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Spiroct

Tier3
spiroct
Role
Assault
Tier
3
Planet
Serpulo
Locomotion
hover
Health
1000
Armor
5
Speed
0.54
Range
8.8
Official description

Fires sapping laser beams at enemy targets, repairing itself in the process. Can step over most terrain.

Ammo details

{| class="article-table" !Weapon

!Stats
56x56px
*Firing rate: 2x 2.14 shots/sec
*23 damage
*-1.24 knockback
*Heals 50% of damage dealt per hit
*Sapped ~ 3 seconds
*Pierce (laser)
-
48x48px
*Firing rate: 2x 1.66 shots/sec
*18 damage
*-0.65 knockback
*Heals 80% of damage dealt per hit
*Sapped ~ 3 seconds
*Pierce (laser)
}

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

Overview

Spiroct is a tier-3 ground unit that appears on Serpulo. It advances on enemy structures while firing dual sapping laser beams that both damage targets and restore the Spiroct's health. It can step over most terrain and is able to walk through walls and other units, making it effective at reaching and surrounding enemy defenses. Spiroct has the highest health of any T3 unit on Serpulo and is currently the only Serpulo T3 with a four-digit health value. The unit is named after the Spiroctenus genus of African araenomorph spiders; a rotated Router-like shape is visible on the front of its main body.

Spiroct's function is primarily defensive and sustain-oriented rather than raw assault. Its lasers apply the sapped status to unit targets for about three seconds; this interaction increases damage taken by the target and simultaneously increases the health restored to Spiroct when it deals damage. Because of its strong self-healing while attacking, allowing a Spiroct to leak into a base can rapidly recover its health unless it is disabled or killed quickly.

Key mechanical details and notable historical changes:

  • Size was increased during development and its move speed has been adjusted multiple times; current speed is shown as 3.9–4.05 tiles/second depending on build/version records. It can drown. Its build speed was set to 0%, so it no longer constructs buildings. A previous command limit was removed.
  • Spiroct lost earlier immunities to Burning and Melting in a prior update.
  • Item capacity was increased in past updates; range and laser rates were rebalanced across builds.

Weapons and combat numbers:

  • Outer sapping lasers (two beams): fire at 2 × 2.14 shots/sec, deal 23 damage per hit, have -1.24 knockback, pierce, and heal the Spiroct for 50% of damage dealt.
  • Inner sapping lasers (two beams): fire at 2 × 1.66 shots/sec, deal 18 damage per hit, have -0.65 knockback, pierce, and heal the Spiroct for 80% of damage dealt.
  • Both weapon sets apply the sapped status for roughly 3 seconds.

Practical usage and counters:

  • Use Spirocts for defense and area control where sustained damage and self-repair matter; they win many matchups against other tier-3 ground units because their healing scales with damage inflicted on sapped targets.
  • Spirocts should not be relied upon as primary attackers against bases of equivalent tech level because common turrets and counters can quickly remove them.
  • Turret counters include Scorch (cheap and safe since Spiroct does not create slag puddles), Fuse for concentrated high close-range damage, and Arc when combined with water to exploit shocked+wet synergy for high damage. Liquid turrets using water projectiles (e.g., Wave, Tsunami) are effective at keeping them at bay.
  • When controlling multiple Spirocts, use targeting commands to focus fire on high-priority threats; against Zeniths that try to maintain distance, specify targets so Spirocts do not lose firing opportunity. Against slower-rotating T4 units such as Vela, leverage Spiroct mobility to walk over and force the target to reorient.

Official description

Fires sapping laser beams at enemy targets, repairing itself in the process. Can step over most terrain.

Other entities of this type

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