Weak Turret Gun: The Tulpa Sentries they can spawn are rather fragile and disposable but they can attack enemies, are spawned quickly, and more importantly draw fire from allies.They're rather flimsy but are spawned quickly, and more importantly they can also draw fire away from allies. Tulpa: Tulpa Sentry allows them to create crystalline thoughtform turrets that fire at enemies.They do get a slightly better offensive role once they get Tulpa Sentry. Support Party Member: Their initial attacks do not damage enemies much, however they're vital to keeping your squad alive by giving them Deflector Shields and stunning enemies.Homing Projectile: Their energy balls that stun enemies are homing.Absolute Defense makes them last even longer. Deflector Shields: They cast psychic shields on allies, which allows them to absorb a huge amount of damage before breaking.Speed Blitz: Celerity allows them to perform a series of strikes against enemies in a very short time.Ībilities: Absolute Defense, Tulpa Sentry.Never Bring a Gun to a Knife Fight: Being melee units, they deal extra damage to ranged enemies.They however lack armor and cannot do anything against Airborne Mooks. Lightning Bruiser: They're relatively fast, deal incredible damage against enemies in short order ( especially ranged ones), and have a surprising amount of health.Laser Blade: Their weapons are energy blades formed from psionic energy.Flash Step: Daring Dash allows them to perform a swift movement to close the distance towards a ranged enemy.Damager, Healer, Tank: A cross between Damager and Tank.Crippling Overspecialization: Being fully-melee units, they are adept at utterly destroying grounded foes and even structures but are completely useless against anything that flies.However, without a ranged attack they are next-to-useless against Airborne Mooks. Daring Dash allows them to close the distance while Celerity allows them to teleport to enemies. Close-Range Combatant: The only unit of yours that is fully-melee without any ranged abilities.Telepathic Spacemen: They're aliens with Psychic Powers which are used in various ways.However, they're offset by only allowing two in a team as compared to three army units in a team. Superior Species: Empyreans are more durable than humans in terms of HP note Ranger: 1800, Sniper: 600, Engineer: 850, Guardian: 2750, Diplomat: 1850, Channeler: 1200 and have psychic powers to boot.Quantity Versus Quality: Compared to the Army units, most of the Empyreans have more health and damage per second, but you can only have two in a squad as compared to three in a squad for Army units.Guardians form an energy sword with it, Diplomats cast shields and stun enemies with it, and Channelers focus a gravity-warping beam with it. Psychic Powers: They're psionic aliens who use their powers in different ways.The planet's destruction caused the Void radiation to corrupt them into the Dark Empyreans with evil powers and willingness to kill others just to stop the Raad. FaceHeel Turn: In Invasion, their destruction of their planet by the Raad have a number of them hell-bent on revenge.When the last Empyrean in a squad dies, their invulnerable spirit keeps fighting for a short time, dealing a powerful area damage attack. Death-Activated Superpower: The "Transcendence" upgrade in the Tech Tree give them this.Auto-Revive: The "Mutagenesis" upgrade in the Tech Tree gives a chance for a killed Empyrean unit to instantly come back to life at full HP, so long as there's another unit remaining.This is signaled by a red instead of blue crosshair and laser sight appearing on the enemy. One-Hit Kill: Lethal Weapon gives them a chance to instantly kill any non-boss, non-structure unit they hit.Guys Smash, Girls Shoot: While all three Army units are ranged fighters, the snipers are by far the longest-ranged units and are female. Glass Cannon: Has no armor and low HP, but they can deal massive damage or even One-Hit Kill an enemy from afar.Furthermore, their attack deals very little damage against and cannot instakill structures. Crippling Overspecialization: They're quite good at taking down singular, huge targets with huge armor, but are easily swarmed and gutted by melee units that attack in a Zerg Rush.At max level of the upgrade, it pierces all armor. Armor-Piercing Attack: With APDS Bullets, their attack will penetrate enemies' armor by a certain amount.
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