Skip to main content

Corvus

Tier5
corvus
Role
Assault
Tier
5
Planet
Serpulo
Locomotion
hover
Health
18000
Armor
9
Speed
0.3
Range
57
Official description

Fires a massive laser blast that damages enemy targets and repairs allied structures. Can step over most terrain.

Ammo details

{| class="article-table" |+ !Weapon

!Shots/sec
File:Unit-corvus.png
  • Firing rate: 0.17/sec ** 5.83 sec cooldown before first shot
  • 560 damage
  • 25% repair
  • Pierce (laser)
  • Inflicts Unmoving on user ~ 2 seconds
  • 28x lightning ~ 50 damage ** 4.37 tiles interval ~ 5 tiles length |}

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

Overview

Corvus is a tier-5 ground support unit that fires a single, extremely long-range piercing laser shot that damages enemies and repairs allied structures. It occupies the niche of a siege and anti-swarm specialist: its shot has one of the highest ranges in the game (only the Foreshadow outranges it) and very high per-shot damage, combined with a small percentage of the shot applied as repairs to friendly structures. Corvus can traverse most terrain and was designed as a long-range, slow-moving artillery-support unit rather than a frontline brawler.

Mechanically, Corvus fires at a rate of 0.17 shots/sec (a cooldown of about 5.83 seconds before the first shot), each shot dealing 560 damage and applying 25% repair to allied structures hit. The weapon is a piercing laser with additional chained lightning: the laser pierces multiple targets and triggers a lightning effect of 28 strikes (~50 damage each) along its path (lightning strikes at roughly 4.37-tile intervals, covering about 5 tiles of additional effect). While firing, Corvus becomes affected by Unmoving for about 2 seconds, leaving it rooted briefly during the attack. Corvus has 18,000 health, making it one of the lower-health tier-5 units, and moves at 2.25 tiles/sec. It carries 110 item capacity, cannot mine, and sinks in deep water six times more slowly than a Dagger (6× drown time multiplier).

Because of its extreme range, high per-shot damage, and piercing laser, Corvus excels at sieging bases and obliterating tightly grouped lower-tier enemies. It is commonly used in coordinated pushes where support units heal it or absorb return fire; the Vela is a frequent companion for mobile healing (about three Velas are cited as required to out-heal one Foreshadow turret shot), and groups of Mega units can out-heal incoming damage to neutralize long-range threats. Corvus cannot build and is vulnerable to focused DPS and units that close range quickly; tier-4 units and specific counters (for example, Arkyid with life-steal/status weapons, Spectre or Meltdown for high sustained DPS) can destroy it before it dishes out repeated shots. Corvus is tied for the second-lowest health among tier-5 units, so it requires protection from spawns or anti-unit defenses.

Practical notes and strategies:

  • Use Corvus as a standoff siege platform: position it beyond turret range to pick off clustered defenses and clumped enemy waves. It is especially effective in narrow corridors where enemies bunch up.
  • Pair Corvus with mobile healing (Vela) or heavy repair/support units to mitigate long-range threats and keep Corvus alive through counterfire. Mega groups can also supply sufficient healing to make Corvus survivable.
  • Corvus struggles against Plastanium Walls when those walls are supported by Mend Projectors; Mend healing can negate its repair/penetration damage, so bring alternate breakers (kamikaze units, mass-damage units like Reign, or dedicated high-DPS escorts) to handle heavy walls.
  • Defensively, Corvus serves as an anti-swarm long-range deterrent superior to many turrets against low-tier swarms; two shots can clear many tier-3-and-below groups in confined approaches.
  • Be aware that Corvus roots itself briefly when firing, making it susceptible to kiting, area effects, and rapid melee units that can close the gap during its Unmoving window.
  • Corvus cannot drown quickly and has reduced susceptibility to deep water, but it cannot mine and lost its mining capability in a past update.
  • Command and upgrade history: Corvus had its command limit removed, its speed standardized to 2.25 tiles/sec, item capacity adjusted to 110, and range settled around 57 tiles after tuning in earlier builds.

Trivia: the unit’s name references the Corvus constellation and possibly the Roman naval boarding device of the same name. Corvus was added in Build 106 and underwent several balance and capability changes across later builds.

Official description

Fires a massive laser blast that damages enemy targets and repairs allied structures. Can step over most terrain.

Other entities of this type

Related pages

Last updated: