The Juggernaut is the Protectorate heavy tank, a Tier 3 vehicle with 1000 health that fires 100 damage shells and stores thermal charge as it attacks, which it can release as area damage around itself. It is the most expensive non ultimate unit the faction builds at 8 supply. Figures below describe build ZS.c36778 of 11 September 2026 and move with the weekly patch cadence.
Stat Block
Stat | Value |
|---|---|
Cost | 175 hexite and 125 flux |
Health | 1000 |
Shields | None |
Armor | 2 |
Armor type | Heavy |
Status resist | 50 |
Move speed | 450 |
Vision | 16 |
Supply | 8 |
Build time | 70 seconds |
Tier | 3 |
Domain | Ground unit |
Infuse / Reanimate / Replicate | 16.5625 each |
Built by | War Foundry |
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Dual TL-7 Mag Accelerator Cannons | 100 | 42 | 7 | 2.4 seconds | Ground | +100 percent against Heavy armour |
Abilities
Ability | Effect | Cooldown | Cost |
|---|---|---|---|
Incineration Protocol | Deals 250 damage to nearby enemies over 5 seconds across a 2 range radius. The Juggernaut cannot move while it is active unless Mobile Discharge is researched | No listed cooldown | 7 energy |
Upgrades
Upgrade | Tier | Cost | Effect | Researched at |
|---|---|---|---|---|
Mobile Discharge | 1 | 150 flux, 50 second research | Allows the Juggernaut to move while Incineration Protocol is active | Mechanical Research Lab |
Irradiating Panels | 1 | 150 flux, 50 second research | +40 percent Incineration Protocol radius | Mechanical Research Lab |
Role
One hundred damage every 2.4 seconds is the hardest single shell the Protectorate fires outside its ultimate, and it doubles to 200 against Heavy armour. Against other tanks and walkers the Juggernaut wins the exchange outright, which is what the 8 supply and 70 second build time are buying.
Incineration Protocol is the second half of the unit. Two hundred and fifty damage across five seconds in a 2 range radius is an area denial tool that punishes anything willing to stand next to a tank, and the 7 energy cost means it is limited by the energy pool rather than by a cooldown. Mobile Discharge removes the immobility during the burn, and Irradiating Panels widens the radius by 40 percent.
Status resist 50 is rare on the roster and it matters for the same reason the tank is expensive: a Juggernaut is a slow, valuable target, and halving the effect of stuns and slows on it is what stops it from being neutralised rather than killed.
The weaknesses are range and speed. Seven range is short for a unit that costs this much, 450 move speed is slow enough that artillery and fast raiders both dictate the terms, and it cannot target air at all.
Faction Context
The Juggernaut is produced at the War Foundry, the Protectorate's advanced vehicle building, alongside the Cyclops. Both of its upgrades sit in the Mechanical Research Lab.
It anchors the faction's late composition: Juggernauts absorb and deal the heavy damage, Cyclops beams ignore enemy armour, Griffin support keeps them repaired, and Titan missiles cover the air the Juggernaut cannot touch. That combination is the practical expression of the durable, well supported identity described on the Protectorate page.
Tier and Armour Interactions
Heavy armour with 2 flat armour and 1000 health, the most durable ground unit the faction builds outside the Strider and its ultimate. Two flat armour blunts rapid weak fire heavily, cutting a 4 damage pulse to 2 and a 7 damage rifle shot to 5.
The other side is that Heavy armour is the most punished type in the game, and the Juggernaut's own bonus now keys off it too. Until 28 August 2026 the shells carried +100 percent against Medium armour; that pass moved the bonus to Heavy, which turned the unit from a counter to Medium vehicles into a dedicated tank killer and made the Juggernaut mirror a decisive matchup.
Counters
Strong against:
Unit | Why |
|---|---|
Heavy armour at 1000 health, taking 200 per shell | |
Heavy armour, though only when it is landed | |
a heavy Grell target inside 7 range | |
a Massive tagged heavy target that the shells double against |
Weak to:
Unit | Why |
|---|---|
+100 percent against Heavy armour from 13 range, or 17 with Longshot Calibration | |
+100 percent against Heavy | |
+100 percent against Heavy with splash | |
+100 percent against Heavy | |
+75 percent against Heavy | |
artillery at 14 range, or 26.25 sieged, against a 450 speed tank |
Balance History
1 September 2026: Heat Discharge now ends when the Juggernaut is hidden, for example by an Endari Devourer Devour.
28 August 2026: damage bonus changed from +100 percent against Medium armour to +100 percent against Heavy armour.
6 August 2026: in the Campaign only, the Juggernaut stopped dealing bonus damage to Massive tagged targets. Campaign balance is tuned separately from versus play.
Notes
Several other games in this catalogue have an article at the slug juggernaut, and this page covers only the ZeroSpace unit.
For the rest of the roster and how to read a stat block, see Units. For hexite, flux, supply and the power pool behind unit conversions, see Resources and Economy. For the commanders that lead a Protectorate army, see Heroes and Commanders.
The stats above describe build ZS.c36778 of 11 September 2026. Versus balance moves on a weekly cadence during Early Access, so a figure that is right today may be adjusted in the next pass.