Fundamentals
Powerful, relatively expensive roster: Macro is very important
His units become significantly stronger over time (+150% damage; +50% Health + Healing) due to Veterancy: Unit Retention is very important
Veterancy XP Costs are unit dependent
Lvl3 Veterancy Provides Mechanical Units with a Healing Drone (Can heal Biological)
Due to this, it is useful to delay clearing some starting camps until you can get your intended army composition going with Reinforcements
Wide Roster, many possible compositions
His Top Bar is centered around Battlefield Control: Stun, DPS, Reinforcement, Nuke
Most stun abilities out of all the Commanders
Stun Effects do not stack; they overwrite each other
Easy to get supply-blocked, build proactively
Low Mobility, reliance on Call-downs for Cross-Map coverage
Poor Static Defense
Unit Classifications
Classifications preceded by "+" are obtained via Upgrades
General:
Melee = This unit deals damage at a close range (2=<)
Ranged = This unit deals damage at a medium to long range (2-16)
Artillery = This unit deals damage at very long range (17=>)
Specializations:
Anti-Light = This unit excels at dealing with Light-Armored units
Anti-Medium = This unit excels at dealing with Medium-Armored units
Anti-Heavy = This unit excels at dealing with Heavy-Armored units
Crowd Control = This unit excels at dealing with larger groups of enemies
Anti-Air = This unit excels at dealing with flying enemies
Roster Roles:
Tank = This unit's primary role is to take damage
DPS = This unit's primary role is to deal damage with a fast firing rate
Burst = This unit's primary role is to deal damage with a slow firing rate
Support = This unit's primary role is to support allies
Additional: 1 Healer = This unit heals allies
Caster = This unit has an ability as a key component
Detector = This unit detects cloaked enemy units
Flying = This unit flies and cannot be attacked by ground-only weapons
Fodder = This unit is individually weak and reliant on numbers
Hexite Dump = This unit is a good way to invest excess Hexite
Transport = This unit can garrison certain ground units
One-Use-Attack = This unit will die after making one attack
Special Thanks to Photoloss
Rank Classifications
Based on the performance and cost-effectiveness of an unit at its specified classifications, it will be given a rank
S = This unit is reliable, cost-effective and (almost) flawless (Ex: A Tank that is very Durable, Armored, Self-Heals and reliably gets to the front-line)
A = This unit performs its Roles reliably and is cost-effective, but has small limitations (Ex: a Slow, Tanky unit)
B = This unit is not always reliable/cost-effective and/or otherwise has noticeable limitations; yet still performs okay
C = This unit is not reliable/cost-effective and often mediocre at its roles
D = This unit is always mediocre, never cost-effective and is not worth producing outside of memey army compositions