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.
All GuidesThe 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 |
|---|---|---|
| Common | 5 | Sphera, Motus, Cephalo, Moleh, Salix |
| Uncommon | 11 | Fangmaw, Dela, Levanto, Skimmer, Zephyr |
| Rare | 10 | Nanitic, Gallow, Necrosignal, Venator, Jingo |
| Epic | 7 | Howler, Starlight Fury, Blaizer, Zirah, Kraken |
| Legendary | 5 | Ohr, 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.
All 38 Cydroids by rarity
| Cydroid | Archetype | Primary | Special | Signature trait |
|---|---|---|---|---|
| Sphera | Duelist | Machine gun | Overcharge Beam | Hydrojet: ignores the water penalty and is a little faster in it. Approachable all-rounder most Pilots learn on. |
| Motus | Tank | Machine gun | Barrier | Rockshrug and Barrier Surge: shrugs off collisions, and gets faster while its barrier stands. |
| Cephalo | Rushdown | Machine gun | Ram / Lance | Ram prow: more knockback dealt, less taken head-on. Cheapest way to learn the charge rhythm. |
| Moleh | Skirmisher | Machine gun | Blink / Dodge | Sandworks: carves terrain faster, with a burrow-dust dodge. |
| Salix | Skirmisher | Machine gun | Overcharge Beam | Forester: no slowdown through trees or brush, and its scan reads through canopy. |
| Cydroid | Archetype | Primary | Special | Signature trait |
|---|---|---|---|---|
| Fangmaw | Control | Machine gun | Grapple-Yank | Latch: best braking on the roster, plus a hook that yanks fleeing targets back. |
| Dela | Duelist | Machine gun | Overcharge Beam | Flutter: no accuracy penalty while strafing. Purest duelling frame at this rarity. |
| Levanto | Defensive | None | Guardian Cover | Heaviest shield and hull in the game, carrying deployable hard cover for the squad. |
| Skimmer | Skirmisher | Light MG | Blink / Dodge | Wave-rider: much faster low over water, dive-capable, cheap to glide. |
| Fury | Skirmisher | Machine gun | Overcharge Beam | Stoker: boost costs less and lasts longer. The roamer's frame. |
| Guli | Skirmisher | Machine gun | Overcharge Beam | Prop-vert: best vertical climb in the low bands. |
| Sirena | Control | Pulse Cannon | Freeze / EMP Stasis | Aquatic specialist: faster in water than air, with an underwater scan. |
| Zephyr | Marksman | Machine gun | Mark Prey | Longwave: greatly extended scan range. A squad's eyes. |
| Aurum | Skirmisher | Machine gun | Overcharge Beam | Prospector: the highest-value E-ther glints through cover for this frame. |
| Jigeh | Defensive | Grab and hold | Board / Shelter | Escort transport: carries a passenger behind a big shield. Knockdown-recovery aura for allies. |
| Gileumbo | Control | Machine gun | Blind Slick | Slick: aim-marker evade plus a cloud that interrupts thrust and weapons for five seconds. |
| Cydroid | Archetype | Primary | Special | Signature trait |
|---|---|---|---|---|
| Nanitic | Support | Healing beam | Board / Shelter | Armoured medic: heals continuously, shelters a passenger, brings a squad magnet aura. |
| Gallow | Duelist | Dual MG | Overcharge Beam | Full handling while firing. The dogfighter that rewards the bank turn. |
| Rampage | Bruiser | Demolition slugs | Shockwave Slam | Triple damage to structures and obstacles; slam clears everything in a radius. |
| Gambit | Skirmisher | Machine gun | Blink / Dodge | Snapstart: instant maximum acceleration. Best ambush departure. |
| Bear | Support | Grab and hold | Repair Beam | Raid medic: doubles build and repair speed, heals ally shield and hull, never shoots. |
| Necrosignal | Assassin | Machine gun | Cloak / Jam | Lowest radar signature, and the only frame with Cloak. The flanker. |
| Venator | Marksman | Machine gun | Mark Prey | Your hits highlight the victim for the whole squad, through cover. |
| Mobula | Duelist | Machine gun | Overcharge Beam | Armed aquatic transport with heavy shielding. Contests water routes. |
| Jingo | Assassin | MG / beak gun | Tentacle Dive | Clings to any surface, then teleports onto an enemy and fires straight down. |
| Caelifer | Skirmisher | Machine gun | Blink / Dodge | Hop: double-tap dodge with brief knockback immunity and strong knockdown recovery. |
| Cydroid | Archetype | Primary | Special | Signature trait |
|---|---|---|---|---|
| Howler | Control | Machine gun | Sonic Shove | Strongest afterburner; shove fires along your flight path as you punch through a group. |
| Starlight Fury | Bruiser | Twin MG | Swarm-Lock | Twin muzzles with a far higher fire rate, backed by a homing missile volley. |
| Blaizer | Zoner | Machine gun | Overcharge Beam | Charges its beam twice as fast and holds the charge far longer. The siege weapon. |
| Ember | Duelist | Machine gun | Overcharge Beam | Heatsink: much larger overheat ceiling and faster cooldown for long firing windows. |
| Brainiac | Defensive | None | Lunge Pin / Rescue Tow | Tows downed allies clear or pins an enemy; converts some allied damage into repair. |
| Zirah | Tank | Machine gun | Deflect / Parry | Titan frame. The only parry covering a full circle; pursuers firing into it take their shots back. |
| Kraken | Skirmisher | Light MG | Grapple Hook | Latches onto an enemy and reels in. Strongest swimmer on the roster. |
| Cydroid | Archetype | Primary | Special | Signature trait |
|---|---|---|---|---|
| Ohr | Marksman | Machine gun | Overcharge Beam | Glide: boost cost tapers while gliding, near-silent, best boost recovery. Long-range repositioner. |
| Roteor | Duelist | Machine gun | Overcharge Beam | Micro-reactor: slow passive energy regen and the heaviest armour percentage. |
| Scarab | Rushdown | Machine gun | Ram / Lance | Sting: boost-ram with a burst of gun damage on impact, on an agile heavy hull. |
| Magnetar | Control | Machine gun | Magnetic Pulse | Dramatically larger pickup radius; E-ther curves toward it and it shares the haul with the squad. |
| Alukah | Support | Machine gun | Leech Beam | Hits 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.
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 |
|---|---|---|---|---|
| Zoner | Distance and a firing lane | Tanks and anything stationary | Assassins and rushdown | Blaizer |
| Rushdown | Contact, immediately | Zoners and marksmen | Tanks and control | Cephalo, Scarab |
| Tank | Ground to hold | Rushdown | Zoners and attrition | Zirah, Motus |
| Assassin | An isolated target | Zoners and support | Escorted or grouped targets | Necrosignal, Jingo |
| Support | An ally worth keeping alive | Attrition fights | Focused burst | Bear, Alukah |
| Control | To take away your options | Coordinated pushes | Spread-out squads | Sirena, Magnetar |
| Skirmisher | Constant repositioning | Slow frames | Anything that predicts a dash | Skimmer, Gambit |
| Duelist | A fair one-on-one | Most single opponents | Being outnumbered | Gallow, Dela |
| Bruiser | A crowd to break up | Grouped squads | Long range | Rampage, Starlight Fury |
| Marksman | To see you first | Unaware targets | Being closed on | Venator, Ohr |
| Defensive | Somebody to protect | Sustained pressure | Being left alone | Levanto, Brainiac |
| Utility | Objectives rather than kills | Objective play | Straight fights | Jigeh (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.
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.
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 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.
- Cydroid Raid Flight and Combat Guide
- Cydroid Owner Guide: Lending to Pilots
- Cydroid Pilot Rank, PIPs and Perks Guide
- Cydroid catalog
- Cydroid skins
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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