mounts an integrated point-defense turret capable of destroying incoming projectiles. It is named after the Cleroidea superfamily of beetles and belongs to the 
The main armament fires two plasma shells that each deal 22.5 damage, with significant splash (listed as 43 area damage, roughly 3.7 tiles). Each shot pair fires at 2 × 0.9/sec (a 33-tick reload, 0.55 s) and has an effective range of about 17.32 tiles. The plasma projectiles travel at ~26.25 tiles/sec and last about 0.66 s. The secondary system is a point-defense weapon that fires rapidly (2 × 3.33/sec, 9-tick reload) and deals 28.5 damage to incoming projectiles; its usable range is approximately 12.5 units and it rotates at 20 degrees/tick to track threats. The point-defense shots use a simpler BulletType and are intended to intercept enemy bullets and unit missiles rather than deal primary damage to units.
Cleroi’s mobility was adjusted in later builds: movement speed was reduced from 5.25 to 4.5 tiles/sec (build 149). Earlier balance changes increased plasma damage and area, and slightly raised point-defense damage (build 141). Drown time scaling with hit size was adjusted in build 152.
In practice, Cleroi plays differently from similar mechs like the 

Tactical considerations and counters:
- Position Cleroi to fight at range whenever possible so their splash can be effective while minimizing exposure to turret projectiles their PD cannot intercept (for example, rail or projectile shots that ignore point-defense). Keep them behind blocks or allied tanks if enemies close in.
- The PD cannot negate all turret types; many Erekir turrets are unaffected by point-defense so those turrets still threaten Cleroi if they bypass or outrange the PD.
Diffuse and ozone Sublimates are effective early counters; later-game high-damage turrets can overwhelm Cleroi without support.
- Against enemy mechs and tanks, Cleroi do well when the blob remains at range because their shells pierce and focus down high-value targets. If enemy units walk over Cleroi, area projectiles will strike and cause heavy friendly losses.
- Unit missiles and other non-interceptable weapons perform well versus Cleroi since the PD targets projectiles and can be bypassed by certain munition types.
- Use tank units (e.g.,
Precept,
Vanquish) as mobile screens to absorb hits that Cleroi’s PD cannot block, or to bait turret fire while Cleroi operate from cover.
Cleroi is a specialized mech that excels in coordinated groups and in situations where projectile interception materially reduces incoming damage. Its strengths rely on formation play and combined-arms support to cover the gaps in its defenses.
Official description
Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.