Dagger

Fires standard bullets at enemy targets.
{| class="article-table" !Weapon
| !Stats |
|---|
| 48x48px |
- Firing rate: 2x 2.3/sec
- 9 damage
|}
{| class="article-table mw-collapsed mw-collapsible"
|+Expanded weapon details
!Weapon
!Stats 48x48px - Firing rate: 2x 2.3/sec: ** 0.21 sec combined reload (13 ticks, 26 each gun)
- Type: basicBulletType
- 9 damage
- Effective range: 18.75 ** 18.75 tiles/sec speed ** 1 sec lifetime (60 ticks) |}
Source: Fandom: Dagger (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
The Dagger is the most basic ground combat unit available early in Mindustry. It appears in the first campaign sectors (notably Cepheus) and has existed since the earliest iterations of the game. It is produced from the 
Mechanically, a Dagger has relatively low health (150 HP as of recent builds) and low top speed (3.75 tiles/sec), making it the slowest unit among tier‑1 infantry. Its armament consists of two basic bullet guns that together fire at a combined rate of 2 × 2.3 shots/sec (a combined reload of about 0.21 s), each bullet dealing 9 damage. The bullets travel at 18.75 tiles/sec and have an effective range of 18.75 tiles with a 1 second lifetime. Historical adjustments include small range and firerate tweaks and removal of an earlier command cap; research cost for the unit was drastically reduced in later builds.
In play, a single Dagger is fragile and can be handled one‑on‑one by even early core units, but large numbers can quickly overwhelm static defenses and walls. Daggers do not require kamikaze mechanics to be effective (unlike suicide units) and thus can persist through a battle to continue dealing damage.
- Use Daggers as cheap swarm forces early in the campaign or in PvP modes with elevated unit caps. Their straightforward DPS and low cost let you mass-produce them for map control, harassment, or to pressure resource nodes.
- Because Daggers are slow, they are best used on short or direct routes; they perform poorly on long, winding maps where travel time allows defenders to upgrade or reposition.
- Defensive counters that deal with many small targets at once are very effective: splash and artillery turrets such as
Hail and
Ripple, as well as area-effect turrets like
Arc and the
Lancer, can clear Dagger swarms before they reach walls. Duos gained an effective advantage in later builds because their range outclasses the Dagger’s.
- Scorches are outranged and can be threatened by Daggers, but mid‑game turrets (Hail, Ripple) and high‑pierce options quickly negate the Dagger threat.
- Daggers can substitute as cheap local defense when layered alongside other basic turrets (e.g.,
Duo) but are outclassed by faster or higher‑pierce units later in the tech tree and by specialized strategies that exploit mobility or logic control (e.g., kamikaze
Flare tactics).
Design notes: Daggers were part of Mindustry from the project’s earliest jams, have changed factories and descriptions over time, and have had several balance adjustments to range, speed conversion to tiles/sec, and research costs. They remain a foundational early-game unit best leveraged through mass production and positioning rather than individual durability or mobility.
Official description
Fires standard bullets at enemy targets.