Faction: Forged Hand

Forged Hand

 Race: Terran

Faction Overview:

  • Heavy focus on durability - Tough units with good survability.
  • Powerful vehicle units with strong single-target and area-of-effect options.
  • Superb defensive options - Supply depots can be outfitted with a variety of drones for different combat scenarios.
  • Struggles in the early-mid game due to pricey, short-range infantry units.
  • Low mobility, making it difficult to maneuver across the map.

Faction Traits & Faction Upgrades:

  • Each level of armor upgrades grant +0.5 additional armor. Armor upgrades cost 50 additional mineral and gas.
  • Salvage can be used on all defensive weapons, and return 100% of their mineral and gas value.
  • Upgrade: Hi-Sec Auto Tracking - Planetary Fortresses, Combat Drones and Missile Turrets gain +1 range.
  • Upgrade: Reinforced Frame - Forged structures gain +2 armor.

Want to try out this faction outside of the campaign? Search for AWS Faction Wars on the StarCraft II Arcade, where you can select a faction, gaining access to the full tech tree while you complete objectives against 3 other factions featured in the campaign.

EU link: battlenet:://starcraft/map/2/220061
US link: battlenet:://starcraft/map/1/313341


Extended Faction Overview:

Below is an overview of the faction's full tech tree in a list-format, along with the stats and abilities of each structure and unit.

Planetary Fortress: 

==Unit Info==

Health: 1500

Armor: 3

Cost: 550/150/-11

Build Time: 110 Seconds

Description: 

Defensive stronghold. Used to receive gathered resources. Can train worker units and transport workers. Automatically constructs a cannon upon creation that is effective against groups of small enemies.

Can attack ground units.

Enables:

- SCVs

- Barracks’ from SCVs

- Engineering Bays from SCVs

==Unit Weapons==

Twin Ibiks Cannon: 

Damage: 40

Attack Speed: 2.0

Range: 6

Type: Splash

Refinery:

==Unit Info==

Health: 500

Armor: 1

Cost: 75/0/0

Build Time: 30 Seconds

Description: 

Built over a Vespene Geyser to allow harvesting of vespene gas.

Supply Depot: 

==Unit Info==

Health: 400

Armor: 1

Cost: 100/0/-8

Build Time: 30 Seconds

Description: 

Provides supply.

Supply allows you to create more units.

Supply Depots can be lowered to allow units to walk over them. Can be outfitted with a variety of combat drones.

==Unit Abilities==

Arm Combat Drone with Missile Launcher: 

Arms the Supply Depot with a Missile Launcher Combat Drone. The missile launcher strikes an enemy for 12 (+18 vs Armored) damage every 1.75 seconds. Range of 7.

The Combat Drone can be targeted and can sustain 260 damage. Combat Drones can be salvaged.

Can attack ground and air units.

  • Cost: 100/0
  • Construction Time: 10 Seconds
  • Requirements: Engineering Bay

Arm Combat Drone with Flame Bomb: 

Arms the Supply Depot with a Flame Bomb Combat Drone. The flame bomb burns an enemy every 1.8 seconds for 4  (+ 6 vs Light) damage every 0.5 seconds over 2 seconds, and nearby enemies for 50% of that amount. Range of 7.

The Combat Drone can be targeted and can sustain 260 damage. Combat Drones can be salvaged.

Can attack ground and air units.

  • Cost: 100/0
  • Construction Time: 10 Seconds
  • Requirements: Engineering Bay

Arm Combat Drone with Concussion Grenade: 

Arms the Supply Depot with a Concussion Grenade Combat Drone. The Concussion Grenade strikes a small area for 20 damage every 3 seconds, slowing the movement speed of enemy ground targets hit by 30% for 3 seconds. Range of 9. Concussion Grenade attacks can miss.

The Combat Drone can be targeted and can sustain 260 damage. Combat Drones can be salvaged.

Can attack ground units.

  • Cost: 100/0
  • Construction Time: 10 Seconds
  • Requirements: Engineering Bay

Arm Combat Drone with Revitalizer: 

Arms the Supply Depot with a Revitalizer Combat Drone. The Revitalizer heals friendly units and structures in an area for 2% of their maximum health every second. Radius of 4.

The Combat Drone can be targeted and can sustain 260 damage. Combat Drones can be salvaged.

Cannot attack.

  • Cost: 100/0
  • Construction Time: 10 Seconds
  • Requirements: Engineering Bay

Barracks:

==Unit Info==

Health: 1000

Armor: 1

Cost: 150/0/0

Build Time: 65 Seconds

Requirements: Planetary Fortress

Description: 

Infantry-production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off.

Enables:

- Soldiers

- Defender Halls from SCVs

- Factories from SCVs

Engineering Bay:

==Unit Info==

Health: 850

Armor: 1

Cost: 125/0/0

Build Time: 35 Seconds

Requirements: Planetary Fortress

Description: 

Contains upgrades for Forged units and structures.

Enables:

- Combat Drones at the Supply Depot

- Missile Turrets from SCVs

- Sensor Towers from SCVS

==Research==

Infantry Weapons Level 1: Upgrades the damage dealt by Forged infantry units.

  • Cost: 100/100
  • Research Time: 160 Seconds

Infantry Weapons Level 2: Further upgrades the damage dealt by Forged infantry units.

  • Cost: 175/175
  • Research Time: 190 Seconds
  • Requirements: Infantry Weapons Level 1

Infantry Weapons Level 3: Maximizes the damage dealt by Forged infantry units.

  • Cost: 250/250
  • Research Time: 220 Seconds
  • Requirements: Infantry Weapons Level 2 & Armory

Infantry Armor Level 1: Upgrades the armor of Forged infantry units.

Forged units gain an additional 0.5 armor with every level.

  • Cost: 150/150
  • Research Time: 160 Seconds

Infantry Armor Level 2: Further upgrades the armor of Forged infantry units.

Forged units gain an additional 0.5 armor with every level.

  • Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Infantry Armor Level 1

Infantry Armor Level 3: Maximizes the armor of Forged infantry units.

Forged units gain an additional 0.5 armor with every level.

  • Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Infantry Armor Level 2 & Armory

Titanium Housing: Missile Turrets gain +75 life, an increase of 30%.

  • Cost: 100/100
  • Research Time: 80 Seconds

Dual-Fusion Welders: Allows SCVs to repair 100% faster.

  • Cost: 200/200
  • Research Time: 120 Seconds

Missile Turret:

==Unit Info==

Health: 250

Armor: 1

Cost: 100/0/0

Build Time: 25 Seconds

Requirements: Engineering Bay

Description: 

Primary anti-air defensive structure. Missile turrets can be salvaged.

Can attack air units.

Detector

==Unit Weapons==

Longbolt Missile: 

Damage: 12

Attack Speed: 0.86

Range: 7

Number of Attacks: 2

Type: Single-Target

Sensor Tower:

==Unit Info==

Health: 200

Armor: 0

Cost: 125/100/0

Build Time: 25 Seconds

Requirements: Engineering Bay

Description: 

Defensive structure. Reveals the locations of enemy units at long range. The Sensor Tower's detection area is visible to the enemy.

Defender Hall:

==Unit Info==

Health: 1000

Armor: 1

Cost: 150/50/0

Build Time: 40 Seconds

Requirements: Barracks

Description: 

Contains upgrades for Defenders.

Enables:

- Defenders at the Barracks

Factory:

==Unit Info==

Health: 1250

Armor: 1

Cost: 150/100/0

Build Time: 60 Seconds

Requirements: Barracks

Description: 

Vehicle-production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off.

Enables:

- Vultures

- Armories from SCVs

- Starports from SCVs

Armory:

==Unit Info==

Health: 750

Armor: 1

Cost: 150/100/0

Build Time: 65 Seconds

Requirements: Factory

Description: 

Contains weapon and armor upgrades for Forged vehicle and ship units.

Enables:

- Siege Breakers at the Factory

- Odins at the Factory

==Research==

Vehicle and Ship Weapons Level 1: Upgrades the damage dealt by Forged units built at the Factory or Starport.

  • Cost: 100/100
  • Research Time: 160 Seconds

Vehicle and Ship Weapons Level 2: Further upgrades the damage dealt by Forged units built at the Factory or Starport.

  • Cost: 175/175
  • Research Time: 190 Seconds
  • Requirements: Vehicle and Ship Weapons Level 1

Vehicle and Ship Weapons Level 3: Maximizes the damage dealt by Forged units built at the Factory or Starport.

  • Cost: 250/250
  • Research Time: 220 Seconds
  • Requirements: Vehicle and Ship Weapons Level 2

Vehicle and Ship Plating Level 1: Upgrades the armor of Forged units built at the Factory or Starport.

Forged units gain an additional 0.5 armor with every level.

  •  Cost: 150/150
  • Research Time: 160 Seconds

Vehicle and Ship Plating Level 2: Further upgrades the armor of Forged units built at the Factory or Starport.

Forged units gain an additional 0.5 armor with every level.

  • Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Vehicle and Ship Plating Level 1

Vehicle and Ship Plating Level 3: Maximizes the armor of Forged units built at the Factory or Starport.

Forged units gain an additional 0.5 armor with every level.

  • Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Vehicle and Ship Plating Level 2

Hi-Sec Auto Tracking: Planetary Fortresses, Combat Drones and Missile Turrets gain +1 range.

  • Cost: 200/200
  • Research Time: 150 Seconds

Reinforced Frame: Forged structures gain +2 armor.

  • Cost: 250/250
  • Research Time: 180 Seconds

Starport:

Forged Hand Starports function the same way as regular Starports.

==Unit Info==

Health: 1300

Armor: 1

Cost: 150/100/0

Build Time: 50 Seconds

Requirements: Factory

Description: 

Air-unit production facility. Can be outfitted with a Tech Lab or Reactor add-on. Can use Lift Off.

Enables:

- Vikings

- Fusion Cores from SCVs

Fusion Core:

==Unit Info==

Health: 750

Armor: 1

Cost: 150/150/0

Build Time: 65 Seconds

Requirements: Starport

Description: 

Contains upgrades for Minotaurs.

Enables:

- Minotaurs at the Starport

SCV: 

==Unit Info==

Health: 45

Armor: 0

Movement Speed: 2.812

Cost: 50/0/1

Build Time: 17 Seconds

Description: 

Basic worker unit. Can gather resources, build Forged structures, and repair.

Can attack ground units.

==Unit Weapons==

Fusion Cutter: 

Damage: 5

Attack Speed: 1.5

Range: 0.1

Type: Single-Target

==Unit Abilities==

Repair: 

Restores life to mechanical units and structures at the cost of resources.

Soldier:

==Unit Info==

Health: 65

Armor: 0

Movement Speed: 2.25

Cost: 75/0/1

Build Time: 25 Seconds

Description: 

General-purpose infantry.

Can attack ground and air units.

==Unit Weapons==

C-14 Bayonet Rifle: 

Damage: 6

Attack Speed: 0.86

Range: 3.5

Type: Single-Target

==Unit Upgrades==

U-238 Rounds: Soldiers gain +1.75 range, an increase of 50%.

Stimpack: Soldiers gain the Stimpack ability:

Injects the Soldier with powerful stimulants that increases movement and attack speed by 50% for 15 seconds. Injures the Soldier for 10 of its life.

Magrail Munitions: Soldiers gain the Magrail Munitions ability:

Deals 15 damage to the target unit. Auto-casting causes the Soldier to automatically fire at its current target.

Magrail Munitions has a 30 second cooldown. 

  • Cost: 100/100
  • Upgrade Time: 60 Seconds
  • Upgraded at: Barracks Tech Lab

Medic: 

==Unit Info==

Health: 60

Armor: 1

Movement Speed: 2.25

Cost: 75/50/2

Build Time: 25 Seconds

Requirements: Attached Tech Lab

Description: 

Support trooper. Heals nearby biological units. Can use Flare.

Cannot attack.

==Unit Abilities==

Healing Beam: 

Heals a friendly biological unit.

Heals 9 life per 3 energy.

Flare: 

The Medic launches a flare towards the target location that removes the fog of war for 10 seconds.

Reveals cloaked and burrowed units.

  • Cooldown: 20 Seconds

==Unit Upgrades==

Stabilizer Medpacks: Reduces the energy consumed from Healing Beam by 40%.

Survivalist Training: Medics gain +20 life, an increase of 33%, and increases the range of Healing Beam and Flare by 100%.

Twin-Injector Gauntlets: Allows Medics to use Healing Beam on two targets at once.

  • Cost: 125/125
  • Upgrade Time: 80 Seconds
  • Upgraded at: Barracks Tech Lab

Bulwark: 

==Unit Info==

Health: 145

Armor: 1

Movement Speed: 2.25

Cost: 125/75/2

Build Time: 30 Seconds

Requirements: Attached Tech Lab

Description: 

Front-line assault infantry. Can use Forged Plating.

Can attack ground units.

==Unit Weapons==

Redemption Grenades: 

Damage: 10 (+10 vs Armored)

Attack Speed: 1.5

Range: 2

Type: Single-Target

==Unit Abilities==

Forged Plating: 

Courtesy of the Forged Hand, the Bulwark gains improved armor plating, reducing damage taken by 40% for 3 seconds.

  • Cooldown: 12 Seconds

==Unit Upgrades==

Hardening Alloys: Increases the damage reduction provided from Forged Plating by 10%, and increases the duration by 1 second, an increase of 33%.

T-02 Shatter Grenades: Increases the bonus damage that Bulwarks deal against Armored targets by 100% while Forged Plating is active. This effect persists for 1.5 seconds after Forged Plating expires.

Micro-Regenerative Enhancers: Allows Bulwarks to receive 50% increased healing while Forged Plating is active.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: Barracks Tech Lab

Defender:

==Unit Info==

Health: 125

Armor: 1

Movement Speed: 2.25

Cost: 150/150/2

Build Time: 50 Seconds

Requirements: Attached Tech Lab & Defender Hall

Description: 

Support infantry. Can use the Protective Barrier and Break Armor abilities.

Can attack ground units.

Detector

==Unit Weapons==

Defender Cannon: 

Damage: 20

Attack Speed: 2.25

Range: 4

Type: Single-Target

==Unit Abilities==

Protective Barrier: 

Grants the selected friendly unit or structure a barrier that absorbs 50 damage. The barrier’s absorption amount is increased by 200% if used on structures. Lasts 15 seconds.

  • Energy Cost: 75

Break Armor: 

Throws a grenade that removes armor benefits from all ground targets hit, reducing shield and armor values to 0. Lasts 6 seconds.

  • Energy Cost: 150

==Unit Upgrades==

Barrier Improvement: Increases the shield absorption amount provided from Protective Barrier by 25, an increase of 50%, and increases the absorption amount on structures by 150%.

Personal Defense: Allows Defenders to gain a shield that absorbs 60 damage. This is equal to 60% of the Defender’s base life. The shield regenerates at a rate of 4 per second after being out of combat for 10 seconds.

Guard Reactor: Reduces the energy cost of Defender abilities by 25, and allows them to grant friendly units in a small area a buff that reduces damage taken from attacks by 1.

  •  Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Defender Hall

Vulture:

==Unit Info==

Health: 75

Armor: 1

Movement Speed: 4.25

Cost: 125/0/2

Build Time: 25 Seconds

Description: 

Fast skirmish unit. Can use the Deploy Spider Mine and Replenish Spider Mine abilities.

Can attack ground units.

==Unit Weapons==

Fragmentation Grenade: 

Damage: 10 (+15 vs Light)

Attack Speed: 1.69

Range: 6

Type: Single-Target

==Unit Abilities==

Deploy Spider Mine: 

Deploys a Spider Mine that burrows at the target location. Spider Mines pursue enemy ground units that come in range, and detonate for 50 damage, reduced to a total of 25% of that amount based on distance from the blast. Buried Spider Mines can only be seen by enemy Detectors.

Can store up to 3 charges.

Replenish Spider Mine: 

Constructs a new Spider Mine to replace those used.

A Vulture can only carry 3 Spider Mines at a time.

  • Build Time: 45 Seconds

==Unit Upgrades==

Mk.II Mine Housing: Increases the maximum number of Spider Mines that a Vulture can store by +2, an increase of 66%.

Cerberus Mines: Increases the blast and trigger radius of Spider Mines by 33%.

Repositioning Technology: Spider Mines gain the Repositioning Technology ability:

Allows a burrowed Spider Mine to tunnel deep underground and unburrow at a visible target location. Once the Spider Mine unburrows, it must wait 3 seconds before reactivating.

Repositioning Technology has a 15 second cooldown. 

  • Cost: 100/100
  • Upgrade Time: 60 Seconds
  • Upgraded at: Factory Tech Lab

Warhound:

==Unit Info==

Health: 175

Armor: 1

Movement Speed: 2.81

Cost: 150/100/2

Build Time: 40 Seconds

Requirements: Attached Tech Lab

Description: 

Versatile combat mech. Can use Haywire Missiles.

Can attack ground and air units.

==Unit Weapons==

Rail Gun: 

Damage: 23

Attack Speed: 1.3

Range: 7

Type: Single-Target

==Unit Abilities==

Haywire Missiles: 

The Warhound launched electrically charged missiles at a target, dealing 20 damage per volley. Auto-casting causes the Warhound to automatically fire at its current target.

  • Cooldown: 10 Seconds

==Unit Upgrades==

C.Y.C.L.O.N.E Missile System: Increases the damage of Haywire Missiles by 50% and reduces the cooldown by 4 seconds, a decrease of 40%.

Spiked Shield: Increases the damage that Warhounds deal in Melee range by 60%, and allows them to manually toggle between prioritizing their melee or ranged weapon against ground targets.

Static Discharge: Allows Warhound attacks to reduce the damage dealt by their target by 25% for 2 seconds.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: Factory Tech Lab

Siege Breaker:

==Unit Info==

Health: 250

Armor: 1

Movement Speed: 2.0

Cost: 300/200/4

Build Time: 60 Seconds

Requirements: Armory

Description: 

Heavy tank. Can transform into Siege Mode to provide long-range artillery support, but become immobile.

Can attack ground units.

==Unit Weapons==

120mm Cannons: 

Damage: 35 (+15 vs Armored)

Attack Speed: 2

Range: 7

Type: Single-Target

Only usable in Tank Mode

Arclite Shock Cannon: 

Damage: 90 (+30 vs Armored)

Attack Speed: 4.5

Range: 13

Type: Splash

Only usable in Siege Mode

==Unit Upgrades==

Advanced Siege Tech: Allows Siege Breakers to transform 25% faster between both modes.

Maelstrom Shells: Increases the bonus damage that Siege Breakers deal against Armored targets in both modes by +15.

Shaped Blast: Reduces the splash damage that friendly units receive from Siege Breaker attacks in Siege Mode by 40%.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Armory

Odin:

==Unit Info==

Health: 450

Armor: 2

Movement Speed: 1.875

Cost: 350/250/6

Build Time: 75 Seconds

Requirements: Armory

Description: 

Massive siege walker. Attacks are effective against grouped enemies.

Can attack ground and air units.

==Unit Weapons==

T800 Cannon: 

Damage: 30

Attack Speed: 1.28

Range: 7

Number of Attacks: 2

Targets: Ground

Type: Splash

Hellfire Missile Launchers: 

Damage: 6 (+6 vs Light)

Attack Speed: 3

Range: 10

Number of Attacks: 4

Targets: Air

Type: Splash

==Unit Upgrades==

Barrage: Odins gain the Barrage ability:

Fires a barrage of shells at an area, inflicting 300 damage over 4.8 seconds to enemy units and structures.

The Odin must channel to maintain the effect. Can be cancelled to end the effect early.

Barrage has a 90 second cooldown.

Shockwave-Class Weaponry: Increases the bonus damage that Odin air attacks deal against Light targets by +2, an increase of roughly 10%, and allows Odin ground attacks to deal +20 bonus damage against Structures. This equals 66% more damage for that weapon.

Reinforced Hull: Odins gain +100 life, an increase of roughly 20%, and causes Odins to regenerate life at a rate of 2 per second while their life is below 25%.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Armory

Viking:

==Unit Info==

Health: 150

Armor: 0

Movement Speed: 2.75

Cost: 150/75/2

Build Time: 42 Seconds

Description: 

Durable support flyer. Loaded with strong anti-capital ship air missiles. Can switch into Assault Mode to attack ground units.

Can attack air units.

==Unit Weapons==

Lanzer Torpedoes: 

Damage: 10 (+4 vs Armored)

Attack Speed: 2

Range: 9

Number of Attacks: 2

Type: Single-Target

Only usable in Fighter Mode

Gatling Cannon: 

Damage: 12

Attack Speed: 1

Range: 6

Type: Single-Target

Only usable in Assault Mode

==Unit Upgrades==

Atlas Transition System: Allows Vikings to transform 200% faster between both modes, and grants them +1 armor for 3 seconds upon transforming.

Phobos-Class Weapons Configuration: Vikings gain +1 range on their anti-ground weapon, an increase of roughly 15%, and +2 range on their anti-air weapon, an increase of roughly 20%.

Hardware Modifications: Allows the Viking’s anti-air attack to splash to nearby targets for 25% of normal damage, and allows their anti-ground attack to pierce, hitting an additional enemy behind the target for 70% of normal damage.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: Starport Tech Lab

Hercules: 

==Unit Info==

Health: 300

Armor: 2

Movement Speed: 2.75

Cost: 200/150/4

Build Time: 60 Seconds

Requirements: Attached Tech Lab

Description: 

Massive transport ship. Can ferry up to 200% more troops than normal transports, and deploys its cargo 80% faster. Upon death, all cargo units suffer minor damage.

Cannot attack.

==Unit Passives==

Rapid Deployment: The Hercules deploys loaded troops 80% faster than normal. Upon death, cargo units will suffer minor damage.

Freya: 

==Unit Info==

Health: 140

Armor: 0

Movement Speed: 2.75

Cost: 150/100/3

Build Time: 50 Seconds

Requirements: Attached Tech Lab

Description: 

Tactical air-to-air fighter spacecraft. Can use Deploy Sentry Mine.

Can attack air units.

==Unit Weapons==

Valhalla Rockets: 

Damage: 12

Attack Speed: 1.6

Range: 7

Number of Attacks: 3

Type: Single-Target

==Unit Abilities==

Deploy Sentry Mine: 

Deploys an aerial Sentry Mine to the target location. After 3 seconds, the mine activates and becomes cloaked, preventing it from being seen or targeted by enemies.

When a unit enters the Sentry Mine’s detonation radius, it explodes after 0.5 seconds, dealing 50 damage to enemy air units around the mine.

Beware of friendly fire. Friendly splash damage does not affect Sentry Mines.

  • Cooldown: 30 Seconds

==Unit Upgrades==

“Last Resort” Deployment: Upon taking fatal damage, the Freya deploys a Sentry Mine at its location that instantly arms.

Ballistics Improvement: Allows Sentry Mines to deal 20% more damage for each friendly nearby Sentry Mine, up to a maximum of 160%.

Riptide-Class Detonator: Reduces the cooldown of Deploy Sentry Mine by 10 seconds, a decrease of 33%, and increases the splash radius by 25%.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Starport Tech Lab

Minotaur:

==Unit Info==

Health: 550

Armor: 3

Movement Speed: 1.875

Cost: 400/300/6

Build Time: 90 Seconds

Requirements: Fusion Core

Description: 

Powerful warship. Can use Yamato Cannon.

Can attack ground and air units.

==Unit Weapons==

ATS Laser Battery: 

Damage: 8

Attack Speed: 0.225

Range: 6

Targets: Ground

Type: Single-Target

ATA Laser Battery: 

Damage: 6

Attack Speed: 0.225

Range: 6

Targets: Air

Type: Single-Target

==Unit Abilities==

Yamato Cannon: 

Blasts a target with a devastating plasma cannon, causing 300 damage.

  • Cooldown: 100 Seconds

==Unit Upgrades==

Weapon Refit: Increases the damage dealt by Yamato Cannon by 125, an increase of roughly 40%, and gain +250 damage against Structures. This equals roughly 60% more damage.

Defensive Matrix: Minotaurs gain the Defensive Matrix ability:

Surrounds the Minotaur with a barrier that can absorb 350 damage. Lasts 20 seconds.

Defensive Matrix has a 180 second cooldown.

Behemoth Reactor: Allows Minotaur attacks against enemy targets to reduce the cooldown of Yamato Cannon by 0.5 seconds.

  • Cost: 250/250
  • Upgrade Time: 150 Seconds
  • Upgraded at: Fusion Core

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