Toxopid

Fires large electric cluster-shells and piercing lasers at enemy targets. Can step over most terrain.
{| class="article-table" !Weapon
| !Stats |
|---|
| 72x72px |
| *Firing rate: 2x 2/sec: |
| **2 shots/round |
| **2x 1 rounds/sec |
| *110 damage |
| *Pierce (laser) |
| - |
| 113x113px |
| *Firing rate: 0.28/sec |
| *50 damage |
| *75 area damage ~ 10.0 tiles |
| *0.8 knockback |
| *5x lightning ~ 50 damage |
| *Sapped ~ 10 seconds |
| *Cannot hit air targets |
| *9x frag bullets: |
| **Cannot hit air |
| **40 area damage ~ 8.7 tiles |
| **Sapped ~ 10 seconds |
| **0.8 knockback |
| **2x lightning ~ 30 damage |
| **Travels over blocks |
| - |
| colspan="2" |
| } |
Source: Fandom: Toxopid (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Toxopid is a tier-5 ground unit that resembles a large spider and combines long-range artillery with short-range piercing lasers. It is named after the Toxopidae family of spiders native to Australia and New Zealand. Among units on Serpulo, Toxopid has the most legs, with eight, and its appearance and offensive capabilities have earned it informal nicknames like "big spooder" or "giant enemy spider."
Toxopid mounts two primary weapon systems. A close-range laser pair delivers high single-target piercing damage with a fast burst pattern. Its main artillery is a large electric cluster-shell cannon that fires slow, fragmenting projectiles: each shot produces multiple fragile fragments that travel over blocks and explode on impact, dealing area damage and applying the 
Toxopid can step over most terrain and climb, which allows it to bypass typical ground chokepoints; it is only deterred by strong knockback effects. It is capable of drowning when all its legs are on deep water tiles; it drowns at a rate three times slower than a 

- Strengths: excels at clearing clusters of ground units because its electric cluster shells inflict Sapped, severely reducing enemy offensive output; its fragments travel over obstacles, bypassing walls and some structures; leg collision damage adds a close-range threat.
- Weaknesses: artillery cannot target air units, leaving it vulnerable to dedicated flyers; it is outclassed in many roles by other tier-5 units such as
Zenith for efficient damage or
Quad for mobility; susceptible to powerful single-target knockback and focused high-damage anti-ground options like Cyclones, Swarmers (especially exploiting
Surge Alloy +
Water synergy), and certain air units like
Antumbra and
Eclipse that can snipe it safely.
- Combat notes: because the artillery’s fragments inflict Sapped, sending ground units against a Toxopid is usually fatal; keep air units on the front line to avoid sapping. Turrets that deal knockback or outright high burst damage can interrupt or kill a Toxopid before it reaches critical range. Stationary defenses like
Segment can neutralize artillery clusters, though conveyors and lighter structures remain at risk from fragment explosions.
- Micro and counterplay:
Foreshadow sniper turrets can score safe kills from distance if placed far from enemy spawns. There is a narrow safe zone between the two fuse cannons that can allow very small flyers to slip through, but exploiting this reliably is difficult in standard modes. Groups of Antumbra or a single Eclipse can destroy a Toxopid without support if allowed to engage from range.
Toxopid remains a specialized siege-oriented ground behemoth that dominates clustered ground engagements and base assaults when unsupported by anti-air, but it requires careful support and positioning to avoid being neutralized by focused high-damage or long-range counters.
Official description
Fires large electric cluster-shells and piercing lasers at enemy targets. Can step over most terrain.