Skip to main content

Conquer

Tier5
conquer
Role
Assault
Tier
5
Planet
Erekir
Locomotion
tank
Health
22000
Armor
26
Speed
0.48
Range
34.5
Official description

Fires large piercing cascades of bullets at enemy targets. Significantly less affected by liquid drag.

Ammo details

{| class="article-table" !Weapon

!Stats
center
  • Firing rate: 0.6/sec
  • 270 damage
  • 3x pierce
  • Spawns additional 6 bullets behind main projectile: ** 60 damage ** 65 area damage ~ 3.7 tiles
    ** 2x pierce
    colspan="2"
    -
    }

Source: Fandom: Conquer (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Overview

Conquer is a heavy tier-5 ground unit that fires large, highly piercing cascades of bullets at enemy targets. It was introduced in early development on the Erekir/Origin content and is primarily encountered on the Origin map. Conquer has the highest armor of any unit (armor value 26) and is immune to the Burning and Melting status effects. Its body deals significant crush damage when it contacts structures, making it capable of ramming and breaching defenses in addition to its ranged firepower.

Conquer’s primary weapon fires slowly but powerfully: the firing rate is 0.6 shots/sec and the main projectile deals 270 damage with multiple pierce. The weapon also generates secondary projectiles behind the main shot; these secondaries deal lower direct damage and produce an area effect on impact. Across updates the secondary projectile stats were increased (Build 142 raised the primary to 270 and improved secondary damage/area), and later builds added small mechanical changes to how these projectiles and crush effects work. Conquer’s crush damage applies continuously while it pushes into blocks and is substantial against walls (crush damage listed as 12.5 per tick, ~1500/sec, and dealt ×5 damage to walls in testing data). The unit gained a ram stance (Build 147) that intentionally rams blocks along its path.

Mechanically, Conquer is less affected by terrain and liquid drag than many other units. Builds since 152 reduced drown time scaling with hit size and added a floor-effect multiplier so it moves faster on terrain that normally slows units. Later adjustments also made crush damage extend slightly beyond the unit’s hitbox. From Build 155 onward Conquer instantly destroys a power node it contacts.

Practical usage and interaction notes:

  • As an enemy unit it is extremely dangerous if it reaches your core area; it is not easily slowed and can punch through defenses quickly if given room. Investing in very high single-target firepower is the most reliable response.
  • Recommended defensive measures include concentrated heavy-damage turrets (Smites, Malign), or using units to intercept it—Smites or a single Malign can handle groups, while Quell and Disrupt outrange Conquer and can kill it with minimal losses. Swarms of fast units such as Anthicus also work for distraction and damage.
  • Build durable layered defenses: two layers of large walls and numerous Shockwave Towers reduce the chance its shots penetrate into inner turret, conveyor, and conduit lines; three layers of large walls are generally required to fully absorb its cannon shots without breaches.
  • When used by the player, Conquer is limited by relatively low speed and range, forcing it to spend substantial time inside the firing arcs of defensive turrets like the Scathe or inside damage zones produced by Smites and cyanogen-fueled Sublimates. Its ram stance can be used to intentionally breach fortifications; manual control can direct it to ram specific blocks.
  • Use of transport or drop units such as Disrupt can overcome its mobility problem: a Disrupt can place a Conquer directly into a vulnerable interior position while retreating to provide fire support, but finding a safe drop point is often difficult if the defender covers approaches with Disperse-like defenses.
  • Conquer’s immunity to Burning and Melting makes common area damage-over-time counters ineffective; rely instead on raw burst damage or high-rate piercing defenses.
  • Because crush damage and projectile piercing are designed to break through layers, protect vital internal lines (power, conveyors, turrets) with spatial separation, redundant routing, or sacrificial buffer structures.

Version history highlights relevant to play: added in early Erekir builds; fire rate and projectile damage were increased through Builds 141–142; ram stance was added in Build 147; immunities to Burning and Melting, drown-time scaling, crush extension, and floor-effect multiplier were added in Build 152; Conquer’s interaction with power nodes was changed so it destroys a contacted power node in Build 155. These changes collectively emphasize Conquer’s role as a heavily armored breaching unit with strong piercing ordinance and resilient movement behavior.

Official description

Fires large piercing cascades of bullets at enemy targets. Significantly less affected by liquid drag.

Other entities of this type

Related pages

Last updated: