Greetings!
The video version of this guide/discussion can be found here:
I had one guest join me for the recording of the video: Orangelex44.
Below I have the notes that I took before and after our discussion (please feel free to add anything that we may have missed):
Generic Tips:
b) the heritor’s doomsday spawns in drained on friendly colonies
c) there is a strategic operation, "Ancestral Wrath", that also spawns in drained operation
Commander Backgrounds:
Playable Races/Faction Notes:
All most all of your tools come from heritor, so race is not super important to this strategy. Need a strong enough early game to get to the fancy mechanics.
My Early Game Build:
The video version of this guide/discussion can be found here:
I had one guest join me for the recording of the video: Orangelex44.
Below I have the notes that I took before and after our discussion (please feel free to add anything that we may have missed):
Generic Tips:
- There are 3 ways to get them:
b) the heritor’s doomsday spawns in drained on friendly colonies
c) there is a strategic operation, "Ancestral Wrath", that also spawns in drained operation
- There are not a lot of units in game are t1 infantry, which a unit needs to be in order to be a valid target for “Condemned to Drained” .
- Drained are better than other “free” spawn units (like echos of despair, and pustules)
- Strong alpha strike (low defensive stats in exchange for high damage output+ the ability for siphoners to reset drained with essence charges that further boost the drained damage output)
- At prime rank, drained can mind control units, which you keep after the combat (works on t3 with the “Empowered Drained” mod)
- One could argue, when compared mantra of control, cerebral control collars, and the subjugator’s mind control, that the drained mind control is the best in the game.
- Drained units keep mod loadouts of units that get “condemned to drained”.
- Easy to farm them off of colony militia, as they all include t1 infantry units.
- Drained gain extra experience per essence charge they have at the end of combat.
- Drained get extra damage per rank of experience, which pairs nicely with the esteq conduit.
- There is a Heritor doctrine that gives drained resurgence.
- Entropic decay reduces entropy resistance, and makes it easier for drained to mind control units (techoclaust crusade could help with that, good if the mech is not mindless).
- Drained heal themselves when they attack.
- When compared to the forgotten’s desolate, desolate are weak to air units (without a ranged attack mod like consuming gaze, or esteq conduit) and only heal when they kill off a unit. Desolate however get a repeating melee attack
Commander Backgrounds:
- Star Union Scholar, Merchant Scion, or Covert
- Any option works fine
- Heritor Assault Loadout
- Just don't pick Party Animal
Playable Races/Faction Notes:
All most all of your tools come from heritor, so race is not super important to this strategy. Need a strong enough early game to get to the fancy mechanics.
- Amazon - scan lower resistance making “Condemned to drained” or “Mind Dominate” more likely to apply to units.
- Assembly -Assembly let you instantly mod new drained units as they are acquired. Can tech rush.
- Syndicate - condemned to drained + cerebral control collars = lots of free units. Flanker can make drained even deadlier. You can indenture Drained with a mod. Easier to get NPC units, which is awesome when you can ally with the forgotten, who also focus on entropy damage.
- Vanguard - Vanguard lets you park drained at a city and passively get them to max rank where they become more dangerous. Nanite injector are good on them.
- Dvar - focus on single action attacks
- Kirko -
- Shakarn - high dps units that when paired with drained, allow you to have a superior alpha strike. Easier to get NPC units, which is awesome when you can ally with the forgotten, who also focus on entropy damage.
My Early Game Build:
- Mod-less is fine in the early game (easy to lose, therefore not worth the invest of mods into them) If your going for unit spam, it should be a low cosemite build
- Consider modding once they get 2 or 3 ranks of exp. (mostly because they can mind control and prime rank)
- Esteq Conduit
- Empowered Drained
- Esteq Protector Incantation (maybe trade out for a mod that boost raw damage output, like Sequential Kill systems)
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