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Last Stand - Hive Tyrant
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==Accessories== *'''Seismic Roar''' - ''Level 1'' **Ability: Seismic Roar (15 Energy, stuns nearby enemies) ***Mediocre at the outset. It's a decent ability for one available at the start, but it has a huge lag before properly firing off and a surprisingly small radius of effect. If timed correctly, it's extremely effective for buying a few seconds of breathing room, but it's extremely easy to misjudge the timing on and wind up with a face-full of Banshees or Stormboyz if you screw it up. Synapse makes this ability infinitely better and much more versatile, since it costs bugger all and can be fired off whilst using ranged weapons. It's generally avoided by most high-level builds, but has some use on ranged Tyrants. *'''Genestealer Nest''' - ''Level 1'' **Ability: Call Genestealer (10 Energy, summons 3 [[Genestealer]]s as minions) ***Genestealers are your first minion and the only one you deploy in groups. Individually, they're extremely fragile, tending to die ''extremely'' quickly if targeted unless you're packing the likes of Bonded Carapace or Reinforced Chitin. On the plus side, they're fast, extremely inexpensive, available right from the get-go, and have a built in Corroding trait when they attack that temporarily weakens enemy armor with each hit. Paired with their quick attack speed, these vicious little beasts are amazingly powerful with Enhanced Scything Talons and can easily act as impromptu medics with Crushing Talons. They're the go-to minion for Feedback Invulnerability chains. For raw efficiency, they're a tough minion to beat, even if they tend to wither under fire, and they make excellent screeners when dealing with large enemy groups or ranged units. *'''Toxin Sacs''' - ''Level 2'' **+20 Minion Health **Traits: Searing (Tyrant's attacks deal additional damage over time, scaling with the Tyrant's maximum health. Stacks with itself. Minions also get this trait.) ***A great upgrade for not only the Tyrant, but all of your minions, especially the Tyrant Guard. Causes both your - and your minions' - attacks to do 10% of the user's max HP over 2 seconds. This burn damage is particularly vicious when from ranged weapons from the Tyrant, and, due to it scaling off HP, it works much better for the Tyrant Guard and Warrior than for the Ravener and Genestealers. Make a note that this biomorph will make your doppleganger in Wave 16 a much bigger threat, due to the comp getting higher max health. Curiously, this upgrade also effects the Bio-Plasma attack from Extended Carapace. *'''Tyrant Guard Nest''' - ''Level 3'' **Ability: Call Tyrant Guard (20 Energy, summons a [[Tyrant Guard]] as a minion) ***Sometimes called "Pangy" by fans, due to the Tyrant Guard's resemblance to a Pangolin, the Tyrant Guard is the second summon you get, and quite a good one. The Tyrant guard is a competent melee attacker, and more than this, the single toughest minion you get as a Hive Tyrant. It can survive for quite a while between its high health and heavy armor, and it has the ability to taunt enemies to draw their attacks away from the Hive Tyrant. Its enormous healthpool means that the Tyrant Guard benefits more from Toxin Sacs than it does Implant Attack, and that it's the most powerful minion you have if blown up with Explosive Decomposition. Note, however, that its damage output, whilst satisfactory, isn't great, and it's actually the weakest of Tyrant's minions on offense otherwise. Use it well. *'''Warrior Nest''' - ''Level 7'' **Ability: Call Warrior (15 Energy, summons a [[Tyranid Warrior]] with scything talons as a minion) ***Tyranid Warriors aren't as tough as Tyrant Guards, nor as easily-spammed as Genestealers, but they make up for this with raw damage - in close-combat, they are easily your strongest overall minion, and the fact that they have a built-in minor Armor Piercing trait makes them even better. Seeing these guys eviscerate Space Marines or other heavy infantry isn't uncommon, and the fact that they have a leaping attack with knockdown means they often wind up drawing fire by getting in the enemy's face. Whilst they tend to go down fairly quickly, they're the second-toughest minion the Tyrant gets and probably one of the most consistently useful. Due to moderate health, they benefit more from Implant Attack than Toxin Sacs. Their innate armor piercing stacks with that from Enlarged Scything Talons - this enables them to act as vehicle harassers. Overall, an excellent minion with few real weaknesses. More specialized builds may have particular use for the other choices, but the Warrior benefits from pretty much all of the Tyrant's support equipment but doesn't explicitly ''need'' any of it to be effective. As such, it's useful on nearly every build and works well as a "set it and forget it" extra body for damage and distraction. *'''Warp Field''' - ''Level 8'' **+50 Energy **Ability: Warp Field (Force field that makes attacks drain energy instead of health) ***Warp Field's easy to ignore; energy shield abilities are normally stunningly mediocre. Warp Field, however, is ''vastly'' better than the others. The shield from Warp Field is not only more efficient than the others, and not only is on a class that needs it way more - taking it essentially doubles the Hive Tyrant's energy pool, which otherwise cannot get ''any'' improvements. The amount of survivability Warp Field potentially adds is ''insane'' - when paired with Psychic Scream, Toxic Miasma, or The Horror, and especially Synapse, Warp Field really comes into its own. Make a note - Warp Field doesn't shut off automatically when your energy runs out, which makes it easy to misjudge how much juice is left in it. Be careful. *** Important Note: Multiple sources around the Internet claim that Warp Field reduces incoming damage by 50% when active; in-game observations seem to corroborate this claim. However, it is unclear as to whether this damage reduction effect is dependent on the Hive Tyrant's energy levels (that is, whether or not Warp Field reduces incoming damage when the Hive Tyrant's energy has been depleted). Gameplay evidence strongly suggests that Warp Field converts damage to energy at a 2:1 ratio, meaning that the Hive Tyrant loses 1 point of energy per 2 points of damage while Warp Field is active (meaning that 100 energy effectively represents 200 health). This is consistent with how energy shields of various kinds (such as the Iron Halo) work in Skirmish mode, and would provide a 50% damage reduction while Warp Field is active. If accurate, this means that if the Hive Tyrant's energy is depleted, an active Warp Field will ''not'' provide any reduction to incoming damage. Any builds incorporating Warp Field should consider this possibility. *'''Implant Attack''' - ''Level 9'' **+20 Minion Health **Traits: Combat Master (Tyrant has +30% Melee and Ranged damage), Minion Combat Master (Minion has +30% Melee and Ranged damage) ***Implant Attack provides not only much of the benefits of Enlarged Scything Talons (and indeed, stacks with it), but it gives those benefits to the Hive Tyrant, as well. This boost is absolutely ''amazing'' for Bio Plasma and gives immense benefits to both the Warrior and Ravener. Implant Attack is much less risky to use than Toxin Sacs, since it does ''not'' give disproportionate upsides to your doppleganger like Toxin Sacs does, and the fact that it doesn't require any use of HP-boosting armor means it's viable for more builds. *'''Psychic Scream''' - ''Level 11'' **Ability: Psychic Scream (10 Energy, reduces attack and defenses of nearby enemies) ***Without a doubt, one of the most powerful and unsung abilities in last stand. For 10 energy, it all-but-cripples the offense and defense of every enemy in a massive radius around the Hive Tyrant (specifically, it reduces the damage output of effected enemies by 75% and increases the damage they take by 25%) - and it only gets better the more enemies it hits. If you're not a fan of Feedback Invulnerability Spam, and you like an ability which helps all your allies, lean in this direction. *'''Bio-Feedback''' - ''Level 12'' **+25 Health **Traits: Feedback Invulnerability (When a minion dies, Tyrant gains 5 seconds of invulnerability) ***If you bring something cheap to kill like Genestealers or a Warrior, than this will easily be your uber-tool to glory. Decried as cheese by some, but considering how much Last Stand loves to have its enemies openly fucking cheat, those claims can be safely ignored. Use it for powerful - if risky - invulnerability exploitation and laugh as you simply never die for as long as you can maintain energy. *'''Explosive Decomposition''' - ''Level 16'' **+50 Health, +20 Minion Health **Trait: Minion Death Throes (When minions die, they explode, dealing damage over an area. Damage scales based on the sacrificed minion's max health) ***If you're more fond of the minions with a tendency to die, like Genestealers, Raveners, and Warriors, this is potentially very useful - it makes your minions generate a potent toxic cloud each and every time one dies - whether because you re-summoned your minions, or because an enemy killed them. If stacked with HP boosting gear and Searing, this can be quite potent - simply re-summon minions for raw damage, or use them as sacrificial damage sources by throwing them at the enemy and forgetting about them. *'''Ravener Nest''' - ''Level 18'' **Ability: Call Ravener (Energy, Summons a [[Ravener]] with a Deathspitter as a minion) ***The Ravener is the second-most fragile minion, being a little easier to kill than the Warrior despite the Ravener having slightly more health. However, it's by far the strongest minion offensively. Its dual [[Tyranid Bio-Weapons|Deathspitter]]s are incredibly powerful, capable of shredding lighter foes in seconds, and it can burrowstrike in order to disrupt and damage groups or get into position. This minion goes from being simply strong to being obscenely powerful with upgrades - with the right ones, this minion is beyond a shadow of a doubt one of the most dangerous ones - if something of a glass cannon. Even a Carnifex goes down in about half a dozen shots from a fully-kitted-out Ravener.
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