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Combat and Units

Tactical Quick Answer

Every run starts with a Starter set of three units: an Engineer, a Harvester for economy, and a Specialist that carries its own hack tree. There are 15 to choose from, split 3 Engineers, 4 Harvesters and 8 Specialists, and you mix them freely from what you have unlocked. From there you draft blueprints, hacks and upgrades out of a pool of over 300 entries, so you build around what you find instead of following a fixed build order.

Success in Rogue Command hinges on your ability to draft a cohesive army and control engagements effectively. The reward pool runs to several hundred blueprints, hacks, upgrades and drops, so you cannot rely on a single static build order. You must adapt based on what a run offers you.

The Starter Setโ€‹

Before a run begins you pick a Starter set of three units: an Engineer, a Harvester in the economy slot, and a Specialist that brings its own exclusive hack. You mix and match freely from whatever you have unlocked, and there are 15 in total.

Note the roster is still growing. Castle arrived with 1.0 in May 2026, and a ninth Specialist called the Berzerker was in testing as of July 2026.

Engineers (3)โ€‹

Your Engineer builds your base and doubles as your life total, so its survivability matters more than its combat stats.

  • Engineer: The default, and the best economy pick of the three. It generates 4 crystals per second, the highest of any Engineer, deals 5x damage to obstacles for clearing build space, and moves fastest.
  • Combat Engineer: The durable one, at 240 health with 3 armor and a self-heal out of combat. Combat Delivery makes every non-harvester factory spawn its units at the Engineer, and Base Port teleports it to a Refinery after a 5-second charge. It is the slowest Engineer, not the most mobile, and it generates only 2 crystals per second.
  • Reach Engineer: The base-builder. It is the only Engineer exempt from the Refinery build-range limit, so it can place structures anywhere it can see within 30 cells. That freedom costs you everything else: 20 health behind a 5-point shield, and 2 crystals per second.

A caution on the Combat Engineer. Factories deliver their output to wherever it stands, so taking it to the front line means the units that should be defending your base teleport to the front line as well. That is what makes splitting your attention hard, not its speed.

Harvesters (4)โ€‹

Your Harvester dictates your economic pacing and how much babysitting it needs. Three of them can each be called "the fastest" depending on what you mean, so be precise.

  • Crystal Harvester: The default volume pick. Individually modest at 1.4 per second, but cheap enough to field in numbers across up to eight Crystal Mills, which usually makes it the highest total income with map control.
  • Hover Harvester: The fastest moving unit in the entire game, and its skill makes it faster still. Its harvest rate is only 1.5 per second, but it gains 50% more when no Refinery is in sight, which deliberately pushes it out to distant fields. It has no weapon and 40 health, so those trips are dangerous.
  • Core Harvester: Deploys onto a crystal, gains Stealth, and siphons straight to storage with no Refinery trip. It also damages the crystal at half rate, so fields last far longer. Stealth breaks if an enemy comes within 1.5 cells, and that is how patrols find them.
  • Armored Crystal Collector: The highest harvest rate and largest capacity of the four, with 140 health, 3 armor and an autocannon. Its rate doubles for 20 seconds whenever an enemy dies in sight. The costs are a slow economy ramp and the slowest movement of any harvester.

Specialists (8)โ€‹

Your Specialist sets your combat approach and brings its own hack tree, with further hack choices after clearing levels 3 and 6.

  • Support Tank: The starting Specialist. It heals your three most damaged units and grants armor, and its hack tree is the game's survivability toolbox, including a 10-second Invincibility.
  • Castle: An immobile battleship gun for turtle play. Its passive gives all buildings 20% more attack and skill damage and 20% more health, and its skill drops six missiles anywhere on the map at global range.
  • Phase Walker: Teleports itself and every ally around it up to 12 cells, including into fog of war, applying Strength on arrival. It is a mass repositioning tool and not a solo assassination one.
  • Robo Recycler: Friendly deaths drop Robo Cores, and its skill raises those into Robo Zombos, which are weak temporary melee spawns and not advanced units. Its passive also cuts your units' maximum health by 20%, so it wants cheap expendable armies.
  • Mantis Mech: The melee bruiser. Halves incoming damage, and its skill Devours a friendly unit for permanent bonus damage. If you want to deliberately spend your own units, this is the Specialist that does it.
  • Swarm Walker: Spawns Spider Creepers passively, and its skill infects enemies with Eggs that hatch five more each.
  • Robo Rush Beacon: A building that grants a movement-speed aura and chains Extenders across the map to spread it.
  • Incinerator: Applies Burn on every shot at a high rate of fire and launches a large fire field. Its passive raises fire damage for each Incinerator you field.

What the 1.0.7 balance pass did to the Specialistsโ€‹

Patch 1.0.7 in June 2026 was the first big post-1.0 balance patch, and it moved three of the eight Specialists.

SpecialistChange
CastleNerfed. Active skill size and damage reduced, attack rate decreased, construction and skill cost increased. The developers called it "a clear outlier"
Mantis MechBuffed. Starting health raised, after being "by far the negative outlier for lost runs"
IncineratorBuffed. Health increased, skill cost reduced, and both attack damage and direct-hit damage from the active skill increased

The patch names Castle's active skill, attack rate, and costs, and says nothing about its building passive or the six-missile global strike, so it is still the turtle pick. What moved is how much that strike covers, how hard it hits, and what you pay for it.

Drafting Your Armyโ€‹

After each level, the Reward Map offers various rewards, including new blueprints. Your goal is not just to grab the most expensive or flashiest unit, but to build a synergistic force.

Rolesโ€‹

Blueprints carry a formal Role field, and there are twelve values: Engineer, Harvester, Specialist, Vehicle, Tank, Mech, Robo, Supporter, Turret, Sniper, Spawn, and Bomb. Those are the categories hacks and upgrades key off, so knowing your army's role mix tells you which modifiers will actually apply to it.

Separately from Roles there is a tag layer, covering things like Melee, Robust, Critical and Refinery. And since June 2025 the Reward Map offers themed blueprint pools, so a node might present tanks, or burning units, or turrets and support buildings together. That is the game's own answer to a diluted deck: pick the theme, not the individual card.

Note that "Spawn" is a real Role, covering summoned units with a limited lifespan, so Spider Creepers and Robo Zombos are a documented category and not an informal one.

Hacks and Global Modificationsโ€‹

Hacks are the game's term for run-long modifiers. The store page calls them "tech-relics that modify the rules of the game", and you get them from Reward Map nodes plus the exclusive set your Specialist brings. Plenty are plain stat bumps, so treat them individually instead of assuming each one is transformative.

Look for interlocking combinations. The clearest example is Buggy Healing, which spawns Spider Creepers whenever healing lands. Pair it with a source of constant healing, such as a Global Heal Tower with no cap on how many units it treats at once, and the healing itself becomes an army generator.

Status effects are worth reading closely because several hacks and upgrades chain off them:

  • Burn deals 5 damage plus 2% of maximum health per second and ignores armor.
  • Panic makes affected units run away uncontrollably and stops them attacking.
  • Bounty strips 1 armor and makes affected units drop a 10-crystal pickup when they die, which is the real way to turn kills into income.

Tactical Executionโ€‹

Drafting the perfect army means nothing if you throw them blindly into enemy defenses. You must manage your engagements.

Use Your Selection Toolsโ€‹

Rogue Command gives you more control than its reputation suggests, and much of it arrived late in Early Access. There is a detailed single-unit inspector that shows every modifier on a unit and where it came from, health, shield and status readouts on units in the world, StarCraft-style control groups, Ctrl to select every unit of a type, and function-key hotkeys for jobs like selecting all visible combat units or all idle harvesters.

Time Focus still helps in a chaotic fight, but reach for the selection hotkeys first. Pulling one damaged unit out of a brawl is a selection problem, not a reaction-speed problem.

Patch 1.0.7 tightened one of those hotkeys. F4 now selects only non-building harvesters, so a harvester that has deployed into a structure stays out of the grab.

Range and Meleeโ€‹

Attack range is widely rated the strongest single stat in the game. That assessment comes from experienced players and not the developers, and one 100% completion player put the reasoning well: long range prevents you from being kited and lets you snipe from outside a static defense's retaliation radius, and on maps this size no amount of damage or health compensates for it.

Melee is genuinely weaker, and this is one thing the developers have acknowledged directly, saying that low-health units not feeling worth it is something they want to improve. The cause is pathing and vulnerability to Slow, not anything to do with slow-motion control. Melee is a real tag with its own supporting hacks, so a melee build is possible, but it needs deliberate support.

Invincibility effects do exist, including a Support Tank hack and an Invincibility drop. They are most associated with cheap swarm builds and not melee ones. The one melee unit that does not need propping up is the Mantis Mech, which halves all incoming damage and heals out of combat.

Units hold position properly nowโ€‹

Patch 1.0.7 fixed the auto-attack behavior that had units standing still while enemies sat inside their range. A conflict with the idle state was stopping them from engaging at all, and the same patch made the idle animation set in correctly and made units switch to an attacker if one walks into range while they are shooting something that cannot fight back.

That last part changes what a defensive line does without orders. A turret line covering harvesters no longer spends the fight chewing on a builder drone while a tank column arrives behind it.

Target Prioritizationโ€‹

When the firefight starts, hit Time Focus immediately. Assess the battlefield and issue specific attack orders.

  • Eliminate enemy support units first. If a repair drone is keeping a heavy tank alive, snipe the drone.
  • Focus fire on high-threat targets. Burn them down one by one.

Repositioning and Retreatโ€‹

Your units are expendable, but rebuilding an entire army costs time and resources you might not have. If an engagement turns against you, retreat. Pull your damaged units back to your healing structures. The enemy AI will often overextend when pursuing, allowing you to turn the fight around once they leave the safety of their base.

Frequently Asked Questionsโ€‹

What are the three parts of a Starter set?

An Engineer, a Harvester in the economy slot, and a Specialist that brings its own exclusive hack. You mix them freely from whatever you have unlocked, and there are 15 in total: 3 Engineers, 4 Harvesters and 8 Specialists.

Which specialist is best for a defensive playstyle?

Castle. Its passive gives all buildings 20 percent more attack and skill damage plus 20 percent more health, and its skill drops six missiles anywhere on the map at global range. It is immobile, so it anchors a position instead of joining a push.

Which harvester is fastest in Rogue Command?

It depends what you mean, and that is why the question causes confusion. The Hover Harvester is the fastest moving unit in the game. The Armored Crystal Collector has the highest harvest rate. The plain Crystal Harvester usually gives the highest total income because you field so many of them.

Are melee units worth drafting in Rogue Command?

They need deliberate support. Melee is a real tag with its own hacks, but the developers have acknowledged that low-health units do not feel worth it. The problem is pathing and vulnerability to Slow, not anything about slow-motion control. The Mantis Mech is the exception, since it halves incoming damage.

What is the drawback of the Combat Engineer?

Two things, and mobility is not one of them since it is the slowest Engineer in the game. It generates only 2 crystals per second against the base Engineer's 4, and its Combat Delivery passive makes every factory spawn units at the Engineer, so taking it forward pulls your defenders forward too.

Was Castle nerfed in Rogue Command?

Yes, in patch 1.0.7 in June 2026. The developers called it a clear outlier and cut the size and damage of its active skill, decreased its attack rate, and raised both its construction and skill costs. The patch says nothing about its building passive or the six-missile global strike.

Why were my units standing still instead of attacking?

A conflict with the idle state, fixed in patch 1.0.7. Units were coming to a stop while ignoring enemies already in range. The same patch made them switch targets to an attacker when one walks into range while they are shooting a non-attacker.