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Universal Colossus Experimental Assault Bot

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UIX0111Illuminate Universal Colossus
Aeon unicolossus
Illuminate icon experimental generic Experimental Assault Bot
db · db2 · bp
Build Costs
Mass32 Energy32 Time32
1375 5250 190
Experience 3000
Health
67500 (+150/sec)
Speed 0 to 2.4 (Amphibious)
Intel (Radius) Vision: 75
Water Vision: 75
Research Info
Cost
Cumulative
15 Research32
28 Research32
Unlocked By Damage II
Urchinow
Weapon: Eye Laser 1
Direct Fire Experimental - Continuous Beam
DPS 1350
Range (min - max) 5 - 40
Weapon: Right Death Claw
Experimental - Continuous Beam
DPS 0
Range (min - max) 5 - 40
Weapon: Right Unit Launcher
Experimental - Tactical Missile
DPS 143
Missile  Damage
Damage radius
1000
3
Reload time 7 seconds
Range (min - max) 5 - 40
Weapon: Left Death Claw
Experimental - Continuous Beam
DPS 0
Range (min - max) 2 - 40
Weapon: Left Unit Launcher
Experimental - Tactical Missile
DPS 143
Missile  Damage
Damage radius
1000
3
Reload time 7 seconds
Range (min - max) 4 - 40
Weapon: Death Weapon
Death
Damage
Damage radius
10000
8

The Universal Colossus Experimental Assault Bot is an Illuminate major experimental, and the largest mobile unit in the game. Its primary weapon shoots a powerful beam, and has two death claws which suck up enemy units and shoot them back at others as secondary weapons. It is also able to boost the health of other nearby land units. It is the successor to the Galactic Colossus in Supreme Commander 1.


WeaponryEdit

  • Though powerful against land units, just like the King Kriptor, the UC has no anti-air capabilities. Assign anti-air units, particularly Airnomos, to escort it to increase its already significant longevity.
  • The UC's Left Death Claw and Right Death Claw can only suck up basic enemy ground units. They do not affect experimental units, ACUs or structures.
  • The UC cannot shoot backwards. This makes it unsuitable for hit-and-run attacks or strategic retreats for reinforcement and repair.
  • The UC can take on a group of heavily clustered point defenses. Its heavy armor allows it to survive its approach to the point defenses, and if it doesn't survive the battle its Death Weapon is likely to destroy the remaining point defenses.
  • When compared to the king kriptor, the universal collossus is pretty much on par EXCEPT: The universal colossus deals slightly less dps, but in one beam with aoe as opposed to charged shots AND other weaponary with shorter range. This means in a 1v1 the king kriptor would win at close range whereas the universal collossus would win if at max range (which they both share) due to the king kriptors mounted point defence and arty.

TipsEdit

  • A well placed Rogue nanites can mean the difference of life and death in an outnumbered experimental battle
  • Because of a lack or air defense, the Universal Colossus is vulnerable to air, especially Darkenoids, AC-1000 Terrors, and Soul Rippers.
  • With the new patch, it is now far more economical to go for an early research to this via the Urchinow, as that both unlocks a useful experimental and gives you the Universal Colossus at approximately 20 minutes.
  • Even though the Bomb Bouncer only protects against artillery, missiles, and air, the Universal Colossus' eye beam cannot penetrate it. This is may be due to the fact that the beam shoots downwards, hitting the Bomb Bouncer's shield. -NOTE: The bomb bouncer does'nt ONLY reflect arty as it also reflects bombs, gunship shots and any other attack from above!
  • The Universal Colossus is rather slow, and unlike the King Kriptor and the Cybranasaurus Rex, it cannot use a Giant Transport. Instead the Universal Colossus must use a Space Temple for faster travel.
  • There is a known glitch, where after destroying a unit/structure with the eye laser, the eye laser will start to shoot at nothing in the air. This can be fixed by ordering it to attack something else. (Patch 1.15)
  • It increases the health and armor of nearby units, similar to a Bodaboom.
  • A crippling strategy near end game, is to send 2- how many UCs you have through a space temple. This reduces the time to get to your opponents base,and usually catches the enemy off-gaurd because his army probably won't be in the center of his base when you attack. just make sure your space temple is well gaurded and ideally isolated from your main base so if they can react fast enough their army will do minimal damage, and possibly even be destroyed as they attempt to enter your base. (Only works against land based enemy)

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