Zenith

Fires salvos of missiles at enemy targets.
{| class="article-table" |+ !Weapons
| !Stats |
|---|
| File:Zenith-missiles-outline.png |
| *Firing rate: 2x 1.5 shots/sec |
| *Inaccuracy: 5 degrees |
| *14 damage |
| *15 area damage ~ 3.1 tiles |
| *Homing |
| } |
Source: Fandom: Zenith (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Zenith is a heavy hovering missile unit that fires salvos of homing missiles at enemy targets. Originally introduced under the name Revenant, it was renamed Zenith and redesigned; its role is that of a long-range, high-capacity attacker capable of striking defenses and structures from afar while carrying a substantial item load for secondary roles like resource bombing. Zenith appears as a durable, mobile artillery unit that excels at sniping and massed anti-structure fire but is vulnerable to certain anti-air counters and short-range swarm units.
Zenith’s missiles fire in paired bursts with modest inaccuracy and homing behavior. The weapon fires at an effective rate of two volleys of 1.5 shots per second, with each missile dealing 14 direct damage and 15 splash damage over about 3.1 tiles. Inaccuracy is approximately 5 degrees, and the missiles home onto targets. Across versions the unit has seen several balance changes: its health was reduced from 1000 → 700, its speed went through unit conversions ending at 12.75 tiles/second, and range was adjusted from 23 blocks → 18 → 19. A previous command limit of 8 was removed in later updates. Descriptions were streamlined from “A heavy, hovering missile array” to “Fires salvos of missiles at enemy targets.”
Practical usage and interactions:
- Zenith performs strongly when used to snipe enemy defenses or to overwhelm anti-air with numbers; its homing missiles and splash let it damage clustered defenses and structures effectively. It is especially effective below Extreme threat levels where most defenses cannot reliably reach or kill it before it volleys.
- Zenith’s missiles can sometimes home onto suboptimal targets; this means individual Zeniths can be less efficient than other heavy missile units like the
Horizon for pure damage, but Zenith retains excellent utility and item-carrying capacity.
- Scatters were historically outranged by Zeniths, but Scatters received a range increase (from 20 to 27.5 blocks) while Zenith’s range decreased, so Zenith can no longer safely outrange Scatters in current versions.
- Ammo and coolant choices affect counterperformance:
Metaglass ammo increases splash from frags and improves effectiveness against swarms; using Water or Cryofluid as coolant further increases frag spread or impact consistency.
Lead may be insufficient against swarming short-range counters.
- Recommended counters include massed Scatters for lower-tech play, and stronger anti-air options such as Cyclones, Swarmers, or combinations like
Fuse +
Parallax when
Plastanium-tier tech is available. Those faster, more accurate anti-air units shred Zenith salvos quickly.
- Beyond direct combat, Zenith’s high speed and item capacity make it a viable platform for
Blast Compound bombing runs or scripted resource-delivery tactics (for example, using
Micro Processor scripts to automate item transfer and then dive into a core).
Zenith remains a versatile mid- to late-game air unit that trades some raw damage per missile for flexibility, carry capacity, and reliable area damage from homing splash missiles.
Official description
Fires salvos of missiles at enemy targets.