Legion Barracks
Requires an Idal Conduit
If utilizing Barracks units, construct 9-15 Barracks
Upgrades for units produced by the Legion Barracks are researched at the Citadel
Thrall
Author Rating:
Roles: Ranged, Fodder, DPS, Hexite Dump
Synergies: Every Unit
Weak, fragile and with low DPS individually ; Ranged Stinger basically
Decent range (7)
Very vulnerable to Splash
Ineffective against Armored targets (due to dealing only 7 damage per Attack)
Spawns in groups of three
Promoted to relevance only by their cheap cost (30 Hex) and abundance of Synergies
You'll want Thralls in your army 8/10 times
Can hit air
Upgrades
Author Rating:
Takes 6 attacks to hit full potential. Aka 5.625 seconds of combat life-time
DPS adds up FAST in larger armies ; Almost useless on an individual unit level
Utility highly depends on composition, both enemy and your own
Thrall "durability" is not a value you should rely on in combat
Use Steelsworn if you plan to get this upgrade for increased value
Author Rating:
Very unlikely to get this effect to fire twice in combat
Less DPS than its counterpart
Due to Thrall's projectile attack, there's a high chance for overkill/wasted uses of Charged Shot
Due to the plethora of Attack Speed Buffs, this upgrade has reduced utility
Useful if you plan to suicide walls of Thralls into the enemy I suppose
Author Rating:
Generally less useful than its counterpart, even for Sacrifice-Based Builds
Extra Thrall does cost supply, contrary to tooltip
Utility largely limited to Tempest Dreadnought-based builds
Author Rating:
Very good for all sacrifice-based builds
Buff applies to Storm Bringer's ability DPS
Buff does not stack on a per-unit basis; Instead it refreshes the duration
Steelsworn
Author Rating:
Roles: Melee, +Anti-Light, +Crowd Control, Fodder, +Tank, Hexite Dump
Synergies: Thrall, Storm Bringer, Terror Tank
Relatively ineffective baseline
Promoted to relevance by its cheap cost and upgrades
Best Described by its voice-line "Not coming back, I know"
Exists to buy time for ranged DPS to kill the enemy
Low utility on builds focused around Thralls dying
Guaranteed to appear during the match when using Summoning Obelisks
Upgrades
Author Rating:
Best Use: Steelsworn-Dark Disciple Builds
Good for keeping an active tanking line
Sacrifice Range seems insufficient, combined with how fast Thrall die, it's not that reliable
Sacrificing a Thrall also boosts Attack Speed by 100%; Stacks infinitely
Can be quite useful for DPS builds, if you have enough Thralls to support them
Due to the subpar performance of Steelsworn, upgrades can be skipped
Author Rating:
Best Use: Any Steelsworn Build
The resulting attack deals 45 damage to Light and has 1 range AoE
Life-steal is 50% of all damage dealt
Useful dealing with swarms of enemies
Due to the subpar performance of Steelsworn, upgrades can be skipped
Dark Disciple
Author Rating:
Roles: Ranged, Anti-Heavy, DPS, +Caster
Synergies: Thrall, Steelsworn, Terror Tank
Powerful Single-Target Ranged DPS; Solid Range
Relatively Expensive
Slow, fragile and vulnerable to AoE
Heavily Reliant on having another unit tank for them
Tendency to body-block
Requires a Citadel to be produced
+75% Damage to Heavy
Can target Air
Ability
(No notes.)
Upgrades
Author Rating:
Best Use: Any Dark Disciple Build
Synergizes great with base damage ramp-up
Quite useful ; Greatly boosts Damage Ramp-Up time
Range and body-blocking still limit performance
Note that the upgrade makes Dark Disciples count as Casters for Mutator buffs
Author Rating:
Best Use: Any Dark Disciple Build
Armor Reduction seems to be -1 per attack
Reduction is not permanent but lasts enough to kill most units
Excess Armor Reduction turns into Negative Armor
Negative Armor increases all damage taken by that amount
Basically gives a permanent +5 damage (Base Damage being 6 before that)
Storm Bringer
Author Rating:
Roles: Ranged, Crowd Control, DPS, Caster
Synergies: Thrall, Steelsworn
Gimmicky; relies on a channeled ability
Needs to be manually and individually sieged up
Less effective than Terror Tanks with Soul Dynamo
Enemies do not need to be fully in the AoE zone to be hit
Requires vision to cast and attack
Micro-intensive to use
Regular attack is pathetic
Slow, expensive, and very fragile at 150 HP
Needs high numbers (5+) to efficiently kill high-HP targets
Requires a Terror Tower to be produced
Can target air
Ability
Excellent damage output; Even 3 Storm Bringers can be a menace
Deals damage to all units within the AoE circle
Roughly 3.5 Circle Size
Enemies do not need to be fully in the circle to be hit
Requires vision to cast
Large casting range, roughly 18
Attack Speed can be increased by ability effects like Galavax's Elemental Shift and Thrall's Witness Me
Utility is limited by its gimmicky nature
Can target structures
Can target air
Upgrades
Author Rating:
Best Use: Any Storm Bringer Build
Storm Bringers sacrifice a Thrall automatically to restore energy
Each Thrall restores 75 energy
Sacrifice occurs once a Storm Bringer hits 0 Energy
Very useful upgrade ; Exactly what the Storm Bringer needs
Author Rating:
Best Use: N/A
Base Attacks reduce the target's Attack Speed as well
Increases the energy obtained by basic attacks (Each gives 4 energy now)
Utility depends on enemy composition, but if you make Storm Bringers, you generally want enough to liquidate targets fast enough that the slow won't matter.
Terror Tower
Produces Terror Tanks and Dreadnoughts
Terror Towers boost the construction rate of 1 Terror Tank/Dreadnought at a time
Their upgrades and modules are researched at the Armory
Terror Tank
Author Rating:
Roles: Ranged, +Artillery, +Anti-Light, Anti-Heavy, DPS, +Crowd Control, +Support, +Caster
Synergies: Thrall, Steelsworn, Dreadnought
Versatile Damage Dealer
NOT a Tank; Do NOT use it on the front-line
Very Expensive (Due to Module-Cost)
Massive and clunky; Body-blocks often
Costs 15 supply
Not produced, but constructed on the field
Expends energy to shoot faster (Pool of 100)
Thralls can be manually sacrificed to refill Energy (15 Energy per Thrall)
Steelsworn can also be sacrificed (50 Energy per Steelsworn)
Sacrificed units also restore HP to the Terror Tank (Thralls give 100; Steelsworn give 400)
+50% damage to Heavy
Can target Air
Ability
Roughly 25 ability range and a width of roughly 3
Inefficient against Armored or high-HP targets
Effects stack, with a one-second cooldown between casts
The projectile travels its full distance and can be cast without vision of the final destination
Excellent Synergy with Gavalax's Lighting Blast ability
Can target air
Modules
Terror Tanks have 4 Modules ; Modules cost 125/125 from lvl3
Modules build in 10sec
Multiple modules of the same type can be equipped
Modules appear to have 225hp each and share damage with the Terror Tank
In the sense that 50% of the damage dealt to the Terror Tank, per attack, is also dealt to one module, in order
On top of the above, AoE damage also does 100% damage to each module within the radius
For your own good, keep your tanks AWAY from any and all AoE effects
Modules do not increase Terror Tank Max HP
Author Rating:
Adds a Flame Turret with 10 damage, 0.25sec attack speed, 1.2 AoE Range
+100% Damage to Light
Range 15, but appears to calculated from the Module not the Tank
Passive: Tank Damage Resistance increased by 20%
Damage Reduction also increases Module longevity
Passive: Terror Tanks now deal AoE
AoE Range is increased for each additional Flame Turret
AoE Range provided by 1 turret is insignificant, recommend using 2
Great Synergy with Pulseforge Accelerator
2 Modules Significantly boost the durability of the Terror Tank
Significantly less effective than Soul Dynamo Damage-Wise
Ineffective if the Terror Tank gets surrounded
Cannot target air
Author Rating:
Increases Damage by 50% and adds 5 attack range to the main turret
Energy can significantly reduce effectiveness
Does not affect other ability casting/attack ranges apparently
Powerful Artillery Tool ; Max Range at 4 Modules is 32
Great Synergy with Flame Turret, but remember Flame Turrets don't gain extra range
High Energy Dependence boosts the utility of Soul Dynamo... but Soul Dynamo significantly out-performs the turret weapon
Author Rating:
The Terror Tank grants a 250hp shield for 20sec to the Target unit
Effect applies automatically to one friendly unit taking hp damage
Max 4 Shields per Module; 10sec Charge Cooldown to apply Shield
Casting & cooldown on a per-module basis
Available Charges can be seen on the Terror Tank; Look for the Electrical Arc
Very useful for non-sacrifice Builds
Not very good at keeping the Terror Tank Modules alive
Best used in pairs (aka 2 Modules of this slot)
Author Rating:
Very powerful ability; 1sec Cooldown
35 Damage; Stacks between orbs; Each Orb can do 5+ Hits to even a Commando
Roughly 25 ability range and a width of roughly 3
Will use closest-possible if the target is out of range
Each module provides 25 Energy when first built
Each module increases Max Energy by 100
Energy is gained whenever friendly units die
God-tier synergy with Tempest Core Dreadnoughts, recharging a tank will fire off 20+ Tempest Shots
Caution: The Terror Tank will still waste energy firing its main weapon
Actually more effective than Storm Bringers and even the Terror Tank main weapon
Can hit air
Dreadnought
Author Rating:
Roles: Ranged, +Anti-Air, DPS, Crowd Control, Flying, Transport
Synergies: Thrall, Steelsworn,, Terror Tank
Powerful and Versatile Flying DPS
Can Attack while Moving
More cost-effective than a Terror Tank, still very expensive; Costs 15 Supply
Can carry 60 Supply of Ground Units; No Modules Needed for it
Be careful as its easy to lose to track of units loaded into Dreadnoughts
Not Produced but constructed on the field
Cannot construct buildings underneath a finished Dreadnought
Can target Air
Ability
Utility varies heavily with the enemy composition and Bomb Bay module because an un-upgraded Dreadnought is relatively fragile
Three or four Dreadnoughts can make short work of attack waves
Great against objectives, but a little annoying to use in combat
Modules
Dreadnoughts have 2 Modules ; Modules cost 125/125
Modules build in 10sec
Multiple modules of the same type can be equipped
For (roughly) every 45%hp lost, a module will be destroyed
Modules do not increase unit HP
Can transport 60 supply
Author Rating:
Covers both of the weaknesses of the ability
Author Rating:
Increases damage by 33% of base
Also boosts Movement Speed by 25%
Movement Speed buff is not needed; Dreadnought Damage Output should come from Bombardment and Tempest
Generally not worth getting
Author Rating:
Whenever a friendly unit dies in range 17 or so, attacks one random enemy for 30 damage
Very very powerful when massing Thralls
Highly reliant on death charges straight into the enemy
Efficiency depends on numbers; Both of sacrificed allies and of enemy troops
Ineffective without 6+ Modules on Tempest
Can fire while moving
Requires an enemy in range 20 or so
Author Rating: {{rating|A}
Excellent Single-Target Anti-Air Damage
Can shoot while moving





