Pulsar

Fires arcs of electricity that damage enemy targets and repair allied structures. Capable of flight.
{| class="article-table" |+ !Weapons
| !Stats |
|---|
| File:Heal-shotgun-weapon-outline.png |
- Firing rate: 2x 2.5/sec: ** 3 shots/round ** 2x 0.83 rounds/sec
- Inaccuracy: 35 degrees
- 15 damage
- 1.6% repair*
- Shocked |} ''*Rounded to 2 in core database.''
Source: Fandom: Pulsar (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
The Pulsar is a Tier 2 flying attack unit that fires arcs of electricity which both damage enemy targets and repair allied structures. It belongs to the 
Its primary weapon fires dual arc bursts with an effective firing configuration of 2 × 2.5 shots per second (three shots per round, yielding roughly 2 × 0.83 rounds/sec). Each arc deals 15 damage with an inaccuracy of 35 degrees and applies a small repair effect to allied buildings (about 1–2% repair per hit in core database rounding). The weapon’s effective arc length and detection range were adjusted across updates; as of recent builds the arc length and weapon range were increased (arc internal length to about 8 units and range to 8.1 tiles). The unit’s move speed was standardized to 5.25 tiles/s in modern builds.
Beyond combat, Pulsars can mine when controlled by a player if the “double-tap/click to mine” option is enabled; they can mine sand specifically since an update in Build 129. Their mining speed was reduced in Build 149 from a higher multiplier down to 300% to balance a new convenience command that allows mining-capable units to mine without additional logic. Pulsar also carries a small item capacity which can be used for suicide attacks with 

Pulsars excel at hit-and-run harassment and logic-driven resource collection, but their short range and low health make them vulnerable to many turret types. In campaign encounters they lose access to their special abilities and behave similarly to weaker units, and their arcs can bypass basic walls—making early encounters dangerous if you lack strong defensive walls. Against base defenses, non-




- Use Pulsars as fast repair/attack hybrid units that can also supplement mining when map resources or drill coverage are insufficient.
- Avoid sending Pulsars alone into dense turret belts; they should be supported or used to flank vulnerable targets (Mend Projectors, low-health units, or unshielded buildings).
- Defend against Pulsar rushes with mild Scatter and mid-range turrets to prevent safe landing and boost phases.
- If you plan suicide runs with Blast Compound, consider cheaper dedicated kamikaze units first; Pulsar’s item capacity is a niche advantage, not an optimal primary role.
- When using player-controlled mining, enable double-tap mining to access sand mining; remember their mining effectiveness was reduced in recent builds.
Official description
Fires arcs of electricity that damage enemy targets and repair allied structures. Capable of flight.