Command & Conquer: Red Alert 3/Empire of the Rising Sun units

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The Empire has stronger infantry than the Soviets and have better and more versatile vehicles than the allies. The Empires air force do not need to reload at an airfield and to form air units transform the Mecha Tengu, Chopper VX and the Sea Wing to use aircraft.

The Empire is matchless at the Sea with their Battleships and their Naginata Cruisers.

The Empires units have weakness to however because most of their aircraft had to be built in large numbers to swarm their enemies because their aircraft has light armor and inferior firepower.

Infantry

Burst Drone

Cost300
RequirementsInstant Dojo
AbilitiesKamikaze
RoleScout
Build Time????
Damage typeNone

The main scout unit for the Empire, which can hover over the battlefield and detect disguised and hidden enemies. The Burst Drone can attach itself on enemy vehicles, slowing their movement. Their special ability is to activate a self-destruct timer that deals damage in a small radius.

Weaknesses

To deal with these things that are attached to vehicles fire on the Burst Drone that is on your units by force firing onto them. Always shoot them down before they do their Kamikaze attack.

Imperial Warrior

Anti Infantry/ Anti Garrison
Cost150
RequirementsInstant Dojo
AbilitiesBanzai Charge
RoleAnti Infantry/ Anti Garrison
Build Time0:06
Damage typeGun

Standard fanatical rifle-wielding Imperial infantry that are effective against other infantry units. Their special ability is to switch to melee using special katanas that can kill enemy infantry in one-shot, while granting increased movement. They can run into enemy garrisons, knocking infantry out.

Weaknesses

These infantry are stronger than Conscripts and weaker than Peacekeepers and also cost more than conscripts. Their Beam Katanas cannot break tanks and a Commando like tanya will make mice meat out of these Fanatical Samurai like Warriors.

Tankbuster

Cost300
RequirementsInstant Dojo
AbilitiesDive into the ground
RoleAnti Tank infantry
Build Time0:06
Damage typeLaser

Tankbuster lasers are effective against structures and enemy vehicles. Although they are unable to hit air unlike their Allied and Soviet counterparts, they make up for it with increased range and damage. Their special ability is to burrow in the ground, dramatically increasing their defense even against anti-infantry fire.

Weaknesses

Unlike Javelins and Flak Troopers these troopers cannot attack aircraft and are not effective against infantry so support them with Jet Tengus or the Uprising Exclusive Archer Maiden.

Engineer

Cost500
RequirementsInstant Dojo
AbilitiesRun faster
RoleSupport
Build Time0:05
Damage typeNone

The Empire Engineer can capture neutral or enemy structures, as well as repair your own. Their special ability is to sprint, granting them increased movement speed for 10 seconds, although they are exhausted and are unable to move for 5 seconds thereafter.

Shinobi

Cost1000
RequirementsInstant Dojo
AbilitiesSmoke Bomb
RoleInfiltrator/Assassin
Build Time0:10
Damage typeSniper

Shinobi are master assassins that can dispatch enemy units in one attack from a distance, as well as in melee range. They can enter enemy structures, causing various effects such as locking down or powering down enemy bases. Their special ability is to confuse the enemy with a smoke screen, allowing them time to take action.

weaknesses

These assassins are probably one of the third best anti infantry units in the game so they are meant for infantry and infiltrating. If they use their melee attack on Bears or Dogs they will be killed. Their Smoke Bombs are not forever so act fast with these units.

Rocket Angel

Elite aerial shock trooper
Cost900
RequirementsLevel 3 Instant Dojo
AbilitiesParalysis Whip
RoleElite aerial shock trooper
Build Time0:10
Damage typeRockets

Rocket Angels fly above the battlefield shooting down both ground and enemy forces with their rocket pods. Their special ability is a Paralysis Whip that disables the movement and attack of a ground or sea unit.

Weaknesses

Rocket Angels Rockets do not fair well against infantry and they are expensive so use this unit as a support unit against most targets. Like all aircraft these Woman Warriors are vulnerable to AA Fire.

Yuriko Omega

Commando
Cost2000
RequirementsInstant Dojo
AbilitiesPsionic Scream
RoleCommando
Build TimeUnknown
Damage typePsionics

Yuriko Omega is the Empire of the Rising Sun's commando unit, able to destroy almost everything with her mind. She can crush enemy vehicles while spinning them in the air, or pull down enemy aircraft from the sky. Her attacks do not deal solid damage, she takes the same time destroying a Construction Yard as with a Flak Cannon. Her special ability is a Psychic Scream that kills all infantry units, Terror Drones and Dolphins in a large radius around her.

Weaknesses

Her Psychic Scream does not harm metal things like tanks and she is not effective fighting against 5 Riptide ACVs. She is vulnerable to Tesla coils and she does not kill things in one hit unlike Natasha. If she falls in battle the Advisor will not warn about her death so take good care of your Psionic Commando.

Vehicles

Mecha/Jet Tengu

Anti Infantry Robot/ Anti Air Jet
Cost950
RequirementsMecha Bay
AbilitiesTransform and roll out
RoleAnti Infantry Robot/ Anti Air Jet
Build Time0:10
Damage typeGun

The Mecha Tengu is an amphibious anti-infantry unit. They can transform into the Jet Tengu, which is a fast anti-air aircraft.The advantage of Jet Tengus over MiGs and Apollos that it doesn't require an Airbase for recharging ammo for its autocannons

Weaknesses

Like all Imperial armour units,it sports a weak resistance towards tanks and anti-tank infantry.Its attack power pales in comparison against the other two faction's anti-air aircraft in Jet Mode.

Sudden Transport

Cost900
RequirementsMecha Bay
AbilitiesNone
RoleTransport
Build Time0:09
Damage typeexplosive

Sudden Transports can disguise itself as enemy vehicles, while transporting infantry across ground and sea. If the infantry exit the vehicle, the disguise is lost. If the transport is lost, it will explode killing anything around it and any infantry inside it. Always watch your distance when attacking these things.

Tsunami Tank

Anti Tank and Anti Ship
Cost1000
RequirementsMecha Bay at Tier 2
AbilitiesNanodeflectors
RoleAnti Tank and Anti Ship
Build Time0:10
Damage typeCannon

The standard imperial tank is able to traverse on land and sea, dispatching enemy vehicles and They can crush infantry. Their special ability is to toggle a defensive shield, dramatically increasing their defenses, although they are unable to fire their weapons for the duration.

Weaknesses

This expensive tanks special ability will not stop Tier 3 units from crushing it and it is ineffective against naval units like Akula Subs. Support this with the Striker VX and Jet Tengu to fend off Vindicators.

Striker/Chopper VX

Cost1400
RequirementsMecha Bay
AbilitiesTransform
RoleTransforming Anti Air and Anti Surface
Build Time0:14
Damage typeRocket

On the ground, Striker VX are anti-air mobile walkers. they can transform into the Chopper VX, which is an anti-armor aircraft unit.

Weakness

It has light armor and it is ineffective fighting flak troopers and its anti air rockets are weak.

Wave Force Artillery

Heavy Artillery
Cost1600
RequirementsMecha Bay
AbilitiesDischarge their rate of fire
RoleHeavy Artillery
Build Time0:16
Damage typeWave Force cannon

Long range bombardment units that can destroy enemy bases from afar. Their main form of attack is to charge up their Wave Force Cannons, which then shoot in a line, severely damaging anything caught in its line. Their special ability is to prematurely discharge their Cannons, dealing less damage although still lethal to infantry and light vehicles.

Weaknesses

At 1600 credits,the wave-force mobile artillery units beats the Soviet V4 and the Allied Athena long range competitors in terms of accuracy,but the size and speed drawbacks that comes with makes it a perfect target for air attacks or fast attack units. Be sure they are heavily guarded at all times.


King Oni

Heavy walker
Cost2000
RequirementsMecha Bay
AbilitiesBull Rush
RoleHeavy walker
Build Time0:20
Damage typelaser

King Oni are destructive ground forces that rival the Soviet Apocalypse Tanks. They shoot lasers that are deadly to enemy vehicles. Their special ability is to bull rush a target location, crushing most units and even destroying structures in the wake.

Weaknesses

Their weakness is they cost 2000 like Apocalypse Tanks and they don't have defense weapons against aircraft. Also their lasers suck against infantry like Tanya herself and their special ability takes a while to recharge.

Ore Collector

Cost1400
RequirementsRefinery
AbilitiesSecurity System
RoleResource Gatherer
Build Time0:14
Damage typeGun

The Imperial Ore collector is able to toggle a defensive gun lethal to infantry units.

Weaknesses

Any ore ferrying previously will be lost during the Gun mode configuration.

Mobile Construction Vehicle

Cost5000
RequirementsMecha Bay
AbilitiesDeploy
RoleSupport
Build Time1:00
Damage typenone

Deploys into a Construction Yard, necessary for building up a base. They are extremely large, and are able to crush most vehicles save for Apocalypse Tanks and King Onis. They are completely unarmed and are therefore defenseless otherwise.

Shogun Executioner

Cost?????
Requirementsnone
AbilitiesOmega Shockwave
RoleDestructive Monster robot and King of all Robots
Build Time0:00
Damage typeMelee

A tri-boddied walker wielding 3 giant beam katanas that can destroy any units with one hit or crush.

The walkers special ability is to plunge all 3 of its katanas into the ground that makes destructive shockwaves that kill all in one hit.

Weaknesses

One of the main weaknesses to this unit is they cannot attack aircraft except ramming into them, they cause friendly fire via ramming into them, their special ability takes way to long to recharge and finally this walker must survive the entire mission or if its destroyed you loose the mission.

Navy

The Imperial Navy is virtually undefeatable in naval warfare.with the Naginata cruisers and Shogun Battleships plus the Uprising exclusive Giga Fortress will crumble almost anything on the battlefield, provided the targets are within their range.

Yari Mini-Sub

Anti Ship
Cost800
RequirementsImperial Docks
AbilitiesLast Voyage
RoleAnti Ship
Build Time???
Damage typeTorpedo

Fast moving submersibles that are able to deal heavy damage en-masse. Their special ability is to kamikaze against a target.

Weaknesses

Yaris are the naval scouts of Imperial Navy and should only stick to that role .The notable kamikaze attack can also be nullified by torpedoes,or any form of naval weapons.

Sea/Sky Wing

Anti-infantry, Anti-air, Air
Cost1100
RequirementsImperial Docks
AbilitiesTransform into Sky Wing or Sea Wing
RoleAnti-infantry, Anti-air, Air
Build Time????
Damage typeMissile, Gun

Sea Wings are fast moving submersibles that emerge only to attack air units. They can transform into the Sky Wing, which are anti-infantry aircraft.

Weaknesses

These Subs are not effective against most targets in Sky Wing form except against infantry and in Sea Wing Form these Subs cannot attack anything but aircraft and their rockets are weaker than the ones Multigunner IFVs use.

Naginata Cruiser

Cost1800
RequirementsImperial Docks
AbilitiesS-Torpedos
RoleAnti Ship
Build Time0:18
Damage typeTorpedo

Naginata Cruisers are tough ships that are effective against enemy naval units. Their special ability is launching a cone of torpedoes dead-ahead at a moderate distance, which spread out dealing extra damage to any unit or structure in contact.

Weaknesses

These ships are not effective against aircraft nor tanks and their special ability causes friendly fire accidents.

Shogun Battleship

Capital Ship
Cost2200
RequirementsImperial Docks
AbilitiesRamming speeds
RoleCapital Ship
Build Time0:20
Damage typeCannons

Shogun Battleships are long range bombardment vessels capable of destroying all land and naval units caught in its sights in a short amount of time. They have 3 Shirada cannons on the bow, and 3 on the aft, meaning they are able to fire more effectively when their targets are on the starboard or the port. Their special ability is a charge similar to the King Oni, where they ram their targets, destroying other naval vessels.

Weaknesses

The slow speeds of the mighty shogun battleships are perfect prey for Imperial Burst Drones or Soviet Terror drones. All the commando units from all faction can easily devastate fleets of these monsters with excellent micromanagement,though a pre-ramming command may deter from such attacks.