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  HIERARCHY | Tactical Overview
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View the Hierarchy Build Tree
View the Hierarchy Tech Tree
View the Hierarchy Build Dependencies

General:

Hide defenseless units/structures in out of the way places. The Hierarchy is the only faction that really doesn't need to stay at the location they start at.

Always try to fill your Walker sockets with hard points, even if it is just Armor. The giant Walkers sockets are very fragile unless covered in hard points and you can always replace the hard points you have built at a later time.

Units:

Orlok:

There is no limit to the range of Orlok's artillery shots from his Siege mode ability, he only needs the fog of war revealed over the targeted area. Use a Monolith to spot for him or the map-wide reveal of a Science Walker outfitted with 3 Visual Optimizers and he can fire at targets across the map. Beware, his accuracy decreases the further he is from his target.

You can refill the ammo for Orlok's Siege mode ability by selecting him and right-clicking on any resource object. Orlok will proceed to use his Crusher Arm to slowly drain its resources and crush the object to fill his ammo bar. Homes, cars, wreckage and even enemy vehicles can be targets for the Crusher Arm.

When put into Endure mode, Orlok becomes a moving wall. Damage from attacks is decreased while he is in this mode and he can trample most vehicles and units.

Kamal:

Kamal is a great harassment hero. Use him scout out the enemy's base and have him Abduct any large cluster of infantry or builder units to cripple your enemy early. If he gets in trouble, simply put up a Force Wall and run.

Defensively, Kamal can keep enemy units and heroes from hitting your units with his force wall. Keep in mind that all Hierarchy units can move and fire through the wall as if it wasn't there, but enemies can't fire through it and must go around it.

Nufai:

Although Nufai has the lowest health of all the Hierarchy heroes, he is often the hardest one to deal with. His default attack versus vehicles Consumption allows him to Phase Shift while still dealing damage to the vehicle. Couple this with his Paranoia ability by casting Paranoia in a group of enemy vehicles and using Consumption on one of them. This allows Nufai to watch the carnage ensue around him in total safety.

Grunts:

Grunts are mostly an anti-infantry unit, but when upgraded with Grenades from the Assault branch they do good damage vs. vehicles and structures as well.

Lost Ones:

Lost Ones are the commando unit of the Hierarchy. Unlocking their Phase Shift ability (Quantum branch) and their Plasma Bomb ability (Assault branch) allows them to walk straight into an enemy base and blow up any structure of your choosing (depending on the number of Lost Ones you've built and the toughness of the structure, of course).

Brutes:

Brutes are the heavy melee unit of the Hierarchy faction. Their ability to Leap allows them to strike at targets otherwise inaccessible to normal ground units. Teching into the Assault branch eventually unlocks their ability to do AoE damage with this leap when they land making them great siege units as well.

Defilers:

Place Defilers next to civilian structures while in Bleed mode. The radiation will do constant damage to the structure and force civilians outside where they will instantly be turned into Mutant Slaves, ready to do your bidding. Do this in a suburb or near a large business complex and you can get a fairly sizable zombie army going in no time. If you start this process close to the enemy base, you'll not only have a good tactical front to lay siege upon them but you'll also deny the enemy their closest resources by melting every nearby resource structure with radiation.

Phase Tanks:

Phase Shift is extremely handy for getting past front line base defenses but careful where you park these units when they phase back though, if they phase into solid matter they will be instantly destroyed.

Saucers:

Saucers are the only Hierarchy unit that can heal damaged vehicles and Walkers.

Structures:

Habitat Walkers:

Habitat Walkers are the infantry-producing structure for the Hierarchy.

Assembly Walkers:

Assembly Walkers are the vehicle-producing structure for the Hierarchy.

Science Walker:

The Science Walker is the specialized, end-game Walker the Hierarchy can create. Depending on what research branch you tech into you can outfit this Walker with either Visual Optimizers (Assault branch, provides the Hierarchy with a map-wide reveal if you 3-slot its crown and have a Scan Drone in play), the Radiation Cascade superweapon (Mutagen branch, allows the Science Walker to fire a tidal wave of toxic radiation in a large, straight path out from it, melting anything in its path), and the Mind/Machine Magnet hard points (Quantum branch, allows the Hierarchy to mind control either biological and mechanical units respectively).

Reaper turrets:

At the start of a match, send your Reaper turrets to collect all the "instant" resources (like cows, signs, etc) on the map. This will give you a nice early game economy boost to start off with and is far faster than just setting your Reaper turrets to drain a single, large resource object.

Scan Drone:

The Scan Drone's Scan Pulse ability can not only reveal a section of the map but it can also clear harmful effects from your units (such as viruses and mind control). Building more than one of these is generally a good idea especially when facing off against a Novus opponent that techs heavily into Computing (viruses). And just because the Scan Drone doesn't have any weapons doesn't mean it's helpless, keep in mind that the Scan Drone can crush infantry.

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