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:
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
Synergies: Steelsworn, Dark Disciple, Dreadnought
Abilities
No active abilities.
Upgrades
Author rating:
Takes 6 attacks to hit full potential. Aka 5.625 seconds of combat life-time
Duration for max effect reduced with Performance Enhancers 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 Useful if you plan to suicide walls of Thralls into the enemy I suppose
Author rating:
Useful for Sacrifice-based builds
Author rating:
Very good for all sacrifice-based builds
Steelsworn
Author rating:
Relatively ineffective melee tank.
Deals +100% damage against Light
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
More useful on sustain builds that don't rely on Thralls dying
Low utility on builds focused around Thralls dying
Guaranteed to appear during the match when using Summoning Obelisks
Synergy: All units, Thralls in Particular
Abilities
No active abilities.
Upgrades
Author rating:
Steelsworn automatically sacrifice a nearby Thrall to restore HP when near death Very good for keeping an active tanking line
Author rating:
The resulting attack deals 45 damage against Light and has 1 range AoE. Very useful for DPS builds
Dark Disciples
Author rating:
Powerful Single-Target Ranged DPS ; Great Range (14)
+100% damage against Heavy Armor
Damage ramps up with each attack against the same target
50% reduction of the effect when switching targets
Relatively Expensive and fragile
Heavily Reliant on having another unit tank for them
Tendency to bodyblock
Requires a Citadel to be produced
Can target Air
Synergy: Thrall, Steelsworn
Abilities
(No notes.)
Upgrades
Author rating:
Synergizes great with base damage ramp-up Quite useful ; Greatly boosts Damage Ramp-Up time
Author rating:
Not that many units have 3+ Armor ; Reduced Utility
Storm Bringer
Author rating:
Powerful AoE ability DPS
Gimmicky; relies on a channeled ability
Enemies do not need to be fully in the AoE zone to be hit
Requires vision to cast and attack
Needs to be manually and individually sieged up
Micro-intensive to use
Regular attack is pathetic
Slow, expensive, and very fragile at 150 HP
Needs high numbers (4+) to efficiently kill high-HP targets
Requires a Terror Tower to be produced
Can target air
Abilities
Enemies do not need to be fully inside the area to be hit
Requires vision to cast
Can fire multiple attacks simultaneously
Large casting range, roughly 18
Can target air and structures
Upgrades
No upgrades.
Terror Tower
Produces Terror Tanks and Dreadnoughts
Their upgrades and modules are researched at the Armory
Terror Tank
Rating: Heavily Varies Depending on Modules
Powerful and Versatile Tank
Deals +50% damage against Heavy
Expensive (Due to Module-CosT) and large; bodyblocks often
Costs 15 supply
Not produced, but constructed on the field
Requires a Terror Tower to be constructed
Expends energy to shoot faster ; Thralls can be sacrificed to it to refill Energy
Terror Towers boost the construction rate of 1 Terror Tank/Dreadnought at a time
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
For (roughly) every 45%hp lost, a module will be destroyed
Modules do not increase unit HP
Flame Turret - B+
Adds a Flame Turret with 25 damage, 2sec attack speed, 1.2 AoE Range
Range seems to be 11, but appears to calculated from the Module not the Tank
Cannot target air
Passive: Module Destruction Treshhold increased by 20%
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
Pulseforge Accelerator - A
Increases Attack Speed by 50% and adds 5 attack range to the main turret
Does not affect other ability casting/attack ranges apparently
Very powerful ; Max Range at 4 Modules is 32
Great Synergy with Flame Turret, but remember Flame Turrets don't gain extra range
Shield Generator - B-
The Terror Tank grants a 150hp shield for 20sec to the Target unit
Effect applies automatically to one friendly unit taking hp damage
Max 4 Shields per Module
Casting & cooldown on a per-module basis
Useful but not necessary
Galavax has the means to have an almost unending meat shield in battle and you're better off using that and Galavax's Lighting Shield to tank than Module slots
Soul Dynamo - B
Unlocks an AoE ability much like Galavax's Fireball
Abilities
Roughly 25 ability range and a width of roughly 3
Inefficient against Armored or high-HP targets
Each module provides 25 Energy when first built
Energy is gained whenever friendly units die
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
Can target air
Upgrades
Modules are described in the profile notes above.
Dreadnought
Rating: Heavily Varies Depending on Modules
Powerful and Versatile Flying DPS
Deals 40dps base ; Can Attack while Moving
Very expensive ; Costs 15 Supply
Not Produced but constructed on the field
Cannot construct buildings underneath a finished Dreadnought
Requires a Terror Tower to be constructed
Terror Towers boost the construction rate of 1 Terror Tank/Dreadnought at a time
Can target Air
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
Bomb Bay - B
Adds 4 Extra Bombs during Bombardment ; Also adds +400 Shields
Covers both of the weaknesses of the ability
Gatling Gun - C
Adds another turret to the Dreadnought, increases damage by 33% of base
Also boosts Movement Speed by 25%
Used to have synergy with Bomb Bay, but not the Dreadnought accelerates much better
Generally not worth getting
Tempest Core - S
Whenever a friendly unit dies in range 17 or so, attacks one random enemy for 35 damage
Very very powerful when massing Thralls
Highly reliant on death charges straight into the enemy ; Highly efficient too
Ineffective unless massed
Can fire while moving
Requires an enemy in range 20 or so
Missile Turret - A+
Adds a missile Weapon like the Titan's to the Dreadnought
Massive Single-Target Anti-Air Damage
Abilities
Utility varies heavily with the enemy composition and Bomb Bay module because an unupgraded 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
(No notes.)
Very powerful when massing Thralls
Highly reliant on efficient death charges into the enemy
Ineffective unless massed
Upgrades
Modules are described in the profile notes above.





