Fire Badger Void Eye Defense
Introduction
Section titled “Introduction”Fire Badger serves as the primary chaff clear unit, while Void Eye acts as the main siege damage dealer. Supported by a moderate amount of chaff, and given that both Fire Badger and Void Eye are included in starting unit packs—even potentially appearing together as 100/200-cost units in the opening—this composition can be effective in most matchups. In the early to mid-game, their low deployment cost allows more economy to be invested into technologies, enabling a swift tech advantage. In the late game, a Fire Badger with Range Enhancement and Napalm possesses exceptional chaff-clearing capability, while a fully teched, high-level Void Eye can melt through any enemy.
Tech Selection
Section titled “Tech Selection”Void Eye:
Section titled “Void Eye:”-
Suppression Shots (Mandatory): The first-choice tech in most matches, often upgraded as early as Round 2. It leverages range advantage and an enemy range reduction debuff to gain 1–2 rounds of tempo, allowing for level accumulation.
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Range Enhancement (Mandatory): Essential for any ranged primary damage unit. For Void Eye, Suppression Shots offers some range increase at a lower cost, so it is typically prioritized first. However, in the mid to late game, Range Enhancement should still be researched to further extend range and ensure safe positioning.
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Aerial Mode (Mandatory): The base Void Eye lacks anti-air capability. This tech upgrades Void Eye from a ground-only siege unit to a versatile air-and-ground threat, eliminating the need for separate anti-air investments—this is fundamental to Void Eye’s viability. In mirror matchups, Aerial Mode often replaces Suppression Shots as the first tech. In most games, it is usually the 3rd or 4th tech to avoid early countering by enemy anti-air techs or abilities.
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Charged Shot (Recommended): Trades a slight attack speed reduction for a massive damage increase. This is key to Void Eye’s late-game ability to “kill everything,” ensuring it can rapidly eliminate tanky units. Note: if the opponent relies on fragile ranged units and your Void Eye can already one-shot them, this tech may be unnecessary.
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Electromagnetic Armor (Optional): A supplementary tech that can replace Charged Shot to counter enemy Aerial Specialization Mustangs.
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Energy Shield (Optional): Another supplementary tech that can replace Charged Shot, enhancing Void Eye’s tankiness and providing some counterplay against Phoenix.
Fire Badger:
Section titled “Fire Badger:”-
Range Enhancement (Mandatory): Essential for any ranged unit. Fire Badger’s base range is average, making this tech crucial for maintaining a safe position.
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Napalm (Mandatory): The core tech that makes Fire Badger a powerful chaff clearer. Continuous Napalm burns through all chaff units.
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Other Techs: Optional. In this composition, Fire Badger primarily handles chaff clearing. Its main contribution is eliminating all enemy Crawlers and as many backline chaff units as possible. Remaining resources should be invested into Void Eye.
When to Play
Section titled “When to Play”The best starting pack is undoubtedly Fire Badger + Void Eye, which completes the core immediately. Having either one is also viable. If the opening lacks both, a Sledgehammer + Fang/Crawler start can work—simply sell the Sledgehammer around Rounds 3–4 to transition into Fire Badger.
For starting Specialists, Fire Badger Specialist is highly recommended, followed by economy-focused Specialists such as Quick Supply Specialist, Supply Specialist, Typhoon Specialist, and Rhino Specialist. Since Void Eye heavily requires economic investment for mid-game tech scaling, non-economy Specialists are generally not advised.
How to Play
Section titled “How to Play”Rounds 1–4:
Section titled “Rounds 1–4:”Deploy your forces on the side with fewer enemy buildings. If buildings are evenly distributed, choose either side. A sample opening deployment is shown below:
Opening Deployment: If starting with Sledgehammer, place them in the Fire Badger position. If starting with Mustang + Void Eye, place Mustang behind the tower.

By Round 4, aim to have approximately 2 packs of Fire Badgers, 5 packs of Void Eyes, and 5 packs of chaff. Additionally, consider deploying a Phoenix or Marksman as backup anti-air. Place one pack of Fangs on the weak side and upgrade the tower to Level 2 for defense.
Typically, research Suppression Shots for Void Eye on Round 2, and Range Enhancement for Fire Badger on Rounds 3–4. This ensures both units have effective engagement range.
Example deployment at Round 4

Rounds 5–7:
Section titled “Rounds 5–7:”By mid-game, the opponent’s strategy should be clear. Adapt your approach accordingly:
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If the opponent is playing defensively, enemy chaff will likely be backline Fangs. In this case, deploy aggressive forces on one flank to create a local numerical advantage and pressure the enemy tower.
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If the opponent is playing for a ranged standoff, Fire Badger’s range disadvantage may become problematic later—avoid prolonged exchanges.
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If the opponent is playing aggressively, maintain your defensive formation.
Deployment when opponent deploys defensively

Defensive deployment when playing against an aggressive opponent

Once your strategy is set, prioritize Napalm for Fire Badger, then continue purchasing Void Eyes and upgrading their techs:
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Against ranged fragile units: upgrade Range Enhancement.
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Against tanky units: upgrade Charged Shot.
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Against air-focused compositions: upgrade Aerial Mode.
If you lack resources for Void Eye techs, continue supplementing chaff and try to use all deployment slots each round, including the Research Center’s Additional Deployment.
It is import to ensure Void Eye has Range Enhancement by Round 7 at the latest to maintain positioning safety. From Round 6 onward, consider purchasing Level 2 Void Eyes directly via the Research Center’s Elite Specialist option to keep their level competitive.
Round 8+:
Section titled “Round 8+:”In the late game, besides continuing to add Level 2 Void Eyes, adapt to the opponent’s responses. Common scenarios and counters include:
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If enemy chaff clear is weak: upgrade Subterranean Blitz for Crawlers or Portable Shield for Fangs.
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If opponent switches to Raiden: deploy Armor Enhancement Sandworms as frontline tanks or Energy Shield Wasps as chashield chaff.
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If opponent uses Aerial Specialization Mustangs: deploy Armor Enhancement Wraiths or Phantom Rays to screen for Void Eye.
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If opponent uses Anti-Air Barrage Fortresses: deploy Level 2 Wraiths or Energy Shield Phantom Rays.
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If opponent masses Aerial Specialization Wasps: deploy Level 2 Range Enhancement + Aerial Specialization Mustangs to counter.
For most other situations, simply continue adding Level 2 Void Eyes or chaff clear, and upgrade the Research Center’s Defense Enhancement II.
Cards & Items
Section titled “Cards & Items ”