


Laser Blade: Their weapons are energy blades formed from psionic energy.Flash Step: Daring Dash allows them to perform a swift movement to close the distance towards a ranged enemy.

Damager, Healer, Tank: A cross between Damager and Tank.Crippling Overspecialization: Being fully-melee units, they are adept at utterly destroying grounded foes and even structures but are completely useless against anything that flies.However, without a ranged attack they are next-to-useless against Airborne Mooks. Daring Dash allows them to close the distance while Celerity allows them to teleport to enemies. Close-Range Combatant: The only unit of yours that is fully-melee without any ranged abilities.Telepathic Spacemen: They're aliens with Psychic Powers which are used in various ways.However, they're offset by only allowing two in a team as compared to three army units in a team. Superior Species: Empyreans are more durable than humans in terms of HP note Ranger: 1800, Sniper: 600, Engineer: 850, Guardian: 2750, Diplomat: 1850, Channeler: 1200 and have psychic powers to boot.Quantity Versus Quality: Compared to the Army units, most of the Empyreans have more health and damage per second, but you can only have two in a squad as compared to three in a squad for Army units.Guardians form an energy sword with it, Diplomats cast shields and stun enemies with it, and Channelers focus a gravity-warping beam with it. Psychic Powers: They're psionic aliens who use their powers in different ways.When the last Empyrean in a squad dies, their invulnerable spirit keeps fighting for a short time, dealing a powerful area damage attack.
#Iron marines enemies upgrade#
#Iron marines enemies full#

At max level of the upgrade, it pierces all armor.
