

Also the Reassembly module is always the best for auto-battles since you can no longer lose units as long as you win the battle.Ĭyborgs are just great, because they got a higher basic status effect resistance than everyone else. If you combine several early obtainable Entropy mods, everything you hit deals almost no damage is is slowed, so you can very comfortably control the battlefield.Īnd the ultimate Entropy mod is the most devastating AOE (Maxwell's Puzzle Box), which is so good that you no longer need specific units in your armies.Īssembly Heritors in turn get all the boons for Cyborg units, and all the Heritor units are Cyborgs. Though researching those comes at the cost of getting all the ST techs done early. Oathbound Heritors also have a truly huge advantage because of their access to Entropy weapon mods. Because harsh terrain (ruins, mountains etc) or water no longer slows you down. Their only downside is that the AI has no idea how to use them, which means you constantly lose siphoners in auto-battles, requiring you to play all battles yourself.Ī very big plus is that all Heritor units are floating, so if you can get your hero into something flying/floating until you get him into a High Lord or better, you have a massive strategical advantage.

But they are also very deadly sharpshooters with the proper mods. While the Siphoners can restore APs of your heroes and other killing machines. The insanity is that you get access to all unit mods from Drained/Possessed enemy units without researching them. The Drained can be your immortal cannon fodder, or possess the strongest unit you can utilize. you can play them exclusively with their own tech tree and skip your racial- and weapon tech.ĭrained are created from casting a spell on eliglible enemy infantry units and then killing them, so they are basically a "necro" army similar to Xenoplague. Heritor are pretty much self-contained, i.e. And I haven't really tried the new(ish) Heritor tech yet, so I'm curious what people think of that.
