The 38 Cydroids & 12 Combat Archetypes

Every RT9 Cydroid by rarity with primary, special and role, plus the archetype matchup table and the underdog rule.

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1

The roster at a glance

Reality Thread 9 launches with 38 Cydroids in five rarity bands. Each carries a signature ability, a primary weapon (left mouse) and a special (right mouse). Rarity changes how far a frame can be pushed, but the model still defines how it plays.

Rarity Models Examples
Common5Sphera, Motus, Cephalo, Moleh, Salix
Uncommon11Fangmaw, Dela, Levanto, Skimmer, Zephyr
Rare10Nanitic, Gallow, Necrosignal, Venator, Jingo
Epic7Howler, Starlight Fury, Blaizer, Zirah, Kraken
Legendary5Ohr, Roteor, Scarab, Magnetar, Alukah

Five frames have no damaging ordinary primary: Nanitic, Levanto, Jigeh, Bear and Brainiac. They are support, cover and rescue frames.

Each Cydroid is a different Metasprite given a body by a Mentar. Earth2 notes the frames carry classifications this release only begins to use, so a plain-looking Cydroid may later do something the game has not yet asked of it. Click any name below for the full catalog page.

2

All 38 Cydroids by rarity

Common (5)
Cydroid Archetype Primary Special Signature trait
SpheraDuelistMachine gunOvercharge BeamHydrojet: ignores the water penalty and is a little faster in it. Approachable all-rounder most Pilots learn on.
MotusTankMachine gunBarrierRockshrug and Barrier Surge: shrugs off collisions, and gets faster while its barrier stands.
CephaloRushdownMachine gunRam / LanceRam prow: more knockback dealt, less taken head-on. Cheapest way to learn the charge rhythm.
MolehSkirmisherMachine gunBlink / DodgeSandworks: carves terrain faster, with a burrow-dust dodge.
SalixSkirmisherMachine gunOvercharge BeamForester: no slowdown through trees or brush, and its scan reads through canopy.
Uncommon (11)
Cydroid Archetype Primary Special Signature trait
FangmawControlMachine gunGrapple-YankLatch: best braking on the roster, plus a hook that yanks fleeing targets back.
DelaDuelistMachine gunOvercharge BeamFlutter: no accuracy penalty while strafing. Purest duelling frame at this rarity.
LevantoDefensiveNoneGuardian CoverHeaviest shield and hull in the game, carrying deployable hard cover for the squad.
SkimmerSkirmisherLight MGBlink / DodgeWave-rider: much faster low over water, dive-capable, cheap to glide.
FurySkirmisherMachine gunOvercharge BeamStoker: boost costs less and lasts longer. The roamer's frame.
GuliSkirmisherMachine gunOvercharge BeamProp-vert: best vertical climb in the low bands.
SirenaControlPulse CannonFreeze / EMP StasisAquatic specialist: faster in water than air, with an underwater scan.
ZephyrMarksmanMachine gunMark PreyLongwave: greatly extended scan range. A squad's eyes.
AurumSkirmisherMachine gunOvercharge BeamProspector: the highest-value E-ther glints through cover for this frame.
JigehDefensiveGrab and holdBoard / ShelterEscort transport: carries a passenger behind a big shield. Knockdown-recovery aura for allies.
GileumboControlMachine gunBlind SlickSlick: aim-marker evade plus a cloud that interrupts thrust and weapons for five seconds.
Rare (10)
Cydroid Archetype Primary Special Signature trait
NaniticSupportHealing beamBoard / ShelterArmoured medic: heals continuously, shelters a passenger, brings a squad magnet aura.
GallowDuelistDual MGOvercharge BeamFull handling while firing. The dogfighter that rewards the bank turn.
RampageBruiserDemolition slugsShockwave SlamTriple damage to structures and obstacles; slam clears everything in a radius.
GambitSkirmisherMachine gunBlink / DodgeSnapstart: instant maximum acceleration. Best ambush departure.
BearSupportGrab and holdRepair BeamRaid medic: doubles build and repair speed, heals ally shield and hull, never shoots.
NecrosignalAssassinMachine gunCloak / JamLowest radar signature, and the only frame with Cloak. The flanker.
VenatorMarksmanMachine gunMark PreyYour hits highlight the victim for the whole squad, through cover.
MobulaDuelistMachine gunOvercharge BeamArmed aquatic transport with heavy shielding. Contests water routes.
JingoAssassinMG / beak gunTentacle DiveClings to any surface, then teleports onto an enemy and fires straight down.
CaeliferSkirmisherMachine gunBlink / DodgeHop: double-tap dodge with brief knockback immunity and strong knockdown recovery.
Epic (7)
Cydroid Archetype Primary Special Signature trait
HowlerControlMachine gunSonic ShoveStrongest afterburner; shove fires along your flight path as you punch through a group.
Starlight FuryBruiserTwin MGSwarm-LockTwin muzzles with a far higher fire rate, backed by a homing missile volley.
BlaizerZonerMachine gunOvercharge BeamCharges its beam twice as fast and holds the charge far longer. The siege weapon.
EmberDuelistMachine gunOvercharge BeamHeatsink: much larger overheat ceiling and faster cooldown for long firing windows.
BrainiacDefensiveNoneLunge Pin / Rescue TowTows downed allies clear or pins an enemy; converts some allied damage into repair.
ZirahTankMachine gunDeflect / ParryTitan frame. The only parry covering a full circle; pursuers firing into it take their shots back.
KrakenSkirmisherLight MGGrapple HookLatches onto an enemy and reels in. Strongest swimmer on the roster.
Legendary (5)
Cydroid Archetype Primary Special Signature trait
OhrMarksmanMachine gunOvercharge BeamGlide: boost cost tapers while gliding, near-silent, best boost recovery. Long-range repositioner.
RoteorDuelistMachine gunOvercharge BeamMicro-reactor: slow passive energy regen and the heaviest armour percentage.
ScarabRushdownMachine gunRam / LanceSting: boost-ram with a burst of gun damage on impact, on an agile heavy hull.
MagnetarControlMachine gunMagnetic PulseDramatically larger pickup radius; E-ther curves toward it and it shares the haul with the squad.
AlukahSupportMachine gunLeech BeamHits siphon damage back as charge; its tether pulls charge and shield while the target's shield stands.

Descriptions are summaries of Earth2's roster notes. Values and abilities may change during balancing.

3

The twelve combat archetypes

Think in roles. Recognising a frame's preferred range, target and position is often more useful than memorising its numbers. Eleven are named archetypes in game; Utility describes an objective-focused role, often handled by Defensive or Support frames.

Archetype Wants Strong against Vulnerable to Examples
ZonerDistance and a firing laneTanks and anything stationaryAssassins and rushdownBlaizer
RushdownContact, immediatelyZoners and marksmenTanks and controlCephalo, Scarab
TankGround to holdRushdownZoners and attritionZirah, Motus
AssassinAn isolated targetZoners and supportEscorted or grouped targetsNecrosignal, Jingo
SupportAn ally worth keeping aliveAttrition fightsFocused burstBear, Alukah
ControlTo take away your optionsCoordinated pushesSpread-out squadsSirena, Magnetar
SkirmisherConstant repositioningSlow framesAnything that predicts a dashSkimmer, Gambit
DuelistA fair one-on-oneMost single opponentsBeing outnumberedGallow, Dela
BruiserA crowd to break upGrouped squadsLong rangeRampage, Starlight Fury
MarksmanTo see you firstUnaware targetsBeing closed onVenator, Ohr
DefensiveSomebody to protectSustained pressureBeing left aloneLevanto, Brainiac
UtilityObjectives rather than killsObjective playStraight fightsJigeh (Defensive)

Rarity alone does not make a balanced squad. A Barrier paired with a long-range frame can hold a firing position, while bruisers can create space for a marksman. Four duelists may each be strong alone without giving the squad a plan.

4

Standouts and counters

  • Zirah parries in every direction. Do not chase it with the trigger held; wait out the guard window or break off.
  • Necrosignal can cloak and vanish from scan beams, but its shields are offline while cloaked.
  • Venator and Zephyr mark targets so the whole squad can see them, even through cover.
  • Magnetar and Nanitic pull particles toward them and share benefits with nearby squadmates, so flying close together improves the effect.
  • Sirena, Mobula and Kraken are strongest on river, lake and coastal properties where water routes matter.
  • Skirmishers (Moleh, Skimmer, Gambit, Caelifer) share Blink and a machine-gun bonus strongest inside 20 m.
  • Alukah and Leech only tether a target whose shield is still up; drain it dry and the tether cuts.

Almost every strong tool has a counter somewhere else on the roster: streak-heavy collectors can be hunted, stealth costs shield uptime, beams announce themselves, and parries can bounce a stasis back at the caster.

5

Unfair raids and the underdog rule

Raids do not match Pilots by Rank or frame strength. You can meet a fully Jewelled Legendary flown by a Pilot four Ranks above you. Earth2 says this is deliberate: if every raid were evenly matched, upgrades and Jewels would matter much less, and the open market under Cydroid ownership would lose its meaning.

So the skill is judgement: when to collect, when to run and when to fight. Defeat never removes E-ther you already banked, and an outgunned raid can still be profitable if you work the far side of the field.

The underdog rule

The rule helps lower-rarity attackers across a rarity gap and leaves equal-rarity fights unchanged. It scales with the size of the gap:

  • A Common attacking a Legendary (four tiers apart) lands roughly 4.5 times its normal damage.
  • The Legendary shooting back down that gap deals under half of its normal damage.
  • A Rare against an Epic (one tier) gets a much smaller adjustment.
  • An Underdog PIP perk widens the bonus when fighting upward. It does nothing when fighting a lower rarity.

That makes a Common a deliberate counterpick rather than just an entry frame. Earth2 expects stats, perk costs and cooldowns to keep changing during the Tester period.

Related Guides

Source: Earth2 Reality Thread 9 announcement on earth2.io. Earth 2® is a trademark of Earth Version 2 Pty Ltd. E2 University is an independent community resource.

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