Shockwave
Stuns enemy units in a range of 3–4 for 3 seconds
30-second cooldown
Best utilized against casters, Heroes, Terror Tanks, and to clump enemies for AoE abilities
Airstrike
Deals 300 damage to the target area in vision (-50% versus buildings)
Requires Airstrips: one Airstrike per Airstrip, with a cap of five Airstrips
Airstrike fighters are immune to damage
Fighters have travel time; the farther the Airstrip is from the target, the longer the delay
Construct Airstrips closer to the middle of the map or objectives for a shorter delay
There is roughly a 2–3 second delay between arrival and the bombs hitting the target; assume a total delay of 5–9 seconds between casting and impact
60-second cooldown, beginning when the bombs drop
Best utilized against enemy Heroes, clumped defenses, and large enemy units
Reinforcements
Costs 25 Top-Bar Power
Before level 5, must be used within range of a base or sieged Strider
Requires vision
Can deploy:
Value order, from most to least: Bastion, Sentinel, Titan, Ironwing, Commando, Predator
While the unit itself is great, Predators are not a good use of the power cost
Bastions are cheap but powerful additions to any build
Worthwhile value if you're good at keeping your army alive
One Bastion or Commando deployment at the earliest opportunity can be quite powerful
Sol Invictus
Costs 30 Top-Bar Power before level 12
240-second cooldown
Requires vision; scout with units
Powerful walk-in nuke: 500 impact damage and 1,000 radiation damage
Good weapon DPS
Durable enough to walk into the enemy
Is not selected by the All Army hotkey
Great support for pushing into a base
Without new targets, enemy units walk toward the last enemy they killed. In this case, that means they will walk into the nuke
The nuke hits air
Best utilized for attacking large bases and tanking