![]() (3) Promethean Shakarn works well, due to easy access to the incinerator modules and having thermal damage on most of their units (allowing them to apply the promethean weapon mods on most of their units). Evil Overlord (steam)Ĭelestian trait combo: coming soon (analysis in video) The early game 'shield of remorse' mod can turn a battle by reducing enemy crits or even causing them to wiff shots, the midgame 'tenets of healing' mod can give any infantry/mounted a long range area heal, the late 'tenets of pacifism' completely negates overwatch as an issue and its active ability can shut down several attackers, the latest acquired mod 'shield of reckoning' is just perfect for front liners like Raiders and Firebrands. The Light bringers secondary attack can apply the disoriented debuff, causing the target to have a +30% fumble chance. The Shakarn doctrine, Dwelling Intimidation, pairs really well with the Celestian doctrine, Karmic Amplifaction, allowing you to befriend NPC factions really quickly. ![]() (2) Celestian Shakarn - This secret tech provides a lot of healing, and defensive bonuses (like the early stagger resistance mod), which will allow your raiders and other close-ranged units, to take less damage while closing the distance between them and your enemies. Voidtech trait combo: coming soon (analysis in video) ![]() Voidtech can double teleport with Phase Drive and Shakarn Orbital Recall and also capitalize on kinetic damage with Dimensional Instability, plus all your Secret Tech units can keep up with the army in water. The ability to teleport firebrands and deadeyes to the most advantageous place for voidtech is incredibly powerful. Their echo walkers can also use the Sonic Weapon mods. Phase Manipulators are great at saving/ healing raiders and other close-range units. Phasewalk + Xenodefense + Holodisplacement Fields is a strong combo. You can put two grenades on an echo walker for lots of staggering. Echo walkers with Impairing Grenades is one of the devs favorite builds of the echo walkers. Raider's do best when they can run up on an enemy and concuss them with their secondary ability, which can hit 3 units in a row, and is easier to set up with the extra mobility that mod provides. The t1 mod, phasewalk Modulator, allows raiders to walk through obstacles, allowing them to easily close the distance between them and enemy units. (1) Voidtech Shakarn - is very powerful, potentially the strongest synergy currently in the game. Insider Insight - costs 4 skill points - requires lvl 12 - reveals a sleeper agent next to an enemy t1 or t2 unit Zardas Army Training - costs 4 skill points - requires lvl 8 - gives +2 status effect resistance and universal camouflage to non-hero units under the command of this unit.ĭomok Army Training - costs 4 skill points - requires lvl 8 - gives +10% critical chance and +5 hp to non-hero units under the command of this unit. Quaking Shields - costs 4 skill points - requires lvl 4 - can apply concussion to units that attack within 5 hexes of this unit. Zardas Instructors - costs 4 skill points - gives +10% evasions, and universal camouflage to this unit, and disables the Domok Instructors hero skill.ĭomok Instructors - costs 4 skill points - gives +10% crit chance and +2 status effect resistance to non-hero units in this stack, and disables the Zardas Instructors hero skill.Ĭall Insider - costs 4 skill points - requires lvl 5 - spawns a sleep agent unit next to this unit.ĭeadly Sight - costs 2 skill points - gives +15% accuracy, and critical chance when using overwatch.
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