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		<title>Last Stand - Chaos Sorcerer</title>
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		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Tactics &amp;amp; Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sorcerer (Warhammer 40,000)|Sorcerer]] is the [[Last Stand]] hero for [[Chaos]] &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Sorcerer is an unusual case in [[Last Stand]] heroes in that he has two completely different performance characteristic sets: His armor either focuses summarily on summoning minions that are cloned form your enemies, or on ignoring that this ability exists and instead giving all benefits that would otherwise be given to the Sorcerer&#039;s minions to himself. All Sorcerer builds spiral out from these two archetypes, and the sheer volume of options in each means that the Sorcerer has, perhaps more than any other class, more viable builds and variations than any other.&lt;br /&gt;
&lt;br /&gt;
An oft-cited joke by fa/tg/uys and ca/tg/irls playing last stand is that the sorcerer can fulfill damned near any role with the right wargear. Need close-combat? The Sorcerer delivers with the Hellblade, Oracle Staff, Doomblast, Doombolt, and Warpfire. Want to tear enemies to pieces from afar? The Sorcerer has you covered with Let the Galaxy Burn, Curse of Tzeentch, and Doombolt. Want battlefield control? The Sorcerer can make it happen with Warp, the Orbs, and the ability to clone enemies. Want to make the single-most-durable hero in Last Stand ignoring our necron overlords? The Sorcerer can [[Kaldor Draigo|make it happen]]. Heaviest viable raw damage output? Sorcerer does that, too.&lt;br /&gt;
&lt;br /&gt;
...But it&#039;s not all good news. The Sorcerer has sub-par armor, and his health boosts are few and far between. Only one minion armor gives a health boost, and getting one as a Narcissistic Sorcerer demands you sacrifice an incredibly powerful Commander Item slot (specifically for Icon of Pain). His mobility is incredibly poor, and its primary improvement comes from a wargear option in what is undeniably his single most contended-for-slot. By far the cruelest part of this class is that if you play a summoning Sorcerer, the computer dopplegangers on Wave 16 of Bloodied Coliseum will be [[That Guy|gigantic, flaming assholes]], as they can - and will - clone you and your teammates if you took the Icon of Greater Summoning. Killing the enemy Sorcerer in such a situation is &#039;&#039;mandatory,&#039;&#039; or an automatic failure on both Wave 16 and Wave 20 is &#039;&#039;assured&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
More than any other class, the Chaos Sorcerer requires a level of skill and care far above and beyond the other classes, though if you stick with it and get good with it, it&#039;s undeniably amongst the strongest classes in the game.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Your choice in armor will define what your Sorcerer will do depending on whether they give you Minion Summoning or Narcissist.  Plan everything else according to what discipline your armor is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Armor&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
** Armor: 12&lt;br /&gt;
***What&#039;s sad is that aside from the lack of special abilities, the default armor isn&#039;t so bad as far as defaults go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor of Eternal War&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Armor: 58&lt;br /&gt;
**Trait: Combat Master (Sorcerer gains +40% Melee and Ranged damage.)&lt;br /&gt;
**Trait: Minion Combat Master (Minions gain +40% Melee and Ranged damage.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Your first minion armor, this armor is extremely important for two specific kinds of Sorcerers; summoners will find the massive damage bonus to their minions a huge boon, whilst offensive casters will likewise find that this armor&#039;s huge buff to their damage output to their liking. Though its protective value is relatively poor (average by Chaos Sorcerer armors, though), the fact that it can let a Doombolt barrage tear open a rampaging Dreadnaught or buff a stolen Zoanthrope to the point where it can obliterate one of Bloodied Coliseum&#039;s Wave 12 Wraithlords in one well-aimed Warp Blast kind of speaks for itself. Consider it if you&#039;re going for raw damage, and you will not be disappointed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vestments of Power Undivided&#039;&#039;&#039; - &#039;&#039;Level 3&#039;&#039;&lt;br /&gt;
**Armor: 62&lt;br /&gt;
**+0.5 Energy Regeneration&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***The first Narcissistic Armor is actually quite good, though its benefits are not abundantly clear at first glance. With considerably better protection than the Armor of Eternal War, it gets major props for being the &#039;&#039;only source of improved energy regeneration the Sorcerer gets&#039;&#039;. Given that Narcissistic Sorcerers tend to do more casting in the first place, this is a considerable upgrade. Incredibly handy all-game long for any Narcissistic Sorcerer, the Vestments of Power Undivided are incredibly powerful on the right builds, and worth considering for any Narcissistic build.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robes of Unholy Fortitude&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor: 72&lt;br /&gt;
**+50 Health&lt;br /&gt;
**+25 Energy&lt;br /&gt;
**+50 Minion Health&lt;br /&gt;
**+25 Minion Energy&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***It may not have the massive damage of the Armor of Eternal War or the incredible survivability upgrade of the Robes of the Deathless, but it is easily the most survivable summoner armor, bar none. Providing meaty boosts to not only the Sorcerer&#039;s health and energy, but that of his minions, this armor is incredibly handy for not only extending the performance of the Sorcerer, but making his erstwhile allies have much more staying power for both health and energy. It&#039;s especially useful when using minions that tend to burn energy quickly, like cloned Apothecaries from Wave 4 of Bloodied Coliseum.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor of Might Undivided&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Armor: 88&lt;br /&gt;
**Trait: Fearless (Immune to Suppression)&lt;br /&gt;
**Trait: Unshakable (Immune to knockback)&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***Providing Narcissistic trait, as well as Fearless and Unshakable, this is generally the armor of choice for Narcissistic Sorcerers, owing to its good defense and bevy of useful traits. Sadly, it also comes with a punishing drawback: By using it, your clone on Wave 16 is virtually guaranteed to be able to pull off a revive if you aren&#039;t careful due to the fact that you won&#039;t be able to stop them from doing so. This aside, an excellent choice. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Armor: 4&lt;br /&gt;
**Trait: Deathless (When Sorcerer dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Trait: Minion Deathless (When Minion dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Do not be fooled by this armor&#039;s seeming lack of abilities and poor defense; It functionally doubles your HP and gives you periodic massive firepower boosts. Even better, it also gives your summoned minions this same Deathless trait. If you want to break the game entirely, run this with a Sigil of Greater Summoning, Clone the toughest member of your group on Wave 16, and laugh as the clone runs around and is &#039;&#039;never able to fucking be killed&#039;&#039;. A cloned necron tank would then have 3 separate health bars of 290 each, allowing him to laugh off an entire army of damage. Paired with the right upgrades, it&#039;s insanely survivable, but you&#039;ll be terrifyingly vulnerable if your skill isn&#039;t up to snuff.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed ranged weapon&lt;br /&gt;
**4.3 DPS&lt;br /&gt;
***If you use the Sword of Spite or Sword of Fate, you&#039;ll use this as your ranged weapon, curiously enough. There is no pistol-upgrade for the Sorcerer, which seems like a bizarre oversight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Force Sword&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**8.5 DPS&lt;br /&gt;
***Basic weapon. You know the drill by now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword of Spite&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**13.1 DPS&lt;br /&gt;
**Ability: Doomblast (10 Energy, knocks back enemies in an area around him)&lt;br /&gt;
*** This sword is very useful for any close-combat Sorcerer build, as Doomblast makes room-clearing easy - a great answer to those insufferable Banshees that just &#039;&#039;love&#039;&#039; to crowd your arse. It takes very little practice to get good with, and with upgrades, becomes incredibly potent. When upgraded via the runes of Sorcery, it will gain a larger explosion, and can dramatically increase the caster&#039;s armor for a time. Sadly it really begs to be paired with teleportation, which can&#039;t happen due to the Sorcerer&#039;s teleport coming from Staff of Tzeentch. Due to a glitch, this sword stacks extra fire damage relevant to the target&#039;s HP, making you pretty good at killing bosses and big things as long as you continue to strike the same target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Warpfire&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warpfire (15 Energy, A line of explosions come in front of the Sorcerer.)&lt;br /&gt;
***Warpfire is quite powerful, extremely energy-efficient, and arguably one of the best starting spells. It procs towards the targetted enemy, not towards the ground (like the Captain&#039;s Merciless Strike), and causes quite a bit of damage irrespective of armor protection. It&#039;s one of two spells the Sorcerer has that&#039;s good against vehicles (the other being Doombolt), and its combination of good power and decent range would make it one of the best spells overall save for two problems: It&#039;s incredibly susceptible to latency, and it desperately needs the Sorcery Sigils to be effective. When paired with the greater sigil (for knockback) and master sigil), it packs a surprising amount of wallop provided you can trap an enemy against a wall when you cast it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fate&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**12.5 DPS&lt;br /&gt;
**Ability: Curse of Tzeentch (20 Energy, curses an enemy. The enemy will lose the ability to regenerate health, will take damage over time, and, if the target dies, it will explode.)&lt;br /&gt;
***Deceptively powerful. Curse of Tzeentch isn&#039;t too powerful in and of itself, but excels at killing squads of mooks - cast it on an injured member of a squad or someone being fired at by teammates, and enjoy the lulz when the hapless squib explodes upon death with roughly the force of a Frag Grenade. The Curse is powerful enough to kill most mooks on its own, or cause serious damage to priority targets, which makes Curse quite versatile; even better, it will restore some health (with the Sigil of Master Sorcery) and energy (Sigil of Greater Sorcery). The energy restoration is relatively minor, but enough to make it worth using, since it will reliably earn back 25% or so of its casting cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warp (7 Energy, teleports Sorcerer to a new location)&lt;br /&gt;
***Do not overlook this weapon - it may not provide the raw power of Warpfire, Let the Galaxy Burn, or Curse of Tzeentch, but Warp provides you with something potentially more vital than all of these: the golden egg of Last Stand, Mobility. Greater/Master Sorcery Sigils upgrade it with some offensive capability, leaving a pool of fire where you begin (Master) or end up (Greater) that can cause some damage to enemies (the entry/exit fire pools stack damage-wise, and absolutely stack with themselves as each is an individual fire pool, which makes for hilarity as you stack up 7-10 fire pools in one area and burn down a Carnifex). Is particularly valuable for both minion-heavy Sorcerers and the rare guerrilla doombolter Sorcerer, a build for which will be covered below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Daemonic Flame&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Let the Galaxy Burn! (20 Energy, sends fireballs crashing into the target.  The impact can still burn for a while after colliding)&lt;br /&gt;
*** Without a doubt, your most genuinely useful spell. This is your Plasma Cannon. Your Flamethrower merged with Rokkit Launcha. Your crowd pleaser. It lobs out huge balls of fire that explode and immediately drown the area in flames, knocking light foes down in the process. If you fire it into a blob of lighter infantry, everything in it is going to die. Upgrade it with the Armor of Eternal War and/or Icon of Pain and it&#039;ll start hurting tougher enemies. Note that whilst the knockback effects and initial blast damage from Let the Galaxy Burn stack, the bulk of the damage, coming from the residual fire-patch that results, does not. As such, when firing off a barrage with the Sigils of Greater/Mastery Sorcery, the primary benefits are improved knockdown power and added area-of-effect; you aren&#039;t hindering your damage thus, that much, by not taking them. As such, this piece of wargear offers much more open choices of accessory than it initially appears to.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cataclysmic Hellblade&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Kill clone from Wave 16 in Bloodied Coliseum&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**21.4 DPS&lt;br /&gt;
**Traits: Hell Attacks (Any attacks with the Hellblade cost 5 energy), Bonus Damage (Attacks with the Hellblade cause extra damage)&lt;br /&gt;
***One of the strongest melee weapons in the entire game. Set aside that it lacks an inherent spell: The Hellblade does massive per-hit damage and a large swing range means that every slash from this asshole of a flame-sword will absolutely hurt like hell and functionally trumps the need to even take along anti-vehicle spells or options. Even the Swarmlord will die like a bitch to a properly-kitted-out Sorcerer packing this weapon. The bonus damage from the Hellblade applies straight through armor protection. The drawback is that the Sorcerer still has shit maneuverability and a slow walk speed, and taking this weapon means not taking a spellcasting item and thus no primary spell, and it drains your energy with every hit so you&#039;ll struggle to cast anything at all. Incredibly potent and with awesome fluff (Being a [[Bloodletter]]&#039;s sword that was ripped from him by a [[Lord of Change]]), but hard to use.&lt;br /&gt;
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*&#039;&#039;&#039;Oracle Stave&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Two-handed melee weapon&lt;br /&gt;
**5.0 DPS&lt;br /&gt;
**Traits: Fate Weaver (Attacks with the Stave have a 30% chance of making the next melee attack from the Sorcerer do massive damage and have a blast radius. The triggering of the Oracle Stave&#039;s Fate Weaver is indicated by a blue rune of Tzeentch around the Sorcerer.)&lt;br /&gt;
***This is very similar to the Warp Spear that the [[Last Stand - Farseer|Farseer]] gets in that it does massive amounts of bonus damage if the target hits in melee combat. Unlike the Warp Spear, however, the Sorcerer does not get the nifty-swell Pull ability that the farseer gets, offset mostly by how much more likely the Oracle Stave&#039;s is to proc than the Warp Spear - the Fate Weaver attack also has a blast radius AND benefits from damage boosting, though it sees precious little actual need for it. When Fate Weaver triggers, it will utterly obliterate virtually any standard single target in a single hit. Araghast? Goes down in one shot. the Warboss? One-shotted. It even stands a good chance of completely ripping apart even super-heavies like the Battlewagon on Anvil of Khorne, making it perhaps the single-best source of spike damage the Sorcerer has. Unfortunately, like the Hellblade, it has no built-in magical ability, no ranged support whatsoever, and doesn&#039;t help the Sorcerer&#039;s poor mobility one bit, though it can make for one deceptively potent [[Muscle Wizard]] in trained hands. Note though that having the doppleganger in Colosseum instakill you or an ally with this weapon fucking sucks. Making a clone of the clone Sorcerer means twice the instagibbing fun though.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
*&#039;&#039;&#039;Mark of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+25 Energy, +25 Minion Energy (Narcissists gain +50 Energy)&lt;br /&gt;
***This is a solid starting piece for the Sorcerer, as energy is always a concern for him, so unlike this item for other classes, it&#039;s almost always a welcome piece of kit regardless of build. It still tends to flag later on, when other means of boosting your energy are available, but is still worth using. It gives a double energy boost for Narcissists, which is always a helpful bonus; the ability to drop another two Let the Galaxy Burns or Curses or three Doombolts sort of pays for itself in terms of practical application.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tome of Hunger&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Consume (Destroys a minion to restore his health.  A Narcissist instead just spends 25 to regain 75 health.)&lt;br /&gt;
***This is not a choice to be taken lightly for minion Sorcerers, as this will kill your minions - be they lowly Hormagaunts or a super-special Force Commander or Wraithlord, but to put it simply: this wargear option can &#039;&#039;save your goddamned life&#039;&#039; and give a Sorcerer about to die a little bit of extra health to survive that much longer. It&#039;s slightly better for a Narcissist; one of them uses it, the Sorcerer regains 75 health for 25 Energy by using it; not a huge benefit, but one that can potentially save your ass. This ability has a special significance for suicide minion builds, as it gives the Sorcerer a convenient way to blow up his entire squad for fun and profit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Blood&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Ability: Orb of Blood (10 Energy; Any allies within the orb regain health when they attack, healing 50% of any damage they cause.)&lt;br /&gt;
***Amazingly useful, in no small part due to its low cost and the fact that its cooldown time almost matches the duration time - meaning that with battery support, a Sorcerer can essentially keep this going almost indefinitely. Absolutely beautiful when paired with high-damage teammates like the Mekboy, Shas&#039;O, Hive Tyrant, and Space Marine Captain. Its practical applications are quite numerous, as it greatly boosts your team&#039;s tanking capability while being largely useless for the Bloodied Coliseum&#039;s wave 16 clones because they are too dumb to stay in their own Orb of Blood. Can also be quite helpful for Muscle Wizards and minion support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tome of Doom&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**Ability: Doombolt (15 Energy, fire a barrage psychic bolts at enemy. These bolts have quite a bit of scatter, and explode on impact.)&lt;br /&gt;
*** Incredibly powerful and versatile. Can act as a ranged disruptor or a close-combat killer, and one of only two spells the Sorcerer has that&#039;s reliably good against vehicle armor. Get in the habit of using the spell&#039;s 4 different effective ranges; at long range it has wide scatter but can potentially soften up multiple mook squads. At closer ranges, it can easily mow down lighter squads and cause heavy damage to troops closing in; at close range it will critically hurt tough opponents like Nobs and Tyranid Warriors and seriously harm vehicles, and when dropped at your feet it can clear out crowding troops like Banshees. Needs no sigils to be effective, and is so useful that &#039;&#039;entire strategies can be centered around the use of Tome of Doom&#039;&#039;; it&#039;s that good. When backed by Armor of Eternal War and Icon of Pain, it utterly curb-stomps even the raw power of Let the Galaxy Burn. &#039;&#039;Fear it in trained hands&#039;&#039;. In Chaos Rising one can spam Doombolts by canceling when the cooldown is slightly less then halfway to refund the energy cost and cooldown time. I got 29 doombolt casts in a row before I missed one. I&#039;ve tried in Retribution but it didn&#039;t work. By using this one can get the 40% damage bonus of the Armor of Eternal War and the 30% of the Icon of Pain and still spam like the Narcissistic and Gift of Sustenance combo. The lack of accuracy at range means little when you shoot 30 doombolts at your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Traits: Greater Sorcery (Warpfire causes knockback, Doomblast deals extra damage, LtGB gives an extra fireball, Curse recharges Sorcerer&#039;s Energy, Warp burns ground upon arrival)&lt;br /&gt;
*** This is a quick way to make any of your primary spells more useful. Worth noting, it also effects Gift of Retaliation. How good it is depends on the spells you&#039;re using; LtGB gains the added knockdown and burn of a second fireball, but &#039;&#039;not&#039;&#039; increased damage; Curse becomes more efficient due to leeching some energy; Doomblast (and the Gift of Retaliation) becomes stronger and gains a bigger area-of-effect; Warp becomes useful for damaging mooks and zoning, and Warpfire becomes capable of knocking down anything it doesn&#039;t flat-out destroy. All are incredibly handy, but ultimately optional - choose well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Traits: Reactive Strike (If a minion is hit in melee, they can set off a defensive Doomblast. This Doomblast is affected by the sigils, and if the Sorcerer has Narcissistic, this will instead apply to him.)&lt;br /&gt;
***Incredibly useful and surprisingly easy to overlook. This gives either you (if a Narcissistic Sorcerer) or all your minions (if otherwise) the ability to automatically cause a Doomblast, identical to the Sword of Spite&#039;s, costing no energy, when struck by a melee attack. Even better, it&#039;s boosted the same way by the Sigils as the actual Sword of Spite; the blast is larger and stronger with the Sigil of Greater Sorcerer, and provides a defensive buff with the Sigil of Master Sorcery. This wargear thus has &#039;&#039;huge&#039;&#039; value for both improving the tankiness of minions and increasing the Sorcerer&#039;s survivability. This opens up several build options for both Narcissistic and Standard Sorcerers. It tends to work better on melee minions (Hormagaunts, Warriors, etc) than ranged minions, due to greater odds of being melee attacked. Putting it simply: if you have plenty of expendable goons (Or if you [[Multilasers|like having explosions in your Narcissistic Sorcerer&#039;s explosions so you can kill while you kill]])(this is actually inefficient due to throwing mooks away from the first explosion so the second won&#039;t hit them), this is a useful little trick.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Vengeance&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Ability: Orb of Vengeance (10 Energy, if anyone attacks an ally within this orb, they get hit back with 150% of the damage dealt.)&lt;br /&gt;
***As is the case for the Orb of Blood, Orb of Vengeance&#039;s cooldown and duration are almost identical, meaning it chains well. A spell that&#039;s really good for Muscle Wizard builds or for supporting a gunline alike. Also incredibly handy for saving teammates if they get swamped, since it&#039;s likely that even if your allied Tyrant or Shas&#039;O goes down due to Banshee Swarms or some of those asshole scout squads, the orb will ensure that they take some of them with them. Note, however, that the tooltip lies; the damage returned is much closer to 50% than 100%.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Gift of Spite&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Minion Death Throes (If a minion dies, a warp storm erupts where he died, knocking back any enemies.  If the Sorcerer is Narcissistic, the trait applies to him instead.)&lt;br /&gt;
*** This gives your minions or you (if Narcissistic) a death explosion remarkably similar to a warp rift detonation (pulls targets across the center of explosion). Initially the damage is not that impressive, but it&#039;s easily combined it with the Armor of Eternal War, Icon of Pain, Daemonic Gift of Retaliation, and the Sigil of Greater Sorcery. Clone a Hormagaunt unit, and let the shenannigans begin. This is the obvious basis behind the suicide minion build. Very disruptive, and if you summon high member squads at the right place, results in epic carnage.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Unholy Might&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**Ability: Orb of Unholy Might (10 Energy, allies within the orb can now deal knockback with their basic attacks.)&lt;br /&gt;
***Arguably the best orb in the entire game and a strong contender for the most unsung buff spell in the entire game as well. Every attack from within the bubble becomes a knockdown attack - melee or ranged. Throw this down on an allied Lord General, Shas&#039;O, or Mekboy and watch as your ally becomes a completely unapproachable death machine capable of Soloing wave 16. Every single shot they throw out will knock foes down, and if they&#039;re using burst cannons, Deffguns, Shootas, or god help you, flamers, they&#039;ll be completely unable to be advanced upon by anything short of a vehicle for the duration.&lt;br /&gt;
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*&#039;&#039;&#039;Sigil of Master Sorcery&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039; &lt;br /&gt;
**Trait: Master Sorcery (Warpfire has double range, Doomblast gives caster temporary armor, Curse of Tzeentch heals Sorcerer, LtGB adds another fireball, Warp burns ground upon departure)&lt;br /&gt;
***Second verse: Same as the first. The Sigil of Master Sorcery likewise improves your primary spells, and, again, Gift of Retaliation. Unlike Greater Sigil, Mastery&#039;s upgrades are a little more ambitious: LtGB gains the added knockdown and burn of another fireball (for as many as 3 when both sigils are used), but &#039;&#039;not&#039;&#039; increased damage; Curse now replenishes a little health; Doomblast (and the Gift of Retaliation) now provides a substantial boost to Armor for a short time, and Warpfire now has a much larger area of effect. Once again, it&#039;s incredibly powerful, but ultimately optional; choose whether or not to use it on a case-by-case basis.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Trait: Minion Combat Vigor (Minion gains 2 energy for each strike it makes. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
**Trait: Zealous (Whenever minion attacks, it gains back any damage it gives as Health. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
***Hoo boy. This one&#039;s a gamechanger. At one point, this was arguably the single most powerful piece of Wargear for the Sorcerer; everything a Narcissistic Sorcerer did leeched health and any kill made by a Narcissistic Sorcerer recovered energy; it was tantamount to godmode in trained hands. Sadly, it was nerfed heavily in a recent update, but even in the face of this, it remains one of the best wargear options. Using it gives massive survivability buffs to a Summoning Sorcerer, giving enormous survivability to the Sorcerer&#039;s Minions. Though no longer the godmode device for Narcissistic Sorcerers, it&#039;s still incredibly useful for them, especially for any Sorcerer who favors close-combat. It makes the Cataclysmic Hellblade significantly better, improves the Sword of Spite and Sword of Fate, and can get surprising mileage out of the Oracle Stave. Bear in mind its limitation: Whilst it provides some healing with normal attacks, only close-combat kills will restore energy.&lt;br /&gt;
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*&#039;&#039;&#039;Accursed Idol&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Spend 5,000 Energy as Sorcerer in abilities&#039;&#039;&lt;br /&gt;
**Traits: Accursed Idol (Any damage the Sorcerer takes is given back to attacker)&lt;br /&gt;
***If you want to be a heavy-assault Narcissist Sorcerer or want to bring something to fuck with those insufferable wave 9 Banshees on Coliseum, this should get serious consideration: whilst it takes up the same space as Orb of Vengeance, which can effects multiple allies instead of just you, the Accursed Idol works without any oversight or need for energy, making it much more useful for a Sorcerer who plans to stay on the move. Definitely worth considering for any Sorcerer planning to be in the thick of it.&lt;br /&gt;
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*&#039;&#039;&#039;Rubric-Touched Helm&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Traits: Dark Fortification (When hit in melee, Sorcerer gains 150 armor for 10 seconds)&lt;br /&gt;
***This one works particularly well for cutting the damage you&#039;d take for a little bit and is especially handy for Muscle Wizards. It stacks with your current armor, as well as with the Armor boost from Doomblast/Gift of Retaliation under Sigil of Master Sorcery. Just bear in mind that whilst the Rubric Helm&#039;s armor boost is substantial - enough to cut the damage the Sorcerer takes substantially - it&#039;s also fairly short lived and then has to be activated again (you cannot reset the timer whilst one Dark Fortification is going). It has outstanding synergy with the Sword of Spite and Sigils, as it can make a Sorcerer close-to-unkillable with some skill behind it. It also looks fucking awesome, because it&#039;s based on [[Ahriman]]&#039;s helmet.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
*&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**Traits: Greater Summoning (Sorcerers can now clone enemy Champions (Wraithlords, Force Commander, Wave 16 clones, Nobs).  Narcissistic Sorcerers gain +125 Health instead)&lt;br /&gt;
***Excellent for minion-focused Sorcerers, and good for Narcissistic Sorcerers who want serious health. It&#039;s not absolutely essential for a minion-based sorcerer, as there are still great minion choices to choose from (Tyranid Warriors, Raveners, and Wraithguards, for example), but on Anvil of Khorne it lets you clone things like Fire Prisms and Leman Russes (sadly you can&#039;t clone the superheavies, but nothing is perfect). More importantly,taking it means that your doppleganger at wave 16 CAN CLONE YOUR TEAMMATES. Many players thus eschew it for Icon of Pain. This said, however, the possibility of cloning a Zoanthrope, Wraithlord, Leman Russ, enemy hero, or one of the doppelgangers is a reason why it should &#039;&#039;never&#039;&#039; be overlooked. And did we mention that a doppelganger clone keeps its ability to revive you and your allies? &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Change&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**Trait: Chaos Aura (Damage to random enemies)&lt;br /&gt;
***Garbage. Bug-ridden so that it almost never hits, and dealing barely as much damage as a single Doombolt when it does, this wargear is unmitigated shit disguised as something useful. The biggest upside to this wargear is that it completely gimps the Wave 16 enemy Sorcerer. &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Pain&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**Trait: Aura of Power (Sorcerer and any nearby allies gain +30% Melee and Ranged damage.)&lt;br /&gt;
***This is a major damage boost to your team, giving them, functionally, the benefits of Combat Expert whilst stacking with said trait. Whether minion-focused or Narcissistic, close-range or long, Icon of Pain&#039;s damage boost is fucking huge and worth using on almost every build. Just beware of what your enemies will do with their own on Wave 16...&lt;br /&gt;
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==Progression==&lt;br /&gt;
The Sorcerer&#039;s progression is a weird affair. Starting out, he&#039;s almost laughably weak, though he&#039;s neither as gimped as the [[Last Stand - Lord General|Lord General]] nor tactically-pigeonholed as the [[Last Stand - Captain|Space Marine Captain]] at first. His health will remain a fairly constant 100 on most builds for the bulk of his career, barring Narcissistic builds, and his defense will never be that great. In exchange, he gets some damned good starting wargear, and is a rarity in that he does fairly good at any range. Even with his dedicated ranged weapons (his staves), he does pretty good overall damage from afar, and boasts more-than-satisfactory close-range DPS in a punch to boot. As you get stronger, his strength compounds, and he quickly can become one of the most powerful direct or indirect heroes on the battlefield - but this takes time and patience. Above all else, remember that the Chaos Sorcerer, lacking the Staff of Tzeentch, is quite vulnerable and has rather bad mobility - get around this by exploiting your spells, minions, teammates, and if all else fails, the terrain to keep yourself from getting overwhelmed.&lt;br /&gt;
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In general, there&#039;s six &amp;quot;main&amp;quot; Chaos Sorcerer builds, all of which focus on specific attributes of the Chaos Sorcerer&#039;s wargear options. Melee Sorcerers range from Doomblasting tanky Sorcerers who focus on the Sword of Spite and heavy armor, throwing themselves into the fray and scattering mooks about like leaves, to Hellblade-wielding serial assholes that focus on priority target destruction. Nukers focus on Let the Galaxy Burn, fighting from afar when possible and using their considerable punch to destroy enemy formations for their teammates. Ranged Support Sorcerers use the Sword of Fate or Warpfire; the former to cast on mooks to break up oncoming groups or cripple a single large target, the latter to obliterate small crowds, tear vehicles apart, and clear paths. Minion builds focus on minions, whether in a commander standpoint or as suicide units. Commander builds focus on boosting teammates, with orbs and with auras. Lastly, troubleshooter builds focus on mobility, getting around quickly, dealing with priority issues, and then fucking off before the enemy can muster a response. All of these six basic roles offer considerable overlap, and as time goes on, you have the ability to either generalize or specialize, as you see fit. This is the centerpiece of the Chaos Sorcerer.&lt;br /&gt;
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Starting out, you have a few basic choices for gear. You naturally want Armor of Eternal War, Mark of Tzeentch, and Tome of Hunger, and either the Sword of Spite or Staff of Warpfire. Both have advantages - the Sword of Spite gives you good CQC DPS and the always-useful fuck-off button in Doomblast, whilst the staff of Warpfire gives less melee damage but a much stronger and longer-ranged zap attack from afar, and lets you demolish lines of enemies with a series of explosions in Warpfire. Warpfire itself has the drawback of being susceptible to Latency, but early on it&#039;s easily the best spell and can clear out entire clusters of enemies in short order. You&#039;ll have some damned good early minions due to the Armor of Eternal War, but you can&#039;t clone high-level units yet, so target quality regular enemies - the Tyranid Warriors in Coliseum are especially prized. Tome of Hunger will let you munch minions if you desperately need to stay alive, so don&#039;t forget about it in a pinch.&lt;br /&gt;
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If you got the DLC, both options give a great survivability boost at the outset. The Rubric Helm can temporarily give you a barrier that cuts all damage by about 50% for the duration; The Oracle staff is a melee weapon that, whilst it does little damage, periodically causes a Fate Weaver attack that can essentially one-shot any early enemy, which makes it hilariously useful, so don&#039;t underestimate it. With the right wargear, this ability can seriously mess up the errant Carnifex that heads your way, so don&#039;t underestimate it.&lt;br /&gt;
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- When you get to &#039;&#039;&#039;Level 2&#039;&#039;&#039;, the Scroll of Blood gives you a tactical option that bolsters your allies; be sure to tell your teammates you have it, and cast it around allied Lord General firing lines and Tau Commanders - they&#039;ll be very grateful for the healing potential it offers, especially if you&#039;re setting up gun nests. You can alternately use this to bolster &#039;&#039;your&#039;&#039; survivability in close combat, if you&#039;re going with a melee build.&lt;br /&gt;
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- At &#039;&#039;&#039;level 3&#039;&#039;&#039;, you get your first Narcissist armor - be very careful - you don&#039;t really want to use this armor immediately, since you don&#039;t have really any of the reasons you&#039;d normally go Narcissist in the first place just yet. Instead, hold onto it and keep it ready for another few levels or so, when that piece of kit will really come into its own.&lt;br /&gt;
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- &#039;&#039;&#039;Level 4&#039;&#039;&#039; then brings you Tome of Doom, which is an outrageously useful piece of wargear that gives you what is, unequivocally, the most utilitarian spell the Chaos Sorcerer gets in Doombolt - don&#039;t underestimate it. From this moment onwards, unless running a build that absolutely &#039;&#039;needs&#039;&#039; that slot, you will invariably be glad you have this spell somewhere on your person and ready to go, at least for now. Melee builds, ranged builds, everyone gets mileage out of Doombolt.&lt;br /&gt;
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- &#039;&#039;&#039;Level 5&#039;&#039;&#039; comes next, and with it, a useful piece of wargear that comes with a price. Icon of Summoning lets you finally clone enemy commanders and bosses, and alternately will give you almost double your normal health for a Narcissist build. But pay heed - your clone on Wave 16 of Coliseum will be able to do so as well, and will cheerfully spawn clones of your and your teammates - and this can quickly lead to disaster... And that asshole will show his ugly stupid head on wave 20, too, just to be a cock. On Anvil of Khorne, this isn&#039;t an issue - use it all you want there (and indeed, it rocks there) - but bear in mind the drawbacks before committing to the use of this wargear outside of a Narcissist loadout otherwise!&lt;br /&gt;
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- &#039;&#039;&#039;Level 6&#039;&#039;&#039; brings you the Sword of Fate, a major boon to ranged builds that offers superior tactical and control options, without sacrificing too much melee power. Cast the spell on a mook squad and watch it cease to exist as you [[Fist of the North Star|make them fucking explode]].&lt;br /&gt;
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- &#039;&#039;&#039;Level 7&#039;&#039;&#039; then brings you the delight of the Sigil of Greater Sorcery - this incredibly useful item overclocks many of your favored prizes up until this point, making Warpfire ragdoll enemies, Doomblast do much more damage and in a larger area, and Curse of Tzeentch leeching some energy from the victim whilst it&#039;s in effect. This useful upgrade will effect your spells yet to come and some gifts you&#039;ll get soon, so it&#039;s absolutely amazing.&lt;br /&gt;
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- &#039;&#039;&#039;Level 8&#039;&#039;&#039; then brings you the Daemonic Gift of Retaliation, and at this point, you can finally Narcissist proper. Throw this gift on with the Sword of Fate, Vestments, and Sigil of Sorcery to become a painfully-hard-to-bring down support tank. Replace the Sword of Fate with the Sword of Spite, and you&#039;ve got twice the Doomblasts for even more explosions. Warpfire Staff&#039;s another option, giving you a mix of close-range power and the ability to launch annoying foes like Banshees. This gift&#039;s also great for minion builds, and it benefits from the Sigil, so by all means, use it.&lt;br /&gt;
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- &#039;&#039;&#039;Level 9&#039;&#039;&#039; then gives you a fantastic boon: An armor that boosts health and energy. The Robes of Unholy Fortitude are, simply put, &#039;&#039;a fucking godsend&#039;&#039; for your survivability at this point, and your minions will also have more health and more energy to play with as part of the bargain. It also has significantly higher defense than your original armor. Sadly, it lacks the Combat Mastery trait of the Armor of Eternal War, so many of your spells and attacks will become notably weaker should you wear this instead. The Sword of Fate really shines here - the spell&#039;s health drain is not effected by the loss of attack power, though the blast is a little weaker, but survivability often trumps raw damage output, so with that in mind, this armor&#039;s in good company.&lt;br /&gt;
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- At &#039;&#039;&#039;Level 10&#039;&#039;&#039;, you get what is unequivocally the Chaos Sorcerer&#039;s worst wargear item in the Icon of Change. Though the explosions generated by the Aura are quite powerful, and capable of seriously disrupting nearby foes, they happen purely at random and virtually never where or when you want them to be, which makes this summarily a very poor choice overall. &lt;br /&gt;
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- Thankfully, &#039;&#039;&#039;11 brings you&#039;&#039;&#039; Scroll of Vengeance - as is the case for all scrolls, coordinate with your allies, and you&#039;ll find this little bastard of a spell to be quite useful for dealing with pesky, high-damage units like Banshees and Warp Spiders.&lt;br /&gt;
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- &#039;&#039;&#039;Level 12&#039;&#039;&#039; brings &#039;&#039;the single most important item in the Chaos Sorcerer&#039;s entire career&#039;&#039; - the Staff of Tzeentch. Mere words cannot describe just how much of a vital improvement this item is for the Chaos Sorcerer. Yes, it denies you the use of vital spells like Doomblast and Curse of Tzeentch, but it lets you teleport, which can and will boost your survivability by several leagues. Unless you have a specific build in mind, the Staff of Tzeentch will never disappoint, since you can escape bad situations, get into position to clear-cut an enemy position, or get right where&#039;s needed to drop a Doombolt barrage in an enemy&#039;s face. Never underestimate it.&lt;br /&gt;
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- &#039;&#039;&#039;The number 13&#039;&#039;&#039; in eastern cultures carries connotations of danger. In case of the Chaos Sorcerer hitting Level 13, this is prophetic, because the Chaos Sorcerer&#039;s strongest overall Narcissist armor is unlocked here. It grants both unshakable, fearless, and the best armor rating of any Chaos Sorcerer armor, as well as the Narcissistic trait. This makes it the king of survivability for Narcissist builds - the improved statistics make it generally the go-to choice, but be forewarned - like the Icon of Summoning, this armor is potentially double-edged - your clone will also be fearless and unshakable with this armor, making it necessary to kill him outright to stop him from reviving his teammates or casting powerful spells!&lt;br /&gt;
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- &#039;&#039;&#039;Level 14&#039;&#039;&#039; gives you the gift of Spite, which makes you minions explode when they die. At this point, you now have what&#039;s needed for a minion bomber build, or, alternately one final &amp;quot;Fuck You&amp;quot; to enemies when you die.&lt;br /&gt;
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- &#039;&#039;&#039;Level 15&#039;&#039;&#039; finally brings the beer and pretzels with the Staff of Daemonic Flame, letting you cast Let the Galaxy Burn and immolating entire squads of mooks like so much kindling. At this point, Nuker builds are now ready to be exploited; nothing of value survives a LtGB salvo when properly kitted out, and anything that does somehow eke its way past the flames is likely to be in sorry shape (or a vehicle/monstrous creature/commander unit - hope you prepared accordingly).&lt;br /&gt;
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- &#039;&#039;&#039;Level 16&#039;&#039;&#039; then gives you the Scroll of Unholy Might - the lynchpin of gunline builds. Coordinate with a Mekboy, General, or Commander specializing in rapid-fire weapons, throw on an Orb of Unholy Might, and laugh as nothing short of a vehicle is getting within 30 feet of your firing lines. Support builds are now fleshed out, so you can begin setting up better to support allies. &lt;br /&gt;
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- &#039;&#039;&#039;Level 17&#039;&#039;&#039; comes next with Robes of the Deathless, the king of Minion armors and considered by many to be one of the single most powerful wargear options in the entire game, bar none. At this point, you&#039;re rapidly approaching the apogee of the Minion builds, but not quite yet.&lt;br /&gt;
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- &#039;&#039;&#039;Level 18&#039;&#039;&#039; gives the Sigil of Master Sorcery - exactly the same as its level 7 counterpart, it bolsters spells much the same way. This turns Doomblasting tanks into godly destroyers of mooks, and adds even more ridiculous destructive potential to Nuker builds, fleshing out both nicely. This also gives Warpfire more bite and makes Curse of Tzeentch heal the user, adding a ton of utility to spells that had previously fallen by the wayside - ranged sorcerers now have even more options, and the ability to stay in the fight longer regardless of build is a major boon.&lt;br /&gt;
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- At one point, &#039;&#039;&#039;Level 19&#039;&#039;&#039; was a hallmark of the Chaos Sorcerer - the Daemonic Gift of Sustenance was once mighty enough to completely warp the metagame around it. LtGB could completely recover your energy, which meant firing it off again and again. Sadly, patches utterly destroyed this for Narcissist builds, and it&#039;s now just a mediocre piece of kit for Narcissist Sorcerers unless running a Muscle Wizard or ranged Zapper build. It is, however, &#039;&#039;fucking amazing&#039;&#039; for Minion Sorcerers, and is the last piece of gear needed to make the strongest Minion Sorcerers viable.&lt;br /&gt;
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- Lastly, at &#039;&#039;&#039;level 20&#039;&#039;&#039;, you have the Icon of Pain, which bolsters you and all allies &#039;&#039;beautifully&#039;&#039;. Pair up with skilled Mekboys, Generals, and Tau Commanders, and you&#039;ll turn a firing line into a bloodbath waiting to happen. Even better, this effects both your minions and you as well, giving the final piece you need for nuke builds and support builds alike. By this point, all avenues are open, and the Chaos Sorcerer is an absolute delight to play - you will constantly unlock new tricks and new spells to try, and you&#039;ll find something that works for you.&lt;br /&gt;
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Special note needs be made of the two achievement wargears. The Accursed Idol gives you the ability to damage opponents that hit you - invaluable for Doomblast Tanks and a godsend to other melee loadouts, though it&#039;s generally not taken that often due to overlap with the Rubric Helm and Orb of Vengeance. The Cataclysmic Hellblade is the single strongest weapon in the Chaos Sorcerer&#039;s entire arsenal damage-wise, but comes at a steep price, so it&#039;s a very finicky option unless you&#039;re planning to make a Muscle Wizard.&lt;br /&gt;
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==Tactics &amp;amp; Strategy==&lt;br /&gt;
&#039;&#039;Main Article: [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]]&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s First Build: Fuck the Spells, I have Fists&#039;&#039;&#039;&lt;br /&gt;
**Being a Muscle Wizard is both possible and, curiously enough, remarkably effective - and even more surprisingly, it has a build viable at low levels; an easy-to-use Muscle Wizard build first becomes available at about level 5 - provided you have the DLC. Start with the Oracle Stave and Rubric Helm, throw on the Vestments, Icon of Greater Summoning, either Tome of Doom or Accursed Idol, and either Consume or Orb of Blood. This gives you a free-to-use periodically make-shit-explode button in the Stave, a massive armor spike courtesy of the Rubric Helm, the ability to heal yourself in a pinch, and a means of either easily splattering small crowds or an errant vehicle threat, or to quickly deal retaliatory damage. As this build advances, cycling out the Vestments for the Armor of Might Undivided is a good idea, and, as ever, tossing Blood Orb/Consume for Rite of Sustenance, though individual tastes should always play a part.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Second Build: Doomblasting Tank&#039;&#039;&#039;&lt;br /&gt;
**A favorite of several in Last Stand, this build involves taking the Sword of Spite, backing it with the Rubric Helm and both Sorcery Sigils. For Armor, you want either the Robe of Unholy Fortitude or one of the Narcissist Armors, and either Icon of Greater Summoning (for the Narcissistic Sorcerer) or Icon of Pain (for the opposite). Get in close, fire off Doomblast, enjoy massive armor improvement that makes you stay in the fight, rinse, repeat. Narcissistic variants of this build have better defense and health, but the Fortitude variant offers more energy, higher damage, and the ability to gain disposable asshole minions from low-level minions.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Third Build: Hellblade Asshole&#039;&#039;&#039;&lt;br /&gt;
**The Cataclysmic Hellblade is, without a doubt, one of the coolest wargear options in the game, offering matchless DPS and fantastic fluff, but it can be extremely hard to use for even the most Muscly of Wizards. Essentially, it trades spellcasting and efficiency for a melee weapon that casts a minor punch-enemy-in-balls spell with every swing. There&#039;s several ways to make this weapon work, but the most tried-and-proven is to pair it with either Narcissistic armor, and the Rite of Sustenance. This will allow the sorcerer to replenish about half of his spent mana from swinging the Hellblade with every swing and heals him significantly each time he swings at something. For further lulz, pair this with Orb of Vengeance and either Accursed Idol or Rubric Helm. Whilst this may ultimately be almost too straightforward, and doesn&#039;t do very well on Coliseum, it handles extremely well on Anvil and can make a mockery of the later vehicle waves.&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Magic Missiler&#039;&#039; (Which unlocks the Accursed Idol) is a simple one.  Just spend 3,500 Energy, which a Sorcerer will do with no trouble.&lt;br /&gt;
** &#039;&#039;There Can Be Only One&#039;&#039; (Which unlocks the Catclysmic Hellblade) is unlocked just by clearing Wave 16 of the Bloodied Coliseum (The Clone wave).  Beat them and you win.  Just beware what you build your Sorcerer with, (Icon of Summmoning especially) as it could make getting this much harder without you meaning for it to.&lt;br /&gt;
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*&#039;&#039;&#039;On Daemonic Doppleganger Tactics:&#039;&#039;&#039;&lt;br /&gt;
**You can clone any normal enemy with Daemonic Doppleganger except for the following: Heroes of any sort, walkers (including Wraithlords and Bloodcrushers), vehicles, super-heavy units of any kind, and a few rare units that count as heroes, such as Zoanthropes and Lictors.&lt;br /&gt;
**With Icon of Greater Summoning, you can clone any of the units on the above list except for Super-Heavies.&lt;br /&gt;
**For Sorcerers that lack the Icon of Greater Summoning - either because they don&#039;t have it yet, or because they are using the other Icons - the best minions are ones that have either good abilities, good damage, or versatility. Particularly prized units for each faction are as follows: Ork Stikkbombas (good damage; free grenades), Ork Stormboyz (Jetpacking and good damage), Tyranid Warriors (either ranged or melee formats are win), Tyranid Raveners (huge ranged damage and burrowstrike), Eldar Wraithguards (massive damage and suppression), Eldar Warp Spiders (Great damage and hard to pin down), Imperial Guard Catachans (good damage at any range, plus grenades), Imperial Guard Ogryns (damage sponges), Chaos Marines (good durability and solid in close-combat), Chaos Cultists (Incredibly Fragile, but the grenade launcher ones absolutely dump out unnaturally high ranged DPS), Bloodletters (See Chaos Marines), Space Marine Scouts (ridiculously high damage to the point of being almost game-breaking; also grenades), and Assault Marines (High damage, good mobility).&lt;br /&gt;
**Avoid cloning the following unless there is no better option: Eldar Grav Platform Teams (shitty AI makes them almost unusable), Banshees (remarkably fragile and come in squad sizes too small for a player to properly exploit),  Imperial Guard Heavy Weapons Teams (See Grav Platform Team), Imperial Stormtroopers (Squad size too small to be that useful), Tyranid Tyrant Guards (they exist to tank and nothing else; unlike the Hive Tyrant&#039;s guard, this one almost never uses Taunt), and Space Marine Devastator Squad (see also: Grav Platform Team and Heavy Weapons Team).&lt;br /&gt;
**With the Icon, you want tougher, stronger minions, or ones with really handy abilities. &lt;br /&gt;
**For Bloodied Coliseum, this means the Wave 4 Captain and Apothecaries, the Wave 8 Zoanthropes, Wave 12 Wraithlords, wave 16 Dopplegangers, Wave 17 Lictor Alpha and Carnifexes, Wave 18 Ork Warboss and Deff Dreads, Wave 19 Elite Terminator and Dreadnaughts, and Araghast on Wave 20.&lt;br /&gt;
**For Anvil of Khorne, grab fucking any vehicle you want, but especially the Predators, Leman Russ, and Fire Prisms. Assault Cannon Dreadnaughts are fine too.&lt;br /&gt;
**Wave 16 Heroes on Coliseum are especially highly-prized for Sorcerers with the Icon of Greater Summoning, especially if you can keep them alive. Not only will they provide extra firepower, but they are the only minion capable of reviving players. This alone justifies their use, but if you can clone say, a high-level Hive Tyrant or Shas&#039;O, or an unkillable Necron Overlord the game just got infinitely easier for you.&lt;br /&gt;
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*&#039;&#039;&#039;On Narcissist Sorcerer Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Losing your Doppleganger ability is fucking &#039;&#039;huge.&#039;&#039; Without the clones to screen for you or provide fire support, you lose out on both staying power and damage, and you aren&#039;t able to benefit from the advantages of the Armor of Eternal War (damage buff), Deathless (survivability boost), or Robes of Unholy Fortitude, either, so your default damage and initial survivability, before upgrades, will be lower. The key, thus, with the Narcissist Sorcerer is to make up for this in other areas.&lt;br /&gt;
**The central advantage to going Narcissist comes from the durability boost via Icon of Greater Summoning and benefitting directly from Daemonic Gifts. A special note needs be made as well for wargear options that benefit the Sorcerer more, such as the Mark of Tzeentch and Consume.&lt;br /&gt;
**Both Narcissistic Armors give decent buffs; the Armor of Might Undivided gives better armor and access to both Fearless and Unshakable, whilst the Vestments of Power Undivided give increased energy regeneration - something that is invariably valuable on a character as energy-hungry as the Sorcerer. Both are excellent; use them well.&lt;br /&gt;
**For a Narcissistic Sorcerer, Daemonic Gifts go from being gimmicky fun to being undeniably powerful options, and completely change how you fight. If you don&#039;t have one on a Narcissistic Sorcerer, you&#039;d almost invariably be better-served by going with the Robe of Unholy Fortitude, which will give you notably enhanced durability whilst not robbing you of your ability to call minions.&lt;br /&gt;
**Gift of Retaliation means Doomblasts without the Sword of Spite, which means fundamentally you get two primary spells from one character. Better still, it benefits from the Sigils of Greater/Master Sorcery. Using this carefully allows you to become immensely powerful: this combination with any of the primary spellcasting weapons makes for a lethally-powerful Sorcerer who can be remarkably hard to pin down because the Gift will exterminate standard melee enemies and buff the Sorcerer all at once. The effects of the Gift and Sword of Spite do not stack, so make sure that if you&#039;re taking the Gift of Retaliation, you use something other than the Sword of Spite.&lt;br /&gt;
**Gift of Sustenance allows you to heal by inflicting damage, and regain energy from close-combat kills, functionally giving a Narcissist Sorcerer a counterpart to the Mekboy&#039;s Big Choppa in that it lets him recover energy by bashing enemies with a stick. Alternately, it can take the edge off using the Cataclysmic Hellblade, or bolster a Sorcerer&#039;s use of the likes of the Oracle Stave. The survival rate boost it gives is sizable, and should be exploited at the first opportunity, even if it isn&#039;t as flagrantly overpowered as it used to be.&lt;br /&gt;
**Gift of Spite isn&#039;t hugely powerful, but gives one last &amp;quot;fuck you&amp;quot; when you die. Again comparable to the Mekboy&#039;s suicide bombs, Gift of Spite is especially handy in scenarios like Wave 9 of Bloodied Coliseum, where players tend to get swarmed and subsequently devoured by the Eldar Banshees. This gift can ensure that even if the Sorcerer goes down, the warp rift he generates gives those nasties an unpleasant surprise. It also means that there&#039;s a legitimate reason for you to use something like a Guerrilla Doombolter build, which tends to die quickly under enemy fire, but ultimately this particular Gift tends to be more useful on minions.&lt;br /&gt;
**Tome of Hunger goes from being a mediocre ability for a Summoner to being a godsend for a Narcissistic Sorcerer. For 25 Energy, you can restore 75 Health - no minion required. This gives a huge amount of survivability to the Sorcerer provided you have decent micromanagement and can help keep you alive that much longer. The cost is expensive, but certainly worth it if it means surviving to see a later wave.&lt;br /&gt;
**Mark of Tzeentch also goes from being mediocre to being good for a Narcissistic Sorcerer. The doubled energy boost means enough energy to cast Consume twice, or hurl out 2 Doombolts and a Curse of Tzeentch. You can do a lot with 50 Energy, so make good use of it.&lt;br /&gt;
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==Build Options==&lt;br /&gt;
Below lies a list of some popular and effective Chaos Sorcerer builds.&lt;br /&gt;
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1) *&#039;&#039;&#039;&#039;&#039;Guerilla Doombolter&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip: Staff of Tzeentch, Armor of Eternal War, Tome of Doom, Sigil of Greater Sorcery, Gift of Spite, Icon of Pain.&lt;br /&gt;
***Simple, simple, simple. This build has one purpose: Using your hideously overpowered Doombolts and mobility to control the battlefield.&lt;br /&gt;
***Icon of Pain and Armor of Eternal War boosts Doombolt to the point where you can easily take down enemy heavies.&lt;br /&gt;
***Greater Sorcery Sigil is there to boost Gift and add the residual fire to the teleport effect.&lt;br /&gt;
***Gift of Spite is chosen over Sustenance because your minions will be non-Improved Summoning clones. Choose your minions carefully.&lt;br /&gt;
***Tome of Doom is this build&#039;s sword, shield, bow, and periodically blunt-force instrument.&lt;br /&gt;
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2) *&#039;&#039;&#039;&#039;&#039;Suicide Minion Bomber&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Weapon of your choosing, Armor of Eternal War, Tome of Hunger OR Greater Sorcery Sigil, Gift of Spite, Gift of Retaliation, and Icon of Pain.&lt;br /&gt;
***Clone melee-focused enemies, such as Hormagaunts, Banshees, and Tyranid Warriors. Anything with a good squad-size is ideal, and a focus on close-combat is a must.&lt;br /&gt;
***Get your minions to attack a target, then blow them up either by resummoning them or using Consume. The resulting warp-rifts will shred most conventional foes.&lt;br /&gt;
***You can alternately clone a squad in the middle of a big cluster, and blow them up accordingly.&lt;br /&gt;
***Use your primary spell to back up your minion-suicide-bombers.&lt;br /&gt;
***Surprisingly survivable if the Tome of Hunger variant is used, due to Consume abuse.&lt;br /&gt;
***Greater Sorcery Sigil enhances your primary spell and the Gift of Retaliation, but Tome of Hunger is genuinely better for this purpose.&lt;br /&gt;
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3) *&#039;&#039;&#039;Lord Of The Clones&#039;&#039;&#039; - Bringing the Beer &amp;amp; Pretzels Bullshit from the tabletop version of 40k, this build is the best Clone build ever. Watch your Clone try to die while it carries your team and acts as a huge fire magnet. Micro isn&#039;t essential, but it is appreciated. So you can teleport around, cook mooks and res teammates, or just camp in a building, smoke weed/drink beers and complain to the other players about how bad tabletop 40k is (and they will agree)&lt;br /&gt;
**&#039;&#039;&#039;Wargear&#039;&#039;&#039;; and why:&lt;br /&gt;
***&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - Mobility is essential, especially with a squishy Sorc like this. It will get you out of tight spots, and get you close to a unit you want to clone and then get the fuck out of dodge. It will also save you from the dreaded Wave 20 Sorc glitch on Anvil (when Wave 19 ends, your Sorc will start Wave 20 exactly where he was at the end of Wave 19, which usually means you start Wave 20 dead or severely disadvantaged.) &lt;br /&gt;
***&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - It gives you a 2nd life, but more importantly it gives your Clone a 2nd life. Just when you thought your Predator got killed by Stikkbommaz, its health shoots back up and Doomblasts them all to shit.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - Gives your Clone Doomblast. Essential for your Clone&#039;s survival and offense as it will clear out enemies when it gets swamped and adds another source of damage.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - Gives your Clone Zealous, another essential trait your Clone needs to stay alive. &#039;&#039;NOTE: The life leech only applies to ranged attacks. However, some melee units&#039; attacks count as ranged, eg. Lictor, Bloodcrusher, Dreadnaughts.&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - Increases the damage of your Clone&#039;s Doomblast. It also gives your Sorc some offense; your Warp now burns the ground on arrival, which can be used to cook unarmored mooks.  Doombolt can be taken instead if you want more damage against heavier targets.&lt;br /&gt;
***&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - Lets you clone the big bad toys you need to kick ass. Your team will love you when you bring a Predator or Bloodcrusher to punch face.&lt;br /&gt;
***Consult the [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]].&lt;br /&gt;
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*&#039;&#039;&#039;Tips &amp;amp; Strategy&#039;&#039;&#039; - Your only job is to make clones and res dead teammates. The Clone will literally do all the killing for you. But you can still contribute:&lt;br /&gt;
**You can use your Warp teleport fire to make traps that will cook enemies on arrival. Teleport onto an enemy spawn point at least 3 times. The more the better, but don&#039;t use up all your Energy or else you won&#039;t be able to teleport away. 5 teleports on a single spot will stack enough fire damage to kill Guardsmen, Culists, Gaunts and Stormtroopers in seconds. A good tactic against IG waves. This isn&#039;t very effective against Marines due to their toughness, or Eldar due to their high damage against your lack of armor.&lt;br /&gt;
**Even if you die, your resurrection isn&#039;t a priority, as your Clone will still be dominating shit.&lt;br /&gt;
**Although you can&#039;t control your Clone, it will eventually run to your location after some time. It will also retreat to your location very quickly if you die, providing a teammate with backup as they res you. If you need to move your Clone somewhere, just camp there and wait.&lt;br /&gt;
**You can also sort-of control some Clone movement. If a Dread or Tank Clone is charging off somewhere you don&#039;t want it to, teleport right in front of its path and it will stop and relocate a target. Note that this only works on some of the larger Clones. &lt;br /&gt;
**Good clone candidates are usually ranged units, due to Zealous. All clones will eventually get into melee, whether on their own or when swamped, so Doomblast is never really wasted. The best clone is always one that takes advantage of all the buffs you have provided.&lt;br /&gt;
**Deathless reactivates after 30 seconds. You can tell when it&#039;s back by the large purple orb surrounding you and/or your clone, instead of counting the seconds.&lt;br /&gt;
**A good way to survive later waves is to camp on a spawn point and use the teleport fire trick. The waves that appear on your spot are pretty much dead, which will help mitigate the swarming effect of the enemy if you camp in the middle. You can always teleport away from a bad situation.&lt;br /&gt;
**You can confuse enemies by constantly entering and exiting a building. When enemies chase you, enter. When they turn away, exit and either assist or continue to trick other incoming enemies. Some enemies won&#039;t fall for this trick, such as Ork Nobz, Space Marines, Hormagaunts and Ogryns. Enemies who are right next to the building when you enter will not fall for this trick.&lt;br /&gt;
**You can also teleport several times in front of a building, and then enter it. Enemies will attack the building and get burned in the process. If they haven&#039;t died yet, your Clone will come to your rescue. Very effective against Banshees, who can&#039;t damage the building very well and will cook very quickly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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4) *&#039;&#039;&#039;Knockback spam&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Fairly much only the Orb of Unholy Might is required&lt;br /&gt;
**&#039;&#039;&#039;Recommended teammates:&#039;&#039;&#039; Tau+Lord General&lt;br /&gt;
**&#039;&#039;&#039;Strategy:&#039;&#039;&#039; On Bloodied Coliseum, have the Tau abuse the map quirk that allows him to never be hit by melee units (this is achieved by having him deploy his drone on some of the rocks on the lower corner of the map near the chain, and then jumping into the rocks giving him permanent heavy cover) It is best if he has twin linked Flamethrowers or burst cannons and the anti tank missiles. The lord General must have a flamer or grenade launcher with the bolter turret. Essentially everyone camps next to the Tau in his glitched spot (If you get the right staff, you can teleport in there just before he lands so you can both stay safe) Depending on armor and weapons you should have enough energy recharge to be able to recast Unholy might exactly as it wears off, causing all of your firepower to deal knockback, this makes the burst cannons ludicrous as they can actually keep units hovering in midair from the sheer amount of knockback they are taking, the lord general and his minions can also cause ridiculous knockback to anything that even TRIES to get close. The only things you need to worry about are your clones and vehicles.&lt;br /&gt;
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5) *&#039;&#039;&#039;KABOOM&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Sword of Spite, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Daemonic Gift of Sustenance, Icon of Summoning &lt;br /&gt;
**&#039;&#039;&#039;Explanation:&#039;&#039;&#039; You are essentially the team&#039;s main source of mob-killing with your doomblast spam, and all your armor and items help make sure that you can at least survive whatever they throw at you.  Seriously, don&#039;t stop running into a group and doomblasting unless thr group just proves to be too big.  However, even then, you can use doomblast to give yourself room against them.&lt;br /&gt;
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6) *&#039;&#039;&#039;&#039;Curse Knight&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Sword of Fate, Armor of Might Undivided, Greater and Master Sorcery Sigil, Gift of Retaliation, and either Icon of Pain or Icon of Summoning.&lt;br /&gt;
***Curse of Tzeentch under both sigils heals the Sorcerer to a fantastic degree, Armor of Might gives good defense and fearless/unshakable, and Gift of Retaliation ensures you aren&#039;t crippled if you get mobbed.&lt;br /&gt;
***Curse weaker foes or those being attacked by teammates for quick mob removal. Target large targets for protracted healing.&lt;br /&gt;
***Curse of Tzeentch stacks. Abuse this to keep your health up in fights.&lt;br /&gt;
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7) *&#039;&#039;&#039;Disco Clone&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Staff of Demonic Flame, Armor of Eternal War, Sigil of Greater Mastery, Demonic Gift of Retaliation, Demonic Gift of Sustenance, Icon of Summoning&lt;br /&gt;
&#039;&#039;&#039;Maps:&#039;&#039;&#039; Anvil of Khorne, Bloodied Colosseum&lt;br /&gt;
&#039;&#039;&#039;Explanation:&#039;&#039;&#039; This hybrid build makes you the main source of damage in your team. While you don&#039;t have mobility and are quite frail, your clone is strong enough to protect you against almost anything, especially if you can clone something big like a Fire Prism or the unholy Predator; hide behind it and let it destroy anything in sight, regaining health and energy for any damage dealt (hence the name of the build). Thanks to Doomblast he will protect you more efficiently and he will also do more damage thanks to Combat Master. But that&#039;s not all: what kind of master let his minion take all the glory? With double balls Let The Galaxy Burn! and Combat Master you can easily annihilate entire waves, destroying anything short of vehicles and heroes (for which there is your big, chunky clone). Remember, though, that, until you can clone something big to hide yourself behind, you must position yourself well, &#039;cause you are still a weak sorcerer without mobility. Still, one of the, if not THE, most damaging build in Last Stand!&lt;br /&gt;
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8) *&#039;&#039;&#039;Carry&#039;&#039;&#039;&lt;br /&gt;
**Warp, Deathless, Doombolt, Greater Sorcery, Master Sorcery, Clone. Can go for more energy and healing orb instead of flames if teammates have aoe covered.&lt;br /&gt;
***Shootas, Warriors, Wraithlord (bulky team), Raveners (lean team), Carnifex. Wraithlord and Carnifex will wipe enemy clones in a couple swings. Also a slow threat if the enemy sorcerer clones. Banshees, Raveners, Tanks&lt;br /&gt;
***Burn ranged blobs. Wait for teammates and clone to aggro in later waves.  &lt;br /&gt;
***Vs melee set up and spike a doombolt. Teleport (in place) to prevent knockback. &lt;br /&gt;
***Wait til any enemy clone uses their jump ability before chasing with doombolt. Don&#039;t be the aggro.&lt;br /&gt;
***Final wave is safest to warp behind clone and not initiate. Pick off weakened clones with doombolt. &lt;br /&gt;
***Enough damage to win with two newbs. Don&#039;t revive them til clone aggros. Vulnerable to knockback, Terminator cyclone strike, let the galaxy burn, tau missle (stay out of range). Keep finger on teleport key. &lt;br /&gt;
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9) &#039;&#039;&#039;Chaos Troll&#039;&#039;&#039; - Level needed: 7 for the lulz to begin, 18 for the trolling to ascend to a higher plane. (Added by: Sythren)&lt;br /&gt;
**&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Staff of Tzeentch, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Mark of Tzeentch, Icon of Summoning. (You&#039;re gonna need the health boost)&lt;br /&gt;
***&#039;&#039;&#039;Maps:&#039;&#039;&#039; Both.&lt;br /&gt;
***&#039;&#039;&#039;Reasoning:&#039;&#039;&#039; As you&#039;ll note with this build, you will have the some of the lowest auto-attack damage in the game. The good news? You won&#039;t need it. The better news? You have the singular ability with all of the power you&#039;ll ever need: Warp. With all of the damage you can desire, all of the mobility needed, an absolutely massive health pool, the benefits of being unpinnable due to the Armor of Might giving both fearless and unshakable, this build will at first confound, confuse, and preferably infuriate your fellow Last Standers as you Warp around, killing all of their mobs. The crux of this build comes with the dual Sigils of Greater/Master Sorcery, which empowers your Warp with the ability to ignite a small but significant area around your Warp&#039;s departure and arrival. One burning from Warp is usually enough to kill low-level infantry in 5-10 seconds, but the beautiful thing here is that the Warp fire stacks in the region, with each teleport creating it&#039;s own fire field, so all you have to do to wipe out that Ork mob is warp in, warp right next to yourself, and potentially warp right next to yourself one more time, dropping as many fire fields as you feel are necessary to burn the Orks out of existence, and laugh at your allies as they struggle to keep up with your kills (I rarely get below 300 kills with this build). Warp&#039;s cooldown is low enough that while a few melee attacks might get off on you once you&#039;ve warped in, you&#039;ll safely be able to warp out without taking significant damage but still dropping another stack of fire. The only downsides to this build are that if you stay too long in a mob, you&#039;ll get krumpt, and ranged damage will eat right through your considerable health pool, also that you&#039;ll do insignificant damage to heavy units without three or more stacks of warp fire on them. The upsides to the downsides are that if you pay attention and know how to kite heavy units through fire fields, you can effectively negate any issues with enough time and mana. Oh, by the way, don&#039;t trade the Mark of Tzeentch for anything else, it&#039;s absolutely a necessity as you&#039;ll have negligible mana regen and you&#039;ll be wanting to Warp at every chance you have, so that +50 energy is beyond useful. Even trading the Mark of Tzeentch out for the Daemonic Gift of Sustenance is a bad idea because you don&#039;t want to be standing around long enough for even a single auto attack. Kite and kite hard. Good luck, have fun, and don&#039;t be afraid to use your teammates as cannon fodder/human shields if you get low on health or energy.&lt;br /&gt;
{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Chaos]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301697</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301697"/>
		<updated>2018-07-25T13:39:51Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
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*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
Fashion dictates that the best build is a fabulous solid gold immortal robot with light effects of your choice from the army painter.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
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OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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*&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer &#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
**Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
*This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
**600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
**Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
**High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
**Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
**You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
**So there must be a downside right? - Wrong, this one man death machine kills everything in a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301696</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301696"/>
		<updated>2018-07-25T13:39:34Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
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*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
&lt;br /&gt;
==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
Fashion dictates that the best build is a fabulous solid gold immortal robot with light effects of your choice from the army painter.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
&lt;br /&gt;
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
&lt;br /&gt;
Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
&lt;br /&gt;
So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
&lt;br /&gt;
Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
&lt;br /&gt;
Wanna do it forever?&lt;br /&gt;
&lt;br /&gt;
Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
&lt;br /&gt;
You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
&lt;br /&gt;
This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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*&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer &#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
**Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
*600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
**Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
**High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
**Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
**You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
**So there must be a downside right? - Wrong, this one man death machine kills everything in a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301695</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301695"/>
		<updated>2018-07-25T13:39:16Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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&lt;br /&gt;
==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
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*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
&lt;br /&gt;
==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
Fashion dictates that the best build is a fabulous solid gold immortal robot with light effects of your choice from the army painter.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
&lt;br /&gt;
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
&lt;br /&gt;
Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
&lt;br /&gt;
So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
&lt;br /&gt;
Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
&lt;br /&gt;
Wanna do it forever?&lt;br /&gt;
&lt;br /&gt;
Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
&lt;br /&gt;
You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
&lt;br /&gt;
The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
&lt;br /&gt;
This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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*&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer &#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
**Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
**600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
**Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
**High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
**Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
**You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
**So there must be a downside right? - Wrong, this one man death machine kills everything in a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301694</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301694"/>
		<updated>2018-07-25T13:38:34Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
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*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
&lt;br /&gt;
==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
Fashion dictates that the best build is a fabulous solid gold immortal robot with light effects of your choice from the army painter.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
&lt;br /&gt;
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
&lt;br /&gt;
Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
&lt;br /&gt;
Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
&lt;br /&gt;
So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
&lt;br /&gt;
Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
&lt;br /&gt;
Wanna do it forever?&lt;br /&gt;
&lt;br /&gt;
Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
&lt;br /&gt;
You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
&lt;br /&gt;
The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
&lt;br /&gt;
This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer &#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
**Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
&lt;br /&gt;
**600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
&lt;br /&gt;
**Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
&lt;br /&gt;
**High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
&lt;br /&gt;
**Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
&lt;br /&gt;
**You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
&lt;br /&gt;
**So there must be a downside right? - Wrong, this one man death machine kills everything in a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Chaos_Sorcerer&amp;diff=301214</id>
		<title>Last Stand - Chaos Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Chaos_Sorcerer&amp;diff=301214"/>
		<updated>2018-07-25T13:27:58Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Armor */&lt;/p&gt;
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&lt;div&gt;The [[Sorcerer (Warhammer 40,000)|Sorcerer]] is the [[Last Stand]] hero for [[Chaos]] &lt;br /&gt;
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==Overview==&lt;br /&gt;
The Sorcerer is an unusual case in [[Last Stand]] heroes in that he has two completely different performance characteristic sets: His armor either focuses summarily on summoning minions that are cloned form your enemies, or on ignoring that this ability exists and instead giving all benefits that would otherwise be given to the Sorcerer&#039;s minions to himself. All Sorcerer builds spiral out from these two archetypes, and the sheer volume of options in each means that the Sorcerer has, perhaps more than any other class, more viable builds and variations than any other.&lt;br /&gt;
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An oft-cited joke by fa/tg/uys and ca/tg/irls playing last stand is that the sorcerer can fulfill damned near any role with the right wargear. Need close-combat? The Sorcerer delivers with the Hellblade, Oracle Staff, Doomblast, Doombolt, and Warpfire. Want to tear enemies to pieces from afar? The Sorcerer has you covered with Let the Galaxy Burn, Curse of Tzeentch, and Doombolt. Want battlefield control? The Sorcerer can make it happen with Warp, the Orbs, and the ability to clone enemies. Want to make the single-most-durable hero in Last Stand ignoring our necron overlords? The Sorcerer can [[Kaldor Draigo|make it happen]]. Heaviest viable raw damage output? Sorcerer does that, too.&lt;br /&gt;
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...But it&#039;s not all good news. The Sorcerer has sub-par armor, and his health boosts are few and far between. Only one minion armor gives a health boost, and getting one as a Narcissistic Sorcerer demands you sacrifice an incredibly powerful Commander Item slot (specifically for Icon of Pain). His mobility is incredibly poor, and its primary improvement comes from a wargear option in what is undeniably his single most contended-for-slot. By far the cruelest part of this class is that if you play a summoning Sorcerer, the computer dopplegangers on Wave 16 of Bloodied Coliseum will be [[That Guy|gigantic, flaming assholes]], as they can - and will - clone you and your teammates if you took the Icon of Greater Summoning. Killing the enemy Sorcerer in such a situation is &#039;&#039;mandatory,&#039;&#039; or an automatic failure on both Wave 16 and Wave 20 is &#039;&#039;assured&#039;&#039;.&lt;br /&gt;
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More than any other class, the Chaos Sorcerer requires a level of skill and care far above and beyond the other classes, though if you stick with it and get good with it, it&#039;s undeniably amongst the strongest classes in the game.&lt;br /&gt;
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==Armor==&lt;br /&gt;
Your choice in armor will define what your Sorcerer will do depending on whether they give you Minion Summoning or Narcissist.  Plan everything else according to what discipline your armor is.&lt;br /&gt;
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*&#039;&#039;&#039;Power Armor&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
** Armor: 12&lt;br /&gt;
***What&#039;s sad is that aside from the lack of special abilities, the default armor isn&#039;t so bad as far as defaults go.&lt;br /&gt;
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*&#039;&#039;&#039;Armor of Eternal War&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Armor: 58&lt;br /&gt;
**Trait: Combat Master (Sorcerer gains +40% Melee and Ranged damage.)&lt;br /&gt;
**Trait: Minion Combat Master (Minions gain +40% Melee and Ranged damage.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Your first minion armor, this armor is extremely important for two specific kinds of Sorcerers; summoners will find the massive damage bonus to their minions a huge boon, whilst offensive casters will likewise find that this armor&#039;s huge buff to their damage output to their liking. Though its protective value is relatively poor (average by Chaos Sorcerer armors, though), the fact that it can let a Doombolt barrage tear open a rampaging Dreadnaught or buff a stolen Zoanthrope to the point where it can obliterate one of Bloodied Coliseum&#039;s Wave 12 Wraithlords in one well-aimed Warp Blast kind of speaks for itself. Consider it if you&#039;re going for raw damage, and you will not be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;Vestments of Power Undivided&#039;&#039;&#039; - &#039;&#039;Level 3&#039;&#039;&lt;br /&gt;
**Armor: 62&lt;br /&gt;
**+0.5 Energy Regeneration&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***The first Narcissistic Armor is actually quite good, though its benefits are not abundantly clear at first glance. With considerably better protection than the Armor of Eternal War, it gets major props for being the &#039;&#039;only source of improved energy regeneration the Sorcerer gets&#039;&#039;. Given that Narcissistic Sorcerers tend to do more casting in the first place, this is a considerable upgrade. Incredibly handy all-game long for any Narcissistic Sorcerer, the Vestments of Power Undivided are incredibly powerful on the right builds, and worth considering for any Narcissistic build.&lt;br /&gt;
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*&#039;&#039;&#039;Robes of Unholy Fortitude&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor: 72&lt;br /&gt;
**+50 Health&lt;br /&gt;
**+25 Energy&lt;br /&gt;
**+50 Minion Health&lt;br /&gt;
**+25 Minion Energy&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***It may not have the massive damage of the Armor of Eternal War or the incredible survivability upgrade of the Robes of the Deathless, but it is easily the most survivable summoner armor, bar none. Providing meaty boosts to not only the Sorcerer&#039;s health and energy, but that of his minions, this armor is incredibly handy for not only extending the performance of the Sorcerer, but making his erstwhile allies have much more staying power for both health and energy. It&#039;s especially useful when using minions that tend to burn energy quickly, like cloned Apothecaries from Wave 4 of Bloodied Coliseum.&lt;br /&gt;
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*&#039;&#039;&#039;Armor of Might Undivided&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Armor: 88&lt;br /&gt;
**Trait: Fearless (Immune to Suppression)&lt;br /&gt;
**Trait: Unshakable (Immune to knockback)&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***Providing Narcissistic trait, as well as Fearless and Unshakable, this is generally the armor of choice for Narcissistic Sorcerers, owing to its good defense and bevy of useful traits. Sadly, it also comes with a punishing drawback: By using it, your clone on Wave 16 is virtually guaranteed to be able to pull off a revive if you aren&#039;t careful due to the fact that you won&#039;t be able to stop them from doing so. This aside, an excellent choice. &lt;br /&gt;
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*&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Armor: 4&lt;br /&gt;
**Trait: Deathless (When Sorcerer dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Trait: Minion Deathless (When Minion dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Do not be fooled by this armor&#039;s seeming lack of abilities and poor defense; It functionally doubles your HP and gives you periodic massive firepower boosts. Even better, it also gives your summoned minions this same Deathless trait. If you want to break the game entirely, run this with a Sigil of Greater Summoning, Clone the toughest member of your group on Wave 16, and laugh as the clone runs around and is &#039;&#039;never able to fucking be killed&#039;&#039;. A cloned necron tank would then have 3 separate health bars of 290 each, allowing him to laugh off an entire army of damage. Paired with the right upgrades, it&#039;s insanely survivable, but you&#039;ll be terrifyingly vulnerable if your skill isn&#039;t up to snuff.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed ranged weapon&lt;br /&gt;
**4.3 DPS&lt;br /&gt;
***If you use the Sword of Spite or Sword of Fate, you&#039;ll use this as your ranged weapon, curiously enough. There is no pistol-upgrade for the Sorcerer, which seems like a bizarre oversight.&lt;br /&gt;
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*&#039;&#039;&#039;Force Sword&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**8.5 DPS&lt;br /&gt;
***Basic weapon. You know the drill by now.&lt;br /&gt;
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*&#039;&#039;&#039;Sword of Spite&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**13.1 DPS&lt;br /&gt;
**Ability: Doomblast (10 Energy, knocks back enemies in an area around him)&lt;br /&gt;
*** This sword is very useful for any close-combat Sorcerer build, as Doomblast makes room-clearing easy - a great answer to those insufferable Banshees that just &#039;&#039;love&#039;&#039; to crowd your arse. It takes very little practice to get good with, and with upgrades, becomes incredibly potent. When upgraded via the runes of Sorcery, it will gain a larger explosion, and can dramatically increase the caster&#039;s armor for a time. Sadly it really begs to be paired with teleportation, which can&#039;t happen due to the Sorcerer&#039;s teleport coming from Staff of Tzeentch. Due to a glitch, this sword stacks extra fire damage relevant to the target&#039;s HP, making you pretty good at killing bosses and big things as long as you continue to strike the same target.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Warpfire&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warpfire (15 Energy, A line of explosions come in front of the Sorcerer.)&lt;br /&gt;
***Warpfire is quite powerful, extremely energy-efficient, and arguably one of the best starting spells. It procs towards the targetted enemy, not towards the ground (like the Captain&#039;s Merciless Strike), and causes quite a bit of damage irrespective of armor protection. It&#039;s one of two spells the Sorcerer has that&#039;s good against vehicles (the other being Doombolt), and its combination of good power and decent range would make it one of the best spells overall save for two problems: It&#039;s incredibly susceptible to latency, and it desperately needs the Sorcery Sigils to be effective. When paired with the greater sigil (for knockback) and master sigil), it packs a surprising amount of wallop provided you can trap an enemy against a wall when you cast it.&lt;br /&gt;
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*&#039;&#039;&#039;Sword of Fate&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**12.5 DPS&lt;br /&gt;
**Ability: Curse of Tzeentch (20 Energy, curses an enemy. The enemy will lose the ability to regenerate health, will take damage over time, and, if the target dies, it will explode.)&lt;br /&gt;
***Deceptively powerful. Curse of Tzeentch isn&#039;t too powerful in and of itself, but excels at killing squads of mooks - cast it on an injured member of a squad or someone being fired at by teammates, and enjoy the lulz when the hapless squib explodes upon death with roughly the force of a Frag Grenade. The Curse is powerful enough to kill most mooks on its own, or cause serious damage to priority targets, which makes Curse quite versatile; even better, it will restore some health (with the Sigil of Master Sorcery) and energy (Sigil of Greater Sorcery). The energy restoration is relatively minor, but enough to make it worth using, since it will reliably earn back 25% or so of its casting cost.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warp (7 Energy, teleports Sorcerer to a new location)&lt;br /&gt;
***Do not overlook this weapon - it may not provide the raw power of Warpfire, Let the Galaxy Burn, or Curse of Tzeentch, but Warp provides you with something potentially more vital than all of these: the golden egg of Last Stand, Mobility. Greater/Master Sorcery Sigils upgrade it with some offensive capability, leaving a pool of fire where you begin (Master) or end up (Greater) that can cause some damage to enemies (the entry/exit fire pools stack damage-wise, and absolutely stack with themselves as each is an individual fire pool, which makes for hilarity as you stack up 7-10 fire pools in one area and burn down a Carnifex). Is particularly valuable for both minion-heavy Sorcerers and the rare guerrilla doombolter Sorcerer, a build for which will be covered below.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Daemonic Flame&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Let the Galaxy Burn! (20 Energy, sends fireballs crashing into the target.  The impact can still burn for a while after colliding)&lt;br /&gt;
*** Without a doubt, your most genuinely useful spell. This is your Plasma Cannon. Your Flamethrower merged with Rokkit Launcha. Your crowd pleaser. It lobs out huge balls of fire that explode and immediately drown the area in flames, knocking light foes down in the process. If you fire it into a blob of lighter infantry, everything in it is going to die. Upgrade it with the Armor of Eternal War and/or Icon of Pain and it&#039;ll start hurting tougher enemies. Note that whilst the knockback effects and initial blast damage from Let the Galaxy Burn stack, the bulk of the damage, coming from the residual fire-patch that results, does not. As such, when firing off a barrage with the Sigils of Greater/Mastery Sorcery, the primary benefits are improved knockdown power and added area-of-effect; you aren&#039;t hindering your damage thus, that much, by not taking them. As such, this piece of wargear offers much more open choices of accessory than it initially appears to.&lt;br /&gt;
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*&#039;&#039;&#039;Cataclysmic Hellblade&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Kill clone from Wave 16 in Bloodied Coliseum&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**21.4 DPS&lt;br /&gt;
**Traits: Hell Attacks (Any attacks with the Hellblade cost 5 energy), Bonus Damage (Attacks with the Hellblade cause extra damage)&lt;br /&gt;
***One of the strongest melee weapons in the entire game. Set aside that it lacks an inherent spell: The Hellblade does massive per-hit damage and a large swing range means that every slash from this asshole of a flame-sword will absolutely hurt like hell and functionally trumps the need to even take along anti-vehicle spells or options. Even the Swarmlord will die like a bitch to a properly-kitted-out Sorcerer packing this weapon. The bonus damage from the Hellblade applies straight through armor protection. The drawback is that the Sorcerer still has shit maneuverability and a slow walk speed, and taking this weapon means not taking a spellcasting item and thus no primary spell, and it drains your energy with every hit so you&#039;ll struggle to cast anything at all. Incredibly potent and with awesome fluff (Being a [[Bloodletter]]&#039;s sword that was ripped from him by a [[Lord of Change]]), but hard to use.&lt;br /&gt;
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*&#039;&#039;&#039;Oracle Stave&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Two-handed melee weapon&lt;br /&gt;
**5.0 DPS&lt;br /&gt;
**Traits: Fate Weaver (Attacks with the Stave have a 30% chance of making the next melee attack from the Sorcerer do massive damage and have a blast radius. The triggering of the Oracle Stave&#039;s Fate Weaver is indicated by a blue rune of Tzeentch around the Sorcerer.)&lt;br /&gt;
***This is very similar to the Warp Spear that the [[Last Stand - Farseer|Farseer]] gets in that it does massive amounts of bonus damage if the target hits in melee combat. Unlike the Warp Spear, however, the Sorcerer does not get the nifty-swell Pull ability that the farseer gets, offset mostly by how much more likely the Oracle Stave&#039;s is to proc than the Warp Spear - the Fate Weaver attack also has a blast radius AND benefits from damage boosting, though it sees precious little actual need for it. When Fate Weaver triggers, it will utterly obliterate virtually any standard single target in a single hit. Araghast? Goes down in one shot. the Warboss? One-shotted. It even stands a good chance of completely ripping apart even super-heavies like the Battlewagon on Anvil of Khorne, making it perhaps the single-best source of spike damage the Sorcerer has. Unfortunately, like the Hellblade, it has no built-in magical ability, no ranged support whatsoever, and doesn&#039;t help the Sorcerer&#039;s poor mobility one bit, though it can make for one deceptively potent [[Muscle Wizard]] in trained hands. Note though that having the doppleganger in Colosseum instakill you or an ally with this weapon fucking sucks. Making a clone of the clone Sorcerer means twice the instagibbing fun though.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
*&#039;&#039;&#039;Mark of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+25 Energy, +25 Minion Energy (Narcissists gain +50 Energy)&lt;br /&gt;
***This is a solid starting piece for the Sorcerer, as energy is always a concern for him, so unlike this item for other classes, it&#039;s almost always a welcome piece of kit regardless of build. It still tends to flag later on, when other means of boosting your energy are available, but is still worth using. It gives a double energy boost for Narcissists, which is always a helpful bonus; the ability to drop another two Let the Galaxy Burns or Curses or three Doombolts sort of pays for itself in terms of practical application.&lt;br /&gt;
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*&#039;&#039;&#039;Tome of Hunger&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Consume (Destroys a minion to restore his health.  A Narcissist instead just spends 25 to regain 75 health.)&lt;br /&gt;
***This is not a choice to be taken lightly for minion Sorcerers, as this will kill your minions - be they lowly Hormagaunts or a super-special Force Commander or Wraithlord, but to put it simply: this wargear option can &#039;&#039;save your goddamned life&#039;&#039; and give a Sorcerer about to die a little bit of extra health to survive that much longer. It&#039;s slightly better for a Narcissist; one of them uses it, the Sorcerer regains 75 health for 25 Energy by using it; not a huge benefit, but one that can potentially save your ass. This ability has a special significance for suicide minion builds, as it gives the Sorcerer a convenient way to blow up his entire squad for fun and profit.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Blood&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Ability: Orb of Blood (10 Energy; Any allies within the orb regain health when they attack, healing 50% of any damage they cause.)&lt;br /&gt;
***Amazingly useful, in no small part due to its low cost and the fact that its cooldown time almost matches the duration time - meaning that with battery support, a Sorcerer can essentially keep this going almost indefinitely. Absolutely beautiful when paired with high-damage teammates like the Mekboy, Shas&#039;O, Hive Tyrant, and Space Marine Captain. Its practical applications are quite numerous, as it greatly boosts your team&#039;s tanking capability while being largely useless for the Bloodied Coliseum&#039;s wave 16 clones because they are too dumb to stay in their own Orb of Blood. Can also be quite helpful for Muscle Wizards and minion support.&lt;br /&gt;
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*&#039;&#039;&#039;Tome of Doom&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**Ability: Doombolt (15 Energy, fire a barrage psychic bolts at enemy. These bolts have quite a bit of scatter, and explode on impact.)&lt;br /&gt;
*** Incredibly powerful and versatile. Can act as a ranged disruptor or a close-combat killer, and one of only two spells the Sorcerer has that&#039;s reliably good against vehicle armor. Get in the habit of using the spell&#039;s 4 different effective ranges; at long range it has wide scatter but can potentially soften up multiple mook squads. At closer ranges, it can easily mow down lighter squads and cause heavy damage to troops closing in; at close range it will critically hurt tough opponents like Nobs and Tyranid Warriors and seriously harm vehicles, and when dropped at your feet it can clear out crowding troops like Banshees. Needs no sigils to be effective, and is so useful that &#039;&#039;entire strategies can be centered around the use of Tome of Doom&#039;&#039;; it&#039;s that good. When backed by Armor of Eternal War and Icon of Pain, it utterly curb-stomps even the raw power of Let the Galaxy Burn. &#039;&#039;Fear it in trained hands&#039;&#039;. In Chaos Rising one can spam Doombolts by canceling when the cooldown is slightly less then halfway to refund the energy cost and cooldown time. I got 29 doombolt casts in a row before I missed one. I&#039;ve tried in Retribution but it didn&#039;t work. By using this one can get the 40% damage bonus of the Armor of Eternal War and the 30% of the Icon of Pain and still spam like the Narcissistic and Gift of Sustenance combo. The lack of accuracy at range means little when you shoot 30 doombolts at your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Traits: Greater Sorcery (Warpfire causes knockback, Doomblast deals extra damage, LtGB gives an extra fireball, Curse recharges Sorcerer&#039;s Energy, Warp burns ground upon arrival)&lt;br /&gt;
*** This is a quick way to make any of your primary spells more useful. Worth noting, it also effects Gift of Retaliation. How good it is depends on the spells you&#039;re using; LtGB gains the added knockdown and burn of a second fireball, but &#039;&#039;not&#039;&#039; increased damage; Curse becomes more efficient due to leeching some energy; Doomblast (and the Gift of Retaliation) becomes stronger and gains a bigger area-of-effect; Warp becomes useful for damaging mooks and zoning, and Warpfire becomes capable of knocking down anything it doesn&#039;t flat-out destroy. All are incredibly handy, but ultimately optional - choose well.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Traits: Reactive Strike (If a minion is hit in melee, they can set off a defensive Doomblast. This Doomblast is affected by the sigils, and if the Sorcerer has Narcissistic, this will instead apply to him.)&lt;br /&gt;
***Incredibly useful and surprisingly easy to overlook. This gives either you (if a Narcissistic Sorcerer) or all your minions (if otherwise) the ability to automatically cause a Doomblast, identical to the Sword of Spite&#039;s, costing no energy, when struck by a melee attack. Even better, it&#039;s boosted the same way by the Sigils as the actual Sword of Spite; the blast is larger and stronger with the Sigil of Greater Sorcerer, and provides a defensive buff with the Sigil of Master Sorcery. This wargear thus has &#039;&#039;huge&#039;&#039; value for both improving the tankiness of minions and increasing the Sorcerer&#039;s survivability. This opens up several build options for both Narcissistic and Standard Sorcerers. It tends to work better on melee minions (Hormagaunts, Warriors, etc) than ranged minions, due to greater odds of being melee attacked. Putting it simply: if you have plenty of expendable goons (Or if you [[Multilasers|like having explosions in your Narcissistic Sorcerer&#039;s explosions so you can kill while you kill]])(this is actually inefficient due to throwing mooks away from the first explosion so the second won&#039;t hit them), this is a useful little trick.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Vengeance&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Ability: Orb of Vengeance (10 Energy, if anyone attacks an ally within this orb, they get hit back with 150% of the damage dealt.)&lt;br /&gt;
***As is the case for the Orb of Blood, Orb of Vengeance&#039;s cooldown and duration are almost identical, meaning it chains well. A spell that&#039;s really good for Muscle Wizard builds or for supporting a gunline alike. Also incredibly handy for saving teammates if they get swamped, since it&#039;s likely that even if your allied Tyrant or Shas&#039;O goes down due to Banshee Swarms or some of those asshole scout squads, the orb will ensure that they take some of them with them. Note, however, that the tooltip lies; the damage returned is much closer to 50% than 100%.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Spite&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Minion Death Throes (If a minion dies, a warp storm erupts where he died, knocking back any enemies.  If the Sorcerer is Narcissistic, the trait applies to him instead.)&lt;br /&gt;
*** This gives your minions or you (if Narcissistic) a death explosion remarkably similar to a warp rift detonation (pulls targets across the center of explosion). Initially the damage is not that impressive, but it&#039;s easily combined it with the Armor of Eternal War, Icon of Pain, Daemonic Gift of Retaliation, and the Sigil of Greater Sorcery. Clone a Hormagaunt unit, and let the shenannigans begin. This is the obvious basis behind the suicide minion build. Very disruptive, and if you summon high member squads at the right place, results in epic carnage.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Unholy Might&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**Ability: Orb of Unholy Might (10 Energy, allies within the orb can now deal knockback with their basic attacks.)&lt;br /&gt;
***Arguably the best orb in the entire game and a strong contender for the most unsung buff spell in the entire game as well. Every attack from within the bubble becomes a knockdown attack - melee or ranged. Throw this down on an allied Lord General, Shas&#039;O, or Mekboy and watch as your ally becomes a completely unapproachable death machine capable of Soloing wave 16. Every single shot they throw out will knock foes down, and if they&#039;re using burst cannons, Deffguns, Shootas, or god help you, flamers, they&#039;ll be completely unable to be advanced upon by anything short of a vehicle for the duration.&lt;br /&gt;
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*&#039;&#039;&#039;Sigil of Master Sorcery&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039; &lt;br /&gt;
**Trait: Master Sorcery (Warpfire has double range, Doomblast gives caster temporary armor, Curse of Tzeentch heals Sorcerer, LtGB adds another fireball, Warp burns ground upon departure)&lt;br /&gt;
***Second verse: Same as the first. The Sigil of Master Sorcery likewise improves your primary spells, and, again, Gift of Retaliation. Unlike Greater Sigil, Mastery&#039;s upgrades are a little more ambitious: LtGB gains the added knockdown and burn of another fireball (for as many as 3 when both sigils are used), but &#039;&#039;not&#039;&#039; increased damage; Curse now replenishes a little health; Doomblast (and the Gift of Retaliation) now provides a substantial boost to Armor for a short time, and Warpfire now has a much larger area of effect. Once again, it&#039;s incredibly powerful, but ultimately optional; choose whether or not to use it on a case-by-case basis.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Trait: Minion Combat Vigor (Minion gains 2 energy for each strike it makes. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
**Trait: Zealous (Whenever minion attacks, it gains back any damage it gives as Health. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
***Hoo boy. This one&#039;s a gamechanger. At one point, this was arguably the single most powerful piece of Wargear for the Sorcerer; everything a Narcissistic Sorcerer did leeched health and any kill made by a Narcissistic Sorcerer recovered energy; it was tantamount to godmode in trained hands. Sadly, it was nerfed heavily in a recent update, but even in the face of this, it remains one of the best wargear options. Using it gives massive survivability buffs to a Summoning Sorcerer, giving enormous survivability to the Sorcerer&#039;s Minions. Though no longer the godmode device for Narcissistic Sorcerers, it&#039;s still incredibly useful for them, especially for any Sorcerer who favors close-combat. It makes the Cataclysmic Hellblade significantly better, improves the Sword of Spite and Sword of Fate, and can get surprising mileage out of the Oracle Stave. Bear in mind its limitation: Whilst it provides some healing with normal attacks, only close-combat kills will restore energy.&lt;br /&gt;
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*&#039;&#039;&#039;Accursed Idol&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Spend 5,000 Energy as Sorcerer in abilities&#039;&#039;&lt;br /&gt;
**Traits: Accursed Idol (Any damage the Sorcerer takes is given back to attacker)&lt;br /&gt;
***If you want to be a heavy-assault Narcissist Sorcerer or want to bring something to fuck with those insufferable wave 9 Banshees on Coliseum, this should get serious consideration: whilst it takes up the same space as Orb of Vengeance, which can effects multiple allies instead of just you, the Accursed Idol works without any oversight or need for energy, making it much more useful for a Sorcerer who plans to stay on the move. Definitely worth considering for any Sorcerer planning to be in the thick of it.&lt;br /&gt;
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*&#039;&#039;&#039;Rubric-Touched Helm&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Traits: Dark Fortification (When hit in melee, Sorcerer gains 150 armor for 10 seconds)&lt;br /&gt;
***This one works particularly well for cutting the damage you&#039;d take for a little bit and is especially handy for Muscle Wizards. It stacks with your current armor, as well as with the Armor boost from Doomblast/Gift of Retaliation under Sigil of Master Sorcery. Just bear in mind that whilst the Rubric Helm&#039;s armor boost is substantial - enough to cut the damage the Sorcerer takes substantially - it&#039;s also fairly short lived and then has to be activated again (you cannot reset the timer whilst one Dark Fortification is going). It has outstanding synergy with the Sword of Spite and Sigils, as it can make a Sorcerer close-to-unkillable with some skill behind it. It also looks fucking awesome, because it&#039;s based on [[Ahriman]]&#039;s helmet.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
*&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**Traits: Greater Summoning (Sorcerers can now clone enemy Champions (Wraithlords, Force Commander, Wave 16 clones, Nobs).  Narcissistic Sorcerers gain +125 Health instead)&lt;br /&gt;
***Excellent for minion-focused Sorcerers, and good for Narcissistic Sorcerers who want serious health. It&#039;s not absolutely essential for a minion-based sorcerer, as there are still great minion choices to choose from (Tyranid Warriors, Raveners, and Wraithguards, for example), but on Anvil of Khorne it lets you clone things like Fire Prisms and Leman Russes (sadly you can&#039;t clone the superheavies, but nothing is perfect). More importantly,taking it means that your doppleganger at wave 16 CAN CLONE YOUR TEAMMATES. Many players thus eschew it for Icon of Pain. This said, however, the possibility of cloning a Zoanthrope, Wraithlord, Leman Russ, enemy hero, or one of the doppelgangers is a reason why it should &#039;&#039;never&#039;&#039; be overlooked. And did we mention that a doppelganger clone keeps its ability to revive you and your allies? &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Change&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**Trait: Chaos Aura (Damage to random enemies)&lt;br /&gt;
***Garbage. Bug-ridden so that it almost never hits, and dealing barely as much damage as a single Doombolt when it does, this wargear is unmitigated shit disguised as something useful. The biggest upside to this wargear is that it completely gimps the Wave 16 enemy Sorcerer. &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Pain&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**Trait: Aura of Power (Sorcerer and any nearby allies gain +30% Melee and Ranged damage.)&lt;br /&gt;
***This is a major damage boost to your team, giving them, functionally, the benefits of Combat Expert whilst stacking with said trait. Whether minion-focused or Narcissistic, close-range or long, Icon of Pain&#039;s damage boost is fucking huge and worth using on almost every build. Just beware of what your enemies will do with their own on Wave 16...&lt;br /&gt;
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==Progression==&lt;br /&gt;
The Sorcerer&#039;s progression is a weird affair. Starting out, he&#039;s almost laughably weak, though he&#039;s neither as gimped as the [[Last Stand - Lord General|Lord General]] nor tactically-pigeonholed as the [[Last Stand - Captain|Space Marine Captain]] at first. His health will remain a fairly constant 100 on most builds for the bulk of his career, barring Narcissistic builds, and his defense will never be that great. In exchange, he gets some damned good starting wargear, and is a rarity in that he does fairly good at any range. Even with his dedicated ranged weapons (his staves), he does pretty good overall damage from afar, and boasts more-than-satisfactory close-range DPS in a punch to boot. As you get stronger, his strength compounds, and he quickly can become one of the most powerful direct or indirect heroes on the battlefield - but this takes time and patience. Above all else, remember that the Chaos Sorcerer, lacking the Staff of Tzeentch, is quite vulnerable and has rather bad mobility - get around this by exploiting your spells, minions, teammates, and if all else fails, the terrain to keep yourself from getting overwhelmed.&lt;br /&gt;
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In general, there&#039;s six &amp;quot;main&amp;quot; Chaos Sorcerer builds, all of which focus on specific attributes of the Chaos Sorcerer&#039;s wargear options. Melee Sorcerers range from Doomblasting tanky Sorcerers who focus on the Sword of Spite and heavy armor, throwing themselves into the fray and scattering mooks about like leaves, to Hellblade-wielding serial assholes that focus on priority target destruction. Nukers focus on Let the Galaxy Burn, fighting from afar when possible and using their considerable punch to destroy enemy formations for their teammates. Ranged Support Sorcerers use the Sword of Fate or Warpfire; the former to cast on mooks to break up oncoming groups or cripple a single large target, the latter to obliterate small crowds, tear vehicles apart, and clear paths. Minion builds focus on minions, whether in a commander standpoint or as suicide units. Commander builds focus on boosting teammates, with orbs and with auras. Lastly, troubleshooter builds focus on mobility, getting around quickly, dealing with priority issues, and then fucking off before the enemy can muster a response. All of these six basic roles offer considerable overlap, and as time goes on, you have the ability to either generalize or specialize, as you see fit. This is the centerpiece of the Chaos Sorcerer.&lt;br /&gt;
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Starting out, you have a few basic choices for gear. You naturally want Armor of Eternal War, Mark of Tzeentch, and Tome of Hunger, and either the Sword of Spite or Staff of Warpfire. Both have advantages - the Sword of Spite gives you good CQC DPS and the always-useful fuck-off button in Doomblast, whilst the staff of Warpfire gives less melee damage but a much stronger and longer-ranged zap attack from afar, and lets you demolish lines of enemies with a series of explosions in Warpfire. Warpfire itself has the drawback of being susceptible to Latency, but early on it&#039;s easily the best spell and can clear out entire clusters of enemies in short order. You&#039;ll have some damned good early minions due to the Armor of Eternal War, but you can&#039;t clone high-level units yet, so target quality regular enemies - the Tyranid Warriors in Coliseum are especially prized. Tome of Hunger will let you munch minions if you desperately need to stay alive, so don&#039;t forget about it in a pinch.&lt;br /&gt;
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If you got the DLC, both options give a great survivability boost at the outset. The Rubric Helm can temporarily give you a barrier that cuts all damage by about 50% for the duration; The Oracle staff is a melee weapon that, whilst it does little damage, periodically causes a Fate Weaver attack that can essentially one-shot any early enemy, which makes it hilariously useful, so don&#039;t underestimate it. With the right wargear, this ability can seriously mess up the errant Carnifex that heads your way, so don&#039;t underestimate it.&lt;br /&gt;
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- When you get to &#039;&#039;&#039;Level 2&#039;&#039;&#039;, the Scroll of Blood gives you a tactical option that bolsters your allies; be sure to tell your teammates you have it, and cast it around allied Lord General firing lines and Tau Commanders - they&#039;ll be very grateful for the healing potential it offers, especially if you&#039;re setting up gun nests. You can alternately use this to bolster &#039;&#039;your&#039;&#039; survivability in close combat, if you&#039;re going with a melee build.&lt;br /&gt;
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- At &#039;&#039;&#039;level 3&#039;&#039;&#039;, you get your first Narcissist armor - be very careful - you don&#039;t really want to use this armor immediately, since you don&#039;t have really any of the reasons you&#039;d normally go Narcissist in the first place just yet. Instead, hold onto it and keep it ready for another few levels or so, when that piece of kit will really come into its own.&lt;br /&gt;
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- &#039;&#039;&#039;Level 4&#039;&#039;&#039; then brings you Tome of Doom, which is an outrageously useful piece of wargear that gives you what is, unequivocally, the most utilitarian spell the Chaos Sorcerer gets in Doombolt - don&#039;t underestimate it. From this moment onwards, unless running a build that absolutely &#039;&#039;needs&#039;&#039; that slot, you will invariably be glad you have this spell somewhere on your person and ready to go, at least for now. Melee builds, ranged builds, everyone gets mileage out of Doombolt.&lt;br /&gt;
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- &#039;&#039;&#039;Level 5&#039;&#039;&#039; comes next, and with it, a useful piece of wargear that comes with a price. Icon of Summoning lets you finally clone enemy commanders and bosses, and alternately will give you almost double your normal health for a Narcissist build. But pay heed - your clone on Wave 16 of Coliseum will be able to do so as well, and will cheerfully spawn clones of your and your teammates - and this can quickly lead to disaster... And that asshole will show his ugly stupid head on wave 20, too, just to be a cock. On Anvil of Khorne, this isn&#039;t an issue - use it all you want there (and indeed, it rocks there) - but bear in mind the drawbacks before committing to the use of this wargear outside of a Narcissist loadout otherwise!&lt;br /&gt;
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- &#039;&#039;&#039;Level 6&#039;&#039;&#039; brings you the Sword of Fate, a major boon to ranged builds that offers superior tactical and control options, without sacrificing too much melee power. Cast the spell on a mook squad and watch it cease to exist as you [[Fist of the North Star|make them fucking explode]].&lt;br /&gt;
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- &#039;&#039;&#039;Level 7&#039;&#039;&#039; then brings you the delight of the Sigil of Greater Sorcery - this incredibly useful item overclocks many of your favored prizes up until this point, making Warpfire ragdoll enemies, Doomblast do much more damage and in a larger area, and Curse of Tzeentch leeching some energy from the victim whilst it&#039;s in effect. This useful upgrade will effect your spells yet to come and some gifts you&#039;ll get soon, so it&#039;s absolutely amazing.&lt;br /&gt;
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- &#039;&#039;&#039;Level 8&#039;&#039;&#039; then brings you the Daemonic Gift of Retaliation, and at this point, you can finally Narcissist proper. Throw this gift on with the Sword of Fate, Vestments, and Sigil of Sorcery to become a painfully-hard-to-bring down support tank. Replace the Sword of Fate with the Sword of Spite, and you&#039;ve got twice the Doomblasts for even more explosions. Warpfire Staff&#039;s another option, giving you a mix of close-range power and the ability to launch annoying foes like Banshees. This gift&#039;s also great for minion builds, and it benefits from the Sigil, so by all means, use it.&lt;br /&gt;
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- &#039;&#039;&#039;Level 9&#039;&#039;&#039; then gives you a fantastic boon: An armor that boosts health and energy. The Robes of Unholy Fortitude are, simply put, &#039;&#039;a fucking godsend&#039;&#039; for your survivability at this point, and your minions will also have more health and more energy to play with as part of the bargain. It also has significantly higher defense than your original armor. Sadly, it lacks the Combat Mastery trait of the Armor of Eternal War, so many of your spells and attacks will become notably weaker should you wear this instead. The Sword of Fate really shines here - the spell&#039;s health drain is not effected by the loss of attack power, though the blast is a little weaker, but survivability often trumps raw damage output, so with that in mind, this armor&#039;s in good company.&lt;br /&gt;
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- At &#039;&#039;&#039;Level 10&#039;&#039;&#039;, you get what is unequivocally the Chaos Sorcerer&#039;s worst wargear item in the Icon of Change. Though the explosions generated by the Aura are quite powerful, and capable of seriously disrupting nearby foes, they happen purely at random and virtually never where or when you want them to be, which makes this summarily a very poor choice overall. &lt;br /&gt;
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- Thankfully, &#039;&#039;&#039;11 brings you&#039;&#039;&#039; Scroll of Vengeance - as is the case for all scrolls, coordinate with your allies, and you&#039;ll find this little bastard of a spell to be quite useful for dealing with pesky, high-damage units like Banshees and Warp Spiders.&lt;br /&gt;
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- &#039;&#039;&#039;Level 12&#039;&#039;&#039; brings &#039;&#039;the single most important item in the Chaos Sorcerer&#039;s entire career&#039;&#039; - the Staff of Tzeentch. Mere words cannot describe just how much of a vital improvement this item is for the Chaos Sorcerer. Yes, it denies you the use of vital spells like Doomblast and Curse of Tzeentch, but it lets you teleport, which can and will boost your survivability by several leagues. Unless you have a specific build in mind, the Staff of Tzeentch will never disappoint, since you can escape bad situations, get into position to clear-cut an enemy position, or get right where&#039;s needed to drop a Doombolt barrage in an enemy&#039;s face. Never underestimate it.&lt;br /&gt;
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- &#039;&#039;&#039;The number 13&#039;&#039;&#039; in eastern cultures carries connotations of danger. In case of the Chaos Sorcerer hitting Level 13, this is prophetic, because the Chaos Sorcerer&#039;s strongest overall Narcissist armor is unlocked here. It grants both unshakable, fearless, and the best armor rating of any Chaos Sorcerer armor, as well as the Narcissistic trait. This makes it the king of survivability for Narcissist builds - the improved statistics make it generally the go-to choice, but be forewarned - like the Icon of Summoning, this armor is potentially double-edged - your clone will also be fearless and unshakable with this armor, making it necessary to kill him outright to stop him from reviving his teammates or casting powerful spells!&lt;br /&gt;
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- &#039;&#039;&#039;Level 14&#039;&#039;&#039; gives you the gift of Spite, which makes you minions explode when they die. At this point, you now have what&#039;s needed for a minion bomber build, or, alternately one final &amp;quot;Fuck You&amp;quot; to enemies when you die.&lt;br /&gt;
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- &#039;&#039;&#039;Level 15&#039;&#039;&#039; finally brings the beer and pretzels with the Staff of Daemonic Flame, letting you cast Let the Galaxy Burn and immolating entire squads of mooks like so much kindling. At this point, Nuker builds are now ready to be exploited; nothing of value survives a LtGB salvo when properly kitted out, and anything that does somehow eke its way past the flames is likely to be in sorry shape (or a vehicle/monstrous creature/commander unit - hope you prepared accordingly).&lt;br /&gt;
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- &#039;&#039;&#039;Level 16&#039;&#039;&#039; then gives you the Scroll of Unholy Might - the lynchpin of gunline builds. Coordinate with a Mekboy, General, or Commander specializing in rapid-fire weapons, throw on an Orb of Unholy Might, and laugh as nothing short of a vehicle is getting within 30 feet of your firing lines. Support builds are now fleshed out, so you can begin setting up better to support allies. &lt;br /&gt;
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- &#039;&#039;&#039;Level 17&#039;&#039;&#039; comes next with Robes of the Deathless, the king of Minion armors and considered by many to be one of the single most powerful wargear options in the entire game, bar none. At this point, you&#039;re rapidly approaching the apogee of the Minion builds, but not quite yet.&lt;br /&gt;
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- &#039;&#039;&#039;Level 18&#039;&#039;&#039; gives the Sigil of Master Sorcery - exactly the same as its level 7 counterpart, it bolsters spells much the same way. This turns Doomblasting tanks into godly destroyers of mooks, and adds even more ridiculous destructive potential to Nuker builds, fleshing out both nicely. This also gives Warpfire more bite and makes Curse of Tzeentch heal the user, adding a ton of utility to spells that had previously fallen by the wayside - ranged sorcerers now have even more options, and the ability to stay in the fight longer regardless of build is a major boon.&lt;br /&gt;
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- At one point, &#039;&#039;&#039;Level 19&#039;&#039;&#039; was a hallmark of the Chaos Sorcerer - the Daemonic Gift of Sustenance was once mighty enough to completely warp the metagame around it. LtGB could completely recover your energy, which meant firing it off again and again. Sadly, patches utterly destroyed this for Narcissist builds, and it&#039;s now just a mediocre piece of kit for Narcissist Sorcerers unless running a Muscle Wizard or ranged Zapper build. It is, however, &#039;&#039;fucking amazing&#039;&#039; for Minion Sorcerers, and is the last piece of gear needed to make the strongest Minion Sorcerers viable.&lt;br /&gt;
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- Lastly, at &#039;&#039;&#039;level 20&#039;&#039;&#039;, you have the Icon of Pain, which bolsters you and all allies &#039;&#039;beautifully&#039;&#039;. Pair up with skilled Mekboys, Generals, and Tau Commanders, and you&#039;ll turn a firing line into a bloodbath waiting to happen. Even better, this effects both your minions and you as well, giving the final piece you need for nuke builds and support builds alike. By this point, all avenues are open, and the Chaos Sorcerer is an absolute delight to play - you will constantly unlock new tricks and new spells to try, and you&#039;ll find something that works for you.&lt;br /&gt;
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Special note needs be made of the two achievement wargears. The Accursed Idol gives you the ability to damage opponents that hit you - invaluable for Doomblast Tanks and a godsend to other melee loadouts, though it&#039;s generally not taken that often due to overlap with the Rubric Helm and Orb of Vengeance. The Cataclysmic Hellblade is the single strongest weapon in the Chaos Sorcerer&#039;s entire arsenal damage-wise, but comes at a steep price, so it&#039;s a very finicky option unless you&#039;re planning to make a Muscle Wizard.&lt;br /&gt;
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==Tactics &amp;amp; Strategy==&lt;br /&gt;
&#039;&#039;Main Article: [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]]&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s First Build: Fuck the Spells, I have Fists&#039;&#039;&#039;&lt;br /&gt;
**Being a Muscle Wizard is both possible and, curiously enough, remarkably effective - and even more surprisingly, it has a build viable at low levels; an easy-to-use Muscle Wizard build first becomes available at about level 5 - provided you have the DLC. Start with the Oracle Stave and Rubric Helm, throw on the Vestments, Icon of Greater Summoning, either Tome of Doom or Accursed Idol, and either Consume or Orb of Blood. This gives you a free-to-use periodically make-shit-explode button in the Stave, a massive armor spike courtesy of the Rubric Helm, the ability to heal yourself in a pinch, and a means of either easily splattering small crowds or an errant vehicle threat, or to quickly deal retaliatory damage. As this build advances, cycling out the Vestments for the Armor of Might Undivided is a good idea, and, as ever, tossing Blood Orb/Consume for Rite of Sustenance, though individual tastes should always play a part.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Second Build: Doomblasting Tank&#039;&#039;&#039;&lt;br /&gt;
**A favorite of several in Last Stand, this build involves taking the Sword of Spite, backing it with the Rubric Helm and both Sorcery Sigils. For Armor, you want either the Robe of Unholy Fortitude or one of the Narcissist Armors, and either Icon of Greater Summoning (for the Narcissistic Sorcerer) or Icon of Pain (for the opposite). Get in close, fire off Doomblast, enjoy massive armor improvement that makes you stay in the fight, rinse, repeat. Narcissistic variants of this build have better defense and health, but the Fortitude variant offers more energy, higher damage, and the ability to gain disposable asshole minions from low-level minions.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Third Build: Hellblade Asshole&#039;&#039;&#039;&lt;br /&gt;
**The Cataclysmic Hellblade is, without a doubt, one of the coolest wargear options in the game, offering matchless DPS and fantastic fluff, but it can be extremely hard to use for even the most Muscly of Wizards. Essentially, it trades spellcasting and efficiency for a melee weapon that casts a minor punch-enemy-in-balls spell with every swing. There&#039;s several ways to make this weapon work, but the most tried-and-proven is to pair it with either Narcissistic armor, and the Rite of Sustenance. This will allow the sorcerer to replenish about half of his spent mana from swinging the Hellblade with every swing and heals him significantly each time he swings at something. For further lulz, pair this with Orb of Vengeance and either Accursed Idol or Rubric Helm. Whilst this may ultimately be almost too straightforward, and doesn&#039;t do very well on Coliseum, it handles extremely well on Anvil and can make a mockery of the later vehicle waves.&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Magic Missiler&#039;&#039; (Which unlocks the Accursed Idol) is a simple one.  Just spend 3,500 Energy, which a Sorcerer will do with no trouble.&lt;br /&gt;
** &#039;&#039;There Can Be Only One&#039;&#039; (Which unlocks the Catclysmic Hellblade) is unlocked just by clearing Wave 16 of the Bloodied Coliseum (The Clone wave).  Beat them and you win.  Just beware what you build your Sorcerer with, (Icon of Summmoning especially) as it could make getting this much harder without you meaning for it to.&lt;br /&gt;
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*&#039;&#039;&#039;On Daemonic Doppleganger Tactics:&#039;&#039;&#039;&lt;br /&gt;
**You can clone any normal enemy with Daemonic Doppleganger except for the following: Heroes of any sort, walkers (including Wraithlords and Bloodcrushers), vehicles, super-heavy units of any kind, and a few rare units that count as heroes, such as Zoanthropes and Lictors.&lt;br /&gt;
**With Icon of Greater Summoning, you can clone any of the units on the above list except for Super-Heavies.&lt;br /&gt;
**For Sorcerers that lack the Icon of Greater Summoning - either because they don&#039;t have it yet, or because they are using the other Icons - the best minions are ones that have either good abilities, good damage, or versatility. Particularly prized units for each faction are as follows: Ork Stikkbombas (good damage; free grenades), Ork Stormboyz (Jetpacking and good damage), Tyranid Warriors (either ranged or melee formats are win), Tyranid Raveners (huge ranged damage and burrowstrike), Eldar Wraithguards (massive damage and suppression), Eldar Warp Spiders (Great damage and hard to pin down), Imperial Guard Catachans (good damage at any range, plus grenades), Imperial Guard Ogryns (damage sponges), Chaos Marines (good durability and solid in close-combat), Chaos Cultists (Incredibly Fragile, but the grenade launcher ones absolutely dump out unnaturally high ranged DPS), Bloodletters (See Chaos Marines), Space Marine Scouts (ridiculously high damage to the point of being almost game-breaking; also grenades), and Assault Marines (High damage, good mobility).&lt;br /&gt;
**Avoid cloning the following unless there is no better option: Eldar Grav Platform Teams (shitty AI makes them almost unusable), Banshees (remarkably fragile and come in squad sizes too small for a player to properly exploit),  Imperial Guard Heavy Weapons Teams (See Grav Platform Team), Imperial Stormtroopers (Squad size too small to be that useful), Tyranid Tyrant Guards (they exist to tank and nothing else; unlike the Hive Tyrant&#039;s guard, this one almost never uses Taunt), and Space Marine Devastator Squad (see also: Grav Platform Team and Heavy Weapons Team).&lt;br /&gt;
**With the Icon, you want tougher, stronger minions, or ones with really handy abilities. &lt;br /&gt;
**For Bloodied Coliseum, this means the Wave 4 Captain and Apothecaries, the Wave 8 Zoanthropes, Wave 12 Wraithlords, wave 16 Dopplegangers, Wave 17 Lictor Alpha and Carnifexes, Wave 18 Ork Warboss and Deff Dreads, Wave 19 Elite Terminator and Dreadnaughts, and Araghast on Wave 20.&lt;br /&gt;
**For Anvil of Khorne, grab fucking any vehicle you want, but especially the Predators, Leman Russ, and Fire Prisms. Assault Cannon Dreadnaughts are fine too.&lt;br /&gt;
**Wave 16 Heroes on Coliseum are especially highly-prized for Sorcerers with the Icon of Greater Summoning, especially if you can keep them alive. Not only will they provide extra firepower, but they are the only minion capable of reviving players. This alone justifies their use, but if you can clone say, a high-level Hive Tyrant or Shas&#039;O, the game just got infinitely easier for you.&lt;br /&gt;
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*&#039;&#039;&#039;On Narcissist Sorcerer Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Losing your Doppleganger ability is fucking &#039;&#039;huge.&#039;&#039; Without the clones to screen for you or provide fire support, you lose out on both staying power and damage, and you aren&#039;t able to benefit from the advantages of the Armor of Eternal War (damage buff), Deathless (survivability boost), or Robes of Unholy Fortitude, either, so your default damage and initial survivability, before upgrades, will be lower. The key, thus, with the Narcissist Sorcerer is to make up for this in other areas.&lt;br /&gt;
**The central advantage to going Narcissist comes from the durability boost via Icon of Greater Summoning and benefitting directly from Daemonic Gifts. A special note needs be made as well for wargear options that benefit the Sorcerer more, such as the Mark of Tzeentch and Consume.&lt;br /&gt;
**Both Narcissistic Armors give decent buffs; the Armor of Might Undivided gives better armor and access to both Fearless and Unshakable, whilst the Vestments of Power Undivided give increased energy regeneration - something that is invariably valuable on a character as energy-hungry as the Sorcerer. Both are excellent; use them well.&lt;br /&gt;
**For a Narcissistic Sorcerer, Daemonic Gifts go from being gimmicky fun to being undeniably powerful options, and completely change how you fight. If you don&#039;t have one on a Narcissistic Sorcerer, you&#039;d almost invariably be better-served by going with the Robe of Unholy Fortitude, which will give you notably enhanced durability whilst not robbing you of your ability to call minions.&lt;br /&gt;
**Gift of Retaliation means Doomblasts without the Sword of Spite, which means fundamentally you get two primary spells from one character. Better still, it benefits from the Sigils of Greater/Master Sorcery. Using this carefully allows you to become immensely powerful: this combination with any of the primary spellcasting weapons makes for a lethally-powerful Sorcerer who can be remarkably hard to pin down because the Gift will exterminate standard melee enemies and buff the Sorcerer all at once. The effects of the Gift and Sword of Spite do not stack, so make sure that if you&#039;re taking the Gift of Retaliation, you use something other than the Sword of Spite.&lt;br /&gt;
**Gift of Sustenance allows you to heal by inflicting damage, and regain energy from close-combat kills, functionally giving a Narcissist Sorcerer a counterpart to the Mekboy&#039;s Big Choppa in that it lets him recover energy by bashing enemies with a stick. Alternately, it can take the edge off using the Cataclysmic Hellblade, or bolster a Sorcerer&#039;s use of the likes of the Oracle Stave. The survival rate boost it gives is sizable, and should be exploited at the first opportunity, even if it isn&#039;t as flagrantly overpowered as it used to be.&lt;br /&gt;
**Gift of Spite isn&#039;t hugely powerful, but gives one last &amp;quot;fuck you&amp;quot; when you die. Again comparable to the Mekboy&#039;s suicide bombs, Gift of Spite is especially handy in scenarios like Wave 9 of Bloodied Coliseum, where players tend to get swarmed and subsequently devoured by the Eldar Banshees. This gift can ensure that even if the Sorcerer goes down, the warp rift he generates gives those nasties an unpleasant surprise. It also means that there&#039;s a legitimate reason for you to use something like a Guerrilla Doombolter build, which tends to die quickly under enemy fire, but ultimately this particular Gift tends to be more useful on minions.&lt;br /&gt;
**Tome of Hunger goes from being a mediocre ability for a Summoner to being a godsend for a Narcissistic Sorcerer. For 25 Energy, you can restore 75 Health - no minion required. This gives a huge amount of survivability to the Sorcerer provided you have decent micromanagement and can help keep you alive that much longer. The cost is expensive, but certainly worth it if it means surviving to see a later wave.&lt;br /&gt;
**Mark of Tzeentch also goes from being mediocre to being good for a Narcissistic Sorcerer. The doubled energy boost means enough energy to cast Consume twice, or hurl out 2 Doombolts and a Curse of Tzeentch. You can do a lot with 50 Energy, so make good use of it.&lt;br /&gt;
&lt;br /&gt;
==Build Options==&lt;br /&gt;
Below lies a list of some popular and effective Chaos Sorcerer builds.&lt;br /&gt;
&lt;br /&gt;
1) *&#039;&#039;&#039;&#039;&#039;Guerilla Doombolter&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip: Staff of Tzeentch, Armor of Eternal War, Tome of Doom, Sigil of Greater Sorcery, Gift of Spite, Icon of Pain.&lt;br /&gt;
***Simple, simple, simple. This build has one purpose: Using your hideously overpowered Doombolts and mobility to control the battlefield.&lt;br /&gt;
***Icon of Pain and Armor of Eternal War boosts Doombolt to the point where you can easily take down enemy heavies.&lt;br /&gt;
***Greater Sorcery Sigil is there to boost Gift and add the residual fire to the teleport effect.&lt;br /&gt;
***Gift of Spite is chosen over Sustenance because your minions will be non-Improved Summoning clones. Choose your minions carefully.&lt;br /&gt;
***Tome of Doom is this build&#039;s sword, shield, bow, and periodically blunt-force instrument.&lt;br /&gt;
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2) *&#039;&#039;&#039;&#039;&#039;Suicide Minion Bomber&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Weapon of your choosing, Armor of Eternal War, Tome of Hunger OR Greater Sorcery Sigil, Gift of Spite, Gift of Retaliation, and Icon of Pain.&lt;br /&gt;
***Clone melee-focused enemies, such as Hormagaunts, Banshees, and Tyranid Warriors. Anything with a good squad-size is ideal, and a focus on close-combat is a must.&lt;br /&gt;
***Get your minions to attack a target, then blow them up either by resummoning them or using Consume. The resulting warp-rifts will shred most conventional foes.&lt;br /&gt;
***You can alternately clone a squad in the middle of a big cluster, and blow them up accordingly.&lt;br /&gt;
***Use your primary spell to back up your minion-suicide-bombers.&lt;br /&gt;
***Surprisingly survivable if the Tome of Hunger variant is used, due to Consume abuse.&lt;br /&gt;
***Greater Sorcery Sigil enhances your primary spell and the Gift of Retaliation, but Tome of Hunger is genuinely better for this purpose.&lt;br /&gt;
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3) *&#039;&#039;&#039;Lord Of The Clones&#039;&#039;&#039; - Bringing the Beer &amp;amp; Pretzels Bullshit from the tabletop version of 40k, this build is the best Clone build ever. Watch your Clone try to die while it carries your team and acts as a huge fire magnet. Micro isn&#039;t essential, but it is appreciated. So you can teleport around, cook mooks and res teammates, or just camp in a building, smoke weed/drink beers and complain to the other players about how bad tabletop 40k is (and they will agree)&lt;br /&gt;
**&#039;&#039;&#039;Wargear&#039;&#039;&#039;; and why:&lt;br /&gt;
***&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - Mobility is essential, especially with a squishy Sorc like this. It will get you out of tight spots, and get you close to a unit you want to clone and then get the fuck out of dodge. It will also save you from the dreaded Wave 20 Sorc glitch on Anvil (when Wave 19 ends, your Sorc will start Wave 20 exactly where he was at the end of Wave 19, which usually means you start Wave 20 dead or severely disadvantaged.) &lt;br /&gt;
***&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - It gives you a 2nd life, but more importantly it gives your Clone a 2nd life. Just when you thought your Predator got killed by Stikkbommaz, its health shoots back up and Doomblasts them all to shit.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - Gives your Clone Doomblast. Essential for your Clone&#039;s survival and offense as it will clear out enemies when it gets swamped and adds another source of damage.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - Gives your Clone Zealous, another essential trait your Clone needs to stay alive. &#039;&#039;NOTE: The life leech only applies to ranged attacks. However, some melee units&#039; attacks count as ranged, eg. Lictor, Bloodcrusher, Dreadnaughts.&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - Increases the damage of your Clone&#039;s Doomblast. It also gives your Sorc some offense; your Warp now burns the ground on arrival, which can be used to cook unarmored mooks.  Doombolt can be taken instead if you want more damage against heavier targets.&lt;br /&gt;
***&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - Lets you clone the big bad toys you need to kick ass. Your team will love you when you bring a Predator or Bloodcrusher to punch face.&lt;br /&gt;
***Consult the [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]].&lt;br /&gt;
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*&#039;&#039;&#039;Tips &amp;amp; Strategy&#039;&#039;&#039; - Your only job is to make clones and res dead teammates. The Clone will literally do all the killing for you. But you can still contribute:&lt;br /&gt;
**You can use your Warp teleport fire to make traps that will cook enemies on arrival. Teleport onto an enemy spawn point at least 3 times. The more the better, but don&#039;t use up all your Energy or else you won&#039;t be able to teleport away. 5 teleports on a single spot will stack enough fire damage to kill Guardsmen, Culists, Gaunts and Stormtroopers in seconds. A good tactic against IG waves. This isn&#039;t very effective against Marines due to their toughness, or Eldar due to their high damage against your lack of armor.&lt;br /&gt;
**Even if you die, your resurrection isn&#039;t a priority, as your Clone will still be dominating shit.&lt;br /&gt;
**Although you can&#039;t control your Clone, it will eventually run to your location after some time. It will also retreat to your location very quickly if you die, providing a teammate with backup as they res you. If you need to move your Clone somewhere, just camp there and wait.&lt;br /&gt;
**You can also sort-of control some Clone movement. If a Dread or Tank Clone is charging off somewhere you don&#039;t want it to, teleport right in front of its path and it will stop and relocate a target. Note that this only works on some of the larger Clones. &lt;br /&gt;
**Good clone candidates are usually ranged units, due to Zealous. All clones will eventually get into melee, whether on their own or when swamped, so Doomblast is never really wasted. The best clone is always one that takes advantage of all the buffs you have provided.&lt;br /&gt;
**Deathless reactivates after 30 seconds. You can tell when it&#039;s back by the large purple orb surrounding you and/or your clone, instead of counting the seconds.&lt;br /&gt;
**A good way to survive later waves is to camp on a spawn point and use the teleport fire trick. The waves that appear on your spot are pretty much dead, which will help mitigate the swarming effect of the enemy if you camp in the middle. You can always teleport away from a bad situation.&lt;br /&gt;
**You can confuse enemies by constantly entering and exiting a building. When enemies chase you, enter. When they turn away, exit and either assist or continue to trick other incoming enemies. Some enemies won&#039;t fall for this trick, such as Ork Nobz, Space Marines, Hormagaunts and Ogryns. Enemies who are right next to the building when you enter will not fall for this trick.&lt;br /&gt;
**You can also teleport several times in front of a building, and then enter it. Enemies will attack the building and get burned in the process. If they haven&#039;t died yet, your Clone will come to your rescue. Very effective against Banshees, who can&#039;t damage the building very well and will cook very quickly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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4) *&#039;&#039;&#039;Knockback spam&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Fairly much only the Orb of Unholy Might is required&lt;br /&gt;
**&#039;&#039;&#039;Recommended teammates:&#039;&#039;&#039; Tau+Lord General&lt;br /&gt;
**&#039;&#039;&#039;Strategy:&#039;&#039;&#039; On Bloodied Coliseum, have the Tau abuse the map quirk that allows him to never be hit by melee units (this is achieved by having him deploy his drone on some of the rocks on the lower corner of the map near the chain, and then jumping into the rocks giving him permanent heavy cover) It is best if he has twin linked Flamethrowers or burst cannons and the anti tank missiles. The lord General must have a flamer or grenade launcher with the bolter turret. Essentially everyone camps next to the Tau in his glitched spot (If you get the right staff, you can teleport in there just before he lands so you can both stay safe) Depending on armor and weapons you should have enough energy recharge to be able to recast Unholy might exactly as it wears off, causing all of your firepower to deal knockback, this makes the burst cannons ludicrous as they can actually keep units hovering in midair from the sheer amount of knockback they are taking, the lord general and his minions can also cause ridiculous knockback to anything that even TRIES to get close. The only things you need to worry about are your clones and vehicles.&lt;br /&gt;
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5) *&#039;&#039;&#039;KABOOM&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Sword of Spite, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Daemonic Gift of Sustenance, Icon of Summoning &lt;br /&gt;
**&#039;&#039;&#039;Explanation:&#039;&#039;&#039; You are essentially the team&#039;s main source of mob-killing with your doomblast spam, and all your armor and items help make sure that you can at least survive whatever they throw at you.  Seriously, don&#039;t stop running into a group and doomblasting unless thr group just proves to be too big.  However, even then, you can use doomblast to give yourself room against them.&lt;br /&gt;
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6) *&#039;&#039;&#039;&#039;Curse Knight&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Sword of Fate, Armor of Might Undivided, Greater and Master Sorcery Sigil, Gift of Retaliation, and either Icon of Pain or Icon of Summoning.&lt;br /&gt;
***Curse of Tzeentch under both sigils heals the Sorcerer to a fantastic degree, Armor of Might gives good defense and fearless/unshakable, and Gift of Retaliation ensures you aren&#039;t crippled if you get mobbed.&lt;br /&gt;
***Curse weaker foes or those being attacked by teammates for quick mob removal. Target large targets for protracted healing.&lt;br /&gt;
***Curse of Tzeentch stacks. Abuse this to keep your health up in fights.&lt;br /&gt;
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7) *&#039;&#039;&#039;Disco Clone&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Staff of Demonic Flame, Armor of Eternal War, Sigil of Greater Mastery, Demonic Gift of Retaliation, Demonic Gift of Sustenance, Icon of Summoning&lt;br /&gt;
&#039;&#039;&#039;Maps:&#039;&#039;&#039; Anvil of Khorne, Bloodied Colosseum&lt;br /&gt;
&#039;&#039;&#039;Explanation:&#039;&#039;&#039; This hybrid build makes you the main source of damage in your team. While you don&#039;t have mobility and are quite frail, your clone is strong enough to protect you against almost anything, especially if you can clone something big like a Fire Prism or the unholy Predator; hide behind it and let it destroy anything in sight, regaining health and energy for any damage dealt (hence the name of the build). Thanks to Doomblast he will protect you more efficiently and he will also do more damage thanks to Combat Master. But that&#039;s not all: what kind of master let his minion take all the glory? With double balls Let The Galaxy Burn! and Combat Master you can easily annihilate entire waves, destroying anything short of vehicles and heroes (for which there is your big, chunky clone). Remember, though, that, until you can clone something big to hide yourself behind, you must position yourself well, &#039;cause you are still a weak sorcerer without mobility. Still, one of the, if not THE, most damaging build in Last Stand!&lt;br /&gt;
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8) *&#039;&#039;&#039;Carry&#039;&#039;&#039;&lt;br /&gt;
**Warp, Deathless, Doombolt, Greater Sorcery, Master Sorcery, Clone. Can go for more energy and healing orb instead of flames if teammates have aoe covered.&lt;br /&gt;
***Shootas, Warriors, Wraithlord (bulky team), Raveners (lean team), Carnifex. Wraithlord and Carnifex will wipe enemy clones in a couple swings. Also a slow threat if the enemy sorcerer clones. Banshees, Raveners, Tanks&lt;br /&gt;
***Burn ranged blobs. Wait for teammates and clone to aggro in later waves.  &lt;br /&gt;
***Vs melee set up and spike a doombolt. Teleport (in place) to prevent knockback. &lt;br /&gt;
***Wait til any enemy clone uses their jump ability before chasing with doombolt. Don&#039;t be the aggro.&lt;br /&gt;
***Final wave is safest to warp behind clone and not initiate. Pick off weakened clones with doombolt. &lt;br /&gt;
***Enough damage to win with two newbs. Don&#039;t revive them til clone aggros. Vulnerable to knockback, Terminator cyclone strike, let the galaxy burn, tau missle (stay out of range). Keep finger on teleport key. &lt;br /&gt;
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9) &#039;&#039;&#039;Chaos Troll&#039;&#039;&#039; - Level needed: 7 for the lulz to begin, 18 for the trolling to ascend to a higher plane. (Added by: Sythren)&lt;br /&gt;
**&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Staff of Tzeentch, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Mark of Tzeentch, Icon of Summoning. (You&#039;re gonna need the health boost)&lt;br /&gt;
***&#039;&#039;&#039;Maps:&#039;&#039;&#039; Both.&lt;br /&gt;
***&#039;&#039;&#039;Reasoning:&#039;&#039;&#039; As you&#039;ll note with this build, you will have the some of the lowest auto-attack damage in the game. The good news? You won&#039;t need it. The better news? You have the singular ability with all of the power you&#039;ll ever need: Warp. With all of the damage you can desire, all of the mobility needed, an absolutely massive health pool, the benefits of being unpinnable due to the Armor of Might giving both fearless and unshakable, this build will at first confound, confuse, and preferably infuriate your fellow Last Standers as you Warp around, killing all of their mobs. The crux of this build comes with the dual Sigils of Greater/Master Sorcery, which empowers your Warp with the ability to ignite a small but significant area around your Warp&#039;s departure and arrival. One burning from Warp is usually enough to kill low-level infantry in 5-10 seconds, but the beautiful thing here is that the Warp fire stacks in the region, with each teleport creating it&#039;s own fire field, so all you have to do to wipe out that Ork mob is warp in, warp right next to yourself, and potentially warp right next to yourself one more time, dropping as many fire fields as you feel are necessary to burn the Orks out of existence, and laugh at your allies as they struggle to keep up with your kills (I rarely get below 300 kills with this build). Warp&#039;s cooldown is low enough that while a few melee attacks might get off on you once you&#039;ve warped in, you&#039;ll safely be able to warp out without taking significant damage but still dropping another stack of fire. The only downsides to this build are that if you stay too long in a mob, you&#039;ll get krumpt, and ranged damage will eat right through your considerable health pool, also that you&#039;ll do insignificant damage to heavy units without three or more stacks of warp fire on them. The upsides to the downsides are that if you pay attention and know how to kite heavy units through fire fields, you can effectively negate any issues with enough time and mana. Oh, by the way, don&#039;t trade the Mark of Tzeentch for anything else, it&#039;s absolutely a necessity as you&#039;ll have negligible mana regen and you&#039;ll be wanting to Warp at every chance you have, so that +50 energy is beyond useful. Even trading the Mark of Tzeentch out for the Daemonic Gift of Sustenance is a bad idea because you don&#039;t want to be standing around long enough for even a single auto attack. Kite and kite hard. Good luck, have fun, and don&#039;t be afraid to use your teammates as cannon fodder/human shields if you get low on health or energy.&lt;br /&gt;
{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Chaos]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Chaos_Sorcerer&amp;diff=301213</id>
		<title>Last Stand - Chaos Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Chaos_Sorcerer&amp;diff=301213"/>
		<updated>2018-07-25T13:23:52Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Overview */&lt;/p&gt;
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&lt;div&gt;The [[Sorcerer (Warhammer 40,000)|Sorcerer]] is the [[Last Stand]] hero for [[Chaos]] &lt;br /&gt;
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==Overview==&lt;br /&gt;
The Sorcerer is an unusual case in [[Last Stand]] heroes in that he has two completely different performance characteristic sets: His armor either focuses summarily on summoning minions that are cloned form your enemies, or on ignoring that this ability exists and instead giving all benefits that would otherwise be given to the Sorcerer&#039;s minions to himself. All Sorcerer builds spiral out from these two archetypes, and the sheer volume of options in each means that the Sorcerer has, perhaps more than any other class, more viable builds and variations than any other.&lt;br /&gt;
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An oft-cited joke by fa/tg/uys and ca/tg/irls playing last stand is that the sorcerer can fulfill damned near any role with the right wargear. Need close-combat? The Sorcerer delivers with the Hellblade, Oracle Staff, Doomblast, Doombolt, and Warpfire. Want to tear enemies to pieces from afar? The Sorcerer has you covered with Let the Galaxy Burn, Curse of Tzeentch, and Doombolt. Want battlefield control? The Sorcerer can make it happen with Warp, the Orbs, and the ability to clone enemies. Want to make the single-most-durable hero in Last Stand ignoring our necron overlords? The Sorcerer can [[Kaldor Draigo|make it happen]]. Heaviest viable raw damage output? Sorcerer does that, too.&lt;br /&gt;
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...But it&#039;s not all good news. The Sorcerer has sub-par armor, and his health boosts are few and far between. Only one minion armor gives a health boost, and getting one as a Narcissistic Sorcerer demands you sacrifice an incredibly powerful Commander Item slot (specifically for Icon of Pain). His mobility is incredibly poor, and its primary improvement comes from a wargear option in what is undeniably his single most contended-for-slot. By far the cruelest part of this class is that if you play a summoning Sorcerer, the computer dopplegangers on Wave 16 of Bloodied Coliseum will be [[That Guy|gigantic, flaming assholes]], as they can - and will - clone you and your teammates if you took the Icon of Greater Summoning. Killing the enemy Sorcerer in such a situation is &#039;&#039;mandatory,&#039;&#039; or an automatic failure on both Wave 16 and Wave 20 is &#039;&#039;assured&#039;&#039;.&lt;br /&gt;
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More than any other class, the Chaos Sorcerer requires a level of skill and care far above and beyond the other classes, though if you stick with it and get good with it, it&#039;s undeniably amongst the strongest classes in the game.&lt;br /&gt;
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==Armor==&lt;br /&gt;
Your choice in armor will define what your Sorcerer will do depending on whether they give you Minion Summoning or Narcissist.  Plan everything else according to what discipline your armor is.&lt;br /&gt;
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*&#039;&#039;&#039;Power Armor&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
** Armor: 12&lt;br /&gt;
***What&#039;s sad is that aside from the lack of special abilities, the default armor isn&#039;t so bad as far as defaults go.&lt;br /&gt;
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*&#039;&#039;&#039;Armor of Eternal War&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Armor: 58&lt;br /&gt;
**Trait: Combat Master (Sorcerer gains +40% Melee and Ranged damage.)&lt;br /&gt;
**Trait: Minion Combat Master (Minions gain +40% Melee and Ranged damage.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Your first minion armor, this armor is extremely important for two specific kinds of Sorcerers; summoners will find the massive damage bonus to their minions a huge boon, whilst offensive casters will likewise find that this armor&#039;s huge buff to their damage output to their liking. Though its protective value is relatively poor (average by Chaos Sorcerer armors, though), the fact that it can let a Doombolt barrage tear open a rampaging Dreadnaught or buff a stolen Zoanthrope to the point where it can obliterate one of Bloodied Coliseum&#039;s Wave 12 Wraithlords in one well-aimed Warp Blast kind of speaks for itself. Consider it if you&#039;re going for raw damage, and you will not be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;Vestments of Power Undivided&#039;&#039;&#039; - &#039;&#039;Level 3&#039;&#039;&lt;br /&gt;
**Armor: 62&lt;br /&gt;
**+0.5 Energy Regeneration&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***The first Narcissistic Armor is actually quite good, though its benefits are not abundantly clear at first glance. With considerably better protection than the Armor of Eternal War, it gets major props for being the &#039;&#039;only source of improved energy regeneration the Sorcerer gets&#039;&#039;. Given that Narcissistic Sorcerers tend to do more casting in the first place, this is a considerable upgrade. Incredibly handy all-game long for any Narcissistic Sorcerer, the Vestments of Power Undivided are incredibly powerful on the right builds, and worth considering for any Narcissistic build.&lt;br /&gt;
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*&#039;&#039;&#039;Robes of Unholy Fortitude&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor: 72&lt;br /&gt;
**+50 Health&lt;br /&gt;
**+25 Energy&lt;br /&gt;
**+50 Minion Health&lt;br /&gt;
**+25 Minion Energy&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***It may not have the massive damage of the Armor of Eternal War or the incredible survivability upgrade of the Robes of the Deathless, but it is easily the most survivable summoner armor, bar none. Providing meaty boosts to not only the Sorcerer&#039;s health and energy, but that of his minions, this armor is incredibly handy for not only extending the performance of the Sorcerer, but making his erstwhile allies have much more staying power for both health and energy. It&#039;s especially useful when using minions that tend to burn energy quickly, like cloned Apothecaries from Wave 4 of Bloodied Coliseum.&lt;br /&gt;
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*&#039;&#039;&#039;Armor of Might Undivided&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Armor: 88&lt;br /&gt;
**Trait: Fearless (Immune to Suppression)&lt;br /&gt;
**Trait: Unshakable (Immune to knockback)&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***Providing Narcissistic trait, as well as Fearless and Unshakable, this is generally the armor of choice for Narcissistic Sorcerers, owing to its good defense and bevy of useful traits. Sadly, it also comes with a punishing drawback: By using it, your clone on Wave 16 is virtually guaranteed to be able to pull off a revive if you aren&#039;t careful due to the fact that you won&#039;t be able to stop them from doing so. This aside, an excellent choice. &lt;br /&gt;
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*&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Armor: 4&lt;br /&gt;
**Trait: Deathless (When Sorcerer dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Trait: Minion Deathless (When Minion dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Do not be fooled by this armor&#039;s seeming lack of abilities and poor defense; It functionally doubles your HP and gives you periodic massive firepower boosts. Even better, it also gives your summoned minions this same Deathless trait. If you want to break the game entirely, run this with a Sigil of Greater Summoning, Clone the toughest member of your group on Wave 16, and laugh as the clone runs around and is &#039;&#039;never able to fucking be killed&#039;&#039;. Paired with the right upgrades, it&#039;s insanely survivable, but you&#039;ll be terrifyingly vulnerable if your skill isn&#039;t up to snuff.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed ranged weapon&lt;br /&gt;
**4.3 DPS&lt;br /&gt;
***If you use the Sword of Spite or Sword of Fate, you&#039;ll use this as your ranged weapon, curiously enough. There is no pistol-upgrade for the Sorcerer, which seems like a bizarre oversight.&lt;br /&gt;
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*&#039;&#039;&#039;Force Sword&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**8.5 DPS&lt;br /&gt;
***Basic weapon. You know the drill by now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sword of Spite&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**13.1 DPS&lt;br /&gt;
**Ability: Doomblast (10 Energy, knocks back enemies in an area around him)&lt;br /&gt;
*** This sword is very useful for any close-combat Sorcerer build, as Doomblast makes room-clearing easy - a great answer to those insufferable Banshees that just &#039;&#039;love&#039;&#039; to crowd your arse. It takes very little practice to get good with, and with upgrades, becomes incredibly potent. When upgraded via the runes of Sorcery, it will gain a larger explosion, and can dramatically increase the caster&#039;s armor for a time. Sadly it really begs to be paired with teleportation, which can&#039;t happen due to the Sorcerer&#039;s teleport coming from Staff of Tzeentch. Due to a glitch, this sword stacks extra fire damage relevant to the target&#039;s HP, making you pretty good at killing bosses and big things as long as you continue to strike the same target.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Warpfire&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warpfire (15 Energy, A line of explosions come in front of the Sorcerer.)&lt;br /&gt;
***Warpfire is quite powerful, extremely energy-efficient, and arguably one of the best starting spells. It procs towards the targetted enemy, not towards the ground (like the Captain&#039;s Merciless Strike), and causes quite a bit of damage irrespective of armor protection. It&#039;s one of two spells the Sorcerer has that&#039;s good against vehicles (the other being Doombolt), and its combination of good power and decent range would make it one of the best spells overall save for two problems: It&#039;s incredibly susceptible to latency, and it desperately needs the Sorcery Sigils to be effective. When paired with the greater sigil (for knockback) and master sigil), it packs a surprising amount of wallop provided you can trap an enemy against a wall when you cast it.&lt;br /&gt;
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*&#039;&#039;&#039;Sword of Fate&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**12.5 DPS&lt;br /&gt;
**Ability: Curse of Tzeentch (20 Energy, curses an enemy. The enemy will lose the ability to regenerate health, will take damage over time, and, if the target dies, it will explode.)&lt;br /&gt;
***Deceptively powerful. Curse of Tzeentch isn&#039;t too powerful in and of itself, but excels at killing squads of mooks - cast it on an injured member of a squad or someone being fired at by teammates, and enjoy the lulz when the hapless squib explodes upon death with roughly the force of a Frag Grenade. The Curse is powerful enough to kill most mooks on its own, or cause serious damage to priority targets, which makes Curse quite versatile; even better, it will restore some health (with the Sigil of Master Sorcery) and energy (Sigil of Greater Sorcery). The energy restoration is relatively minor, but enough to make it worth using, since it will reliably earn back 25% or so of its casting cost.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warp (7 Energy, teleports Sorcerer to a new location)&lt;br /&gt;
***Do not overlook this weapon - it may not provide the raw power of Warpfire, Let the Galaxy Burn, or Curse of Tzeentch, but Warp provides you with something potentially more vital than all of these: the golden egg of Last Stand, Mobility. Greater/Master Sorcery Sigils upgrade it with some offensive capability, leaving a pool of fire where you begin (Master) or end up (Greater) that can cause some damage to enemies (the entry/exit fire pools stack damage-wise, and absolutely stack with themselves as each is an individual fire pool, which makes for hilarity as you stack up 7-10 fire pools in one area and burn down a Carnifex). Is particularly valuable for both minion-heavy Sorcerers and the rare guerrilla doombolter Sorcerer, a build for which will be covered below.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Daemonic Flame&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Let the Galaxy Burn! (20 Energy, sends fireballs crashing into the target.  The impact can still burn for a while after colliding)&lt;br /&gt;
*** Without a doubt, your most genuinely useful spell. This is your Plasma Cannon. Your Flamethrower merged with Rokkit Launcha. Your crowd pleaser. It lobs out huge balls of fire that explode and immediately drown the area in flames, knocking light foes down in the process. If you fire it into a blob of lighter infantry, everything in it is going to die. Upgrade it with the Armor of Eternal War and/or Icon of Pain and it&#039;ll start hurting tougher enemies. Note that whilst the knockback effects and initial blast damage from Let the Galaxy Burn stack, the bulk of the damage, coming from the residual fire-patch that results, does not. As such, when firing off a barrage with the Sigils of Greater/Mastery Sorcery, the primary benefits are improved knockdown power and added area-of-effect; you aren&#039;t hindering your damage thus, that much, by not taking them. As such, this piece of wargear offers much more open choices of accessory than it initially appears to.&lt;br /&gt;
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*&#039;&#039;&#039;Cataclysmic Hellblade&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Kill clone from Wave 16 in Bloodied Coliseum&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**21.4 DPS&lt;br /&gt;
**Traits: Hell Attacks (Any attacks with the Hellblade cost 5 energy), Bonus Damage (Attacks with the Hellblade cause extra damage)&lt;br /&gt;
***One of the strongest melee weapons in the entire game. Set aside that it lacks an inherent spell: The Hellblade does massive per-hit damage and a large swing range means that every slash from this asshole of a flame-sword will absolutely hurt like hell and functionally trumps the need to even take along anti-vehicle spells or options. Even the Swarmlord will die like a bitch to a properly-kitted-out Sorcerer packing this weapon. The bonus damage from the Hellblade applies straight through armor protection. The drawback is that the Sorcerer still has shit maneuverability and a slow walk speed, and taking this weapon means not taking a spellcasting item and thus no primary spell, and it drains your energy with every hit so you&#039;ll struggle to cast anything at all. Incredibly potent and with awesome fluff (Being a [[Bloodletter]]&#039;s sword that was ripped from him by a [[Lord of Change]]), but hard to use.&lt;br /&gt;
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*&#039;&#039;&#039;Oracle Stave&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Two-handed melee weapon&lt;br /&gt;
**5.0 DPS&lt;br /&gt;
**Traits: Fate Weaver (Attacks with the Stave have a 30% chance of making the next melee attack from the Sorcerer do massive damage and have a blast radius. The triggering of the Oracle Stave&#039;s Fate Weaver is indicated by a blue rune of Tzeentch around the Sorcerer.)&lt;br /&gt;
***This is very similar to the Warp Spear that the [[Last Stand - Farseer|Farseer]] gets in that it does massive amounts of bonus damage if the target hits in melee combat. Unlike the Warp Spear, however, the Sorcerer does not get the nifty-swell Pull ability that the farseer gets, offset mostly by how much more likely the Oracle Stave&#039;s is to proc than the Warp Spear - the Fate Weaver attack also has a blast radius AND benefits from damage boosting, though it sees precious little actual need for it. When Fate Weaver triggers, it will utterly obliterate virtually any standard single target in a single hit. Araghast? Goes down in one shot. the Warboss? One-shotted. It even stands a good chance of completely ripping apart even super-heavies like the Battlewagon on Anvil of Khorne, making it perhaps the single-best source of spike damage the Sorcerer has. Unfortunately, like the Hellblade, it has no built-in magical ability, no ranged support whatsoever, and doesn&#039;t help the Sorcerer&#039;s poor mobility one bit, though it can make for one deceptively potent [[Muscle Wizard]] in trained hands. Note though that having the doppleganger in Colosseum instakill you or an ally with this weapon fucking sucks. Making a clone of the clone Sorcerer means twice the instagibbing fun though.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
*&#039;&#039;&#039;Mark of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+25 Energy, +25 Minion Energy (Narcissists gain +50 Energy)&lt;br /&gt;
***This is a solid starting piece for the Sorcerer, as energy is always a concern for him, so unlike this item for other classes, it&#039;s almost always a welcome piece of kit regardless of build. It still tends to flag later on, when other means of boosting your energy are available, but is still worth using. It gives a double energy boost for Narcissists, which is always a helpful bonus; the ability to drop another two Let the Galaxy Burns or Curses or three Doombolts sort of pays for itself in terms of practical application.&lt;br /&gt;
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*&#039;&#039;&#039;Tome of Hunger&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Consume (Destroys a minion to restore his health.  A Narcissist instead just spends 25 to regain 75 health.)&lt;br /&gt;
***This is not a choice to be taken lightly for minion Sorcerers, as this will kill your minions - be they lowly Hormagaunts or a super-special Force Commander or Wraithlord, but to put it simply: this wargear option can &#039;&#039;save your goddamned life&#039;&#039; and give a Sorcerer about to die a little bit of extra health to survive that much longer. It&#039;s slightly better for a Narcissist; one of them uses it, the Sorcerer regains 75 health for 25 Energy by using it; not a huge benefit, but one that can potentially save your ass. This ability has a special significance for suicide minion builds, as it gives the Sorcerer a convenient way to blow up his entire squad for fun and profit.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Blood&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Ability: Orb of Blood (10 Energy; Any allies within the orb regain health when they attack, healing 50% of any damage they cause.)&lt;br /&gt;
***Amazingly useful, in no small part due to its low cost and the fact that its cooldown time almost matches the duration time - meaning that with battery support, a Sorcerer can essentially keep this going almost indefinitely. Absolutely beautiful when paired with high-damage teammates like the Mekboy, Shas&#039;O, Hive Tyrant, and Space Marine Captain. Its practical applications are quite numerous, as it greatly boosts your team&#039;s tanking capability while being largely useless for the Bloodied Coliseum&#039;s wave 16 clones because they are too dumb to stay in their own Orb of Blood. Can also be quite helpful for Muscle Wizards and minion support.&lt;br /&gt;
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*&#039;&#039;&#039;Tome of Doom&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**Ability: Doombolt (15 Energy, fire a barrage psychic bolts at enemy. These bolts have quite a bit of scatter, and explode on impact.)&lt;br /&gt;
*** Incredibly powerful and versatile. Can act as a ranged disruptor or a close-combat killer, and one of only two spells the Sorcerer has that&#039;s reliably good against vehicle armor. Get in the habit of using the spell&#039;s 4 different effective ranges; at long range it has wide scatter but can potentially soften up multiple mook squads. At closer ranges, it can easily mow down lighter squads and cause heavy damage to troops closing in; at close range it will critically hurt tough opponents like Nobs and Tyranid Warriors and seriously harm vehicles, and when dropped at your feet it can clear out crowding troops like Banshees. Needs no sigils to be effective, and is so useful that &#039;&#039;entire strategies can be centered around the use of Tome of Doom&#039;&#039;; it&#039;s that good. When backed by Armor of Eternal War and Icon of Pain, it utterly curb-stomps even the raw power of Let the Galaxy Burn. &#039;&#039;Fear it in trained hands&#039;&#039;. In Chaos Rising one can spam Doombolts by canceling when the cooldown is slightly less then halfway to refund the energy cost and cooldown time. I got 29 doombolt casts in a row before I missed one. I&#039;ve tried in Retribution but it didn&#039;t work. By using this one can get the 40% damage bonus of the Armor of Eternal War and the 30% of the Icon of Pain and still spam like the Narcissistic and Gift of Sustenance combo. The lack of accuracy at range means little when you shoot 30 doombolts at your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Traits: Greater Sorcery (Warpfire causes knockback, Doomblast deals extra damage, LtGB gives an extra fireball, Curse recharges Sorcerer&#039;s Energy, Warp burns ground upon arrival)&lt;br /&gt;
*** This is a quick way to make any of your primary spells more useful. Worth noting, it also effects Gift of Retaliation. How good it is depends on the spells you&#039;re using; LtGB gains the added knockdown and burn of a second fireball, but &#039;&#039;not&#039;&#039; increased damage; Curse becomes more efficient due to leeching some energy; Doomblast (and the Gift of Retaliation) becomes stronger and gains a bigger area-of-effect; Warp becomes useful for damaging mooks and zoning, and Warpfire becomes capable of knocking down anything it doesn&#039;t flat-out destroy. All are incredibly handy, but ultimately optional - choose well.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Traits: Reactive Strike (If a minion is hit in melee, they can set off a defensive Doomblast. This Doomblast is affected by the sigils, and if the Sorcerer has Narcissistic, this will instead apply to him.)&lt;br /&gt;
***Incredibly useful and surprisingly easy to overlook. This gives either you (if a Narcissistic Sorcerer) or all your minions (if otherwise) the ability to automatically cause a Doomblast, identical to the Sword of Spite&#039;s, costing no energy, when struck by a melee attack. Even better, it&#039;s boosted the same way by the Sigils as the actual Sword of Spite; the blast is larger and stronger with the Sigil of Greater Sorcerer, and provides a defensive buff with the Sigil of Master Sorcery. This wargear thus has &#039;&#039;huge&#039;&#039; value for both improving the tankiness of minions and increasing the Sorcerer&#039;s survivability. This opens up several build options for both Narcissistic and Standard Sorcerers. It tends to work better on melee minions (Hormagaunts, Warriors, etc) than ranged minions, due to greater odds of being melee attacked. Putting it simply: if you have plenty of expendable goons (Or if you [[Multilasers|like having explosions in your Narcissistic Sorcerer&#039;s explosions so you can kill while you kill]])(this is actually inefficient due to throwing mooks away from the first explosion so the second won&#039;t hit them), this is a useful little trick.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Vengeance&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Ability: Orb of Vengeance (10 Energy, if anyone attacks an ally within this orb, they get hit back with 150% of the damage dealt.)&lt;br /&gt;
***As is the case for the Orb of Blood, Orb of Vengeance&#039;s cooldown and duration are almost identical, meaning it chains well. A spell that&#039;s really good for Muscle Wizard builds or for supporting a gunline alike. Also incredibly handy for saving teammates if they get swamped, since it&#039;s likely that even if your allied Tyrant or Shas&#039;O goes down due to Banshee Swarms or some of those asshole scout squads, the orb will ensure that they take some of them with them. Note, however, that the tooltip lies; the damage returned is much closer to 50% than 100%.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Spite&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Minion Death Throes (If a minion dies, a warp storm erupts where he died, knocking back any enemies.  If the Sorcerer is Narcissistic, the trait applies to him instead.)&lt;br /&gt;
*** This gives your minions or you (if Narcissistic) a death explosion remarkably similar to a warp rift detonation (pulls targets across the center of explosion). Initially the damage is not that impressive, but it&#039;s easily combined it with the Armor of Eternal War, Icon of Pain, Daemonic Gift of Retaliation, and the Sigil of Greater Sorcery. Clone a Hormagaunt unit, and let the shenannigans begin. This is the obvious basis behind the suicide minion build. Very disruptive, and if you summon high member squads at the right place, results in epic carnage.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Unholy Might&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**Ability: Orb of Unholy Might (10 Energy, allies within the orb can now deal knockback with their basic attacks.)&lt;br /&gt;
***Arguably the best orb in the entire game and a strong contender for the most unsung buff spell in the entire game as well. Every attack from within the bubble becomes a knockdown attack - melee or ranged. Throw this down on an allied Lord General, Shas&#039;O, or Mekboy and watch as your ally becomes a completely unapproachable death machine capable of Soloing wave 16. Every single shot they throw out will knock foes down, and if they&#039;re using burst cannons, Deffguns, Shootas, or god help you, flamers, they&#039;ll be completely unable to be advanced upon by anything short of a vehicle for the duration.&lt;br /&gt;
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*&#039;&#039;&#039;Sigil of Master Sorcery&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039; &lt;br /&gt;
**Trait: Master Sorcery (Warpfire has double range, Doomblast gives caster temporary armor, Curse of Tzeentch heals Sorcerer, LtGB adds another fireball, Warp burns ground upon departure)&lt;br /&gt;
***Second verse: Same as the first. The Sigil of Master Sorcery likewise improves your primary spells, and, again, Gift of Retaliation. Unlike Greater Sigil, Mastery&#039;s upgrades are a little more ambitious: LtGB gains the added knockdown and burn of another fireball (for as many as 3 when both sigils are used), but &#039;&#039;not&#039;&#039; increased damage; Curse now replenishes a little health; Doomblast (and the Gift of Retaliation) now provides a substantial boost to Armor for a short time, and Warpfire now has a much larger area of effect. Once again, it&#039;s incredibly powerful, but ultimately optional; choose whether or not to use it on a case-by-case basis.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Trait: Minion Combat Vigor (Minion gains 2 energy for each strike it makes. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
**Trait: Zealous (Whenever minion attacks, it gains back any damage it gives as Health. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
***Hoo boy. This one&#039;s a gamechanger. At one point, this was arguably the single most powerful piece of Wargear for the Sorcerer; everything a Narcissistic Sorcerer did leeched health and any kill made by a Narcissistic Sorcerer recovered energy; it was tantamount to godmode in trained hands. Sadly, it was nerfed heavily in a recent update, but even in the face of this, it remains one of the best wargear options. Using it gives massive survivability buffs to a Summoning Sorcerer, giving enormous survivability to the Sorcerer&#039;s Minions. Though no longer the godmode device for Narcissistic Sorcerers, it&#039;s still incredibly useful for them, especially for any Sorcerer who favors close-combat. It makes the Cataclysmic Hellblade significantly better, improves the Sword of Spite and Sword of Fate, and can get surprising mileage out of the Oracle Stave. Bear in mind its limitation: Whilst it provides some healing with normal attacks, only close-combat kills will restore energy.&lt;br /&gt;
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*&#039;&#039;&#039;Accursed Idol&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Spend 5,000 Energy as Sorcerer in abilities&#039;&#039;&lt;br /&gt;
**Traits: Accursed Idol (Any damage the Sorcerer takes is given back to attacker)&lt;br /&gt;
***If you want to be a heavy-assault Narcissist Sorcerer or want to bring something to fuck with those insufferable wave 9 Banshees on Coliseum, this should get serious consideration: whilst it takes up the same space as Orb of Vengeance, which can effects multiple allies instead of just you, the Accursed Idol works without any oversight or need for energy, making it much more useful for a Sorcerer who plans to stay on the move. Definitely worth considering for any Sorcerer planning to be in the thick of it.&lt;br /&gt;
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*&#039;&#039;&#039;Rubric-Touched Helm&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Traits: Dark Fortification (When hit in melee, Sorcerer gains 150 armor for 10 seconds)&lt;br /&gt;
***This one works particularly well for cutting the damage you&#039;d take for a little bit and is especially handy for Muscle Wizards. It stacks with your current armor, as well as with the Armor boost from Doomblast/Gift of Retaliation under Sigil of Master Sorcery. Just bear in mind that whilst the Rubric Helm&#039;s armor boost is substantial - enough to cut the damage the Sorcerer takes substantially - it&#039;s also fairly short lived and then has to be activated again (you cannot reset the timer whilst one Dark Fortification is going). It has outstanding synergy with the Sword of Spite and Sigils, as it can make a Sorcerer close-to-unkillable with some skill behind it. It also looks fucking awesome, because it&#039;s based on [[Ahriman]]&#039;s helmet.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
*&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**Traits: Greater Summoning (Sorcerers can now clone enemy Champions (Wraithlords, Force Commander, Wave 16 clones, Nobs).  Narcissistic Sorcerers gain +125 Health instead)&lt;br /&gt;
***Excellent for minion-focused Sorcerers, and good for Narcissistic Sorcerers who want serious health. It&#039;s not absolutely essential for a minion-based sorcerer, as there are still great minion choices to choose from (Tyranid Warriors, Raveners, and Wraithguards, for example), but on Anvil of Khorne it lets you clone things like Fire Prisms and Leman Russes (sadly you can&#039;t clone the superheavies, but nothing is perfect). More importantly,taking it means that your doppleganger at wave 16 CAN CLONE YOUR TEAMMATES. Many players thus eschew it for Icon of Pain. This said, however, the possibility of cloning a Zoanthrope, Wraithlord, Leman Russ, enemy hero, or one of the doppelgangers is a reason why it should &#039;&#039;never&#039;&#039; be overlooked. And did we mention that a doppelganger clone keeps its ability to revive you and your allies? &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Change&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**Trait: Chaos Aura (Damage to random enemies)&lt;br /&gt;
***Garbage. Bug-ridden so that it almost never hits, and dealing barely as much damage as a single Doombolt when it does, this wargear is unmitigated shit disguised as something useful. The biggest upside to this wargear is that it completely gimps the Wave 16 enemy Sorcerer. &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Pain&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**Trait: Aura of Power (Sorcerer and any nearby allies gain +30% Melee and Ranged damage.)&lt;br /&gt;
***This is a major damage boost to your team, giving them, functionally, the benefits of Combat Expert whilst stacking with said trait. Whether minion-focused or Narcissistic, close-range or long, Icon of Pain&#039;s damage boost is fucking huge and worth using on almost every build. Just beware of what your enemies will do with their own on Wave 16...&lt;br /&gt;
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==Progression==&lt;br /&gt;
The Sorcerer&#039;s progression is a weird affair. Starting out, he&#039;s almost laughably weak, though he&#039;s neither as gimped as the [[Last Stand - Lord General|Lord General]] nor tactically-pigeonholed as the [[Last Stand - Captain|Space Marine Captain]] at first. His health will remain a fairly constant 100 on most builds for the bulk of his career, barring Narcissistic builds, and his defense will never be that great. In exchange, he gets some damned good starting wargear, and is a rarity in that he does fairly good at any range. Even with his dedicated ranged weapons (his staves), he does pretty good overall damage from afar, and boasts more-than-satisfactory close-range DPS in a punch to boot. As you get stronger, his strength compounds, and he quickly can become one of the most powerful direct or indirect heroes on the battlefield - but this takes time and patience. Above all else, remember that the Chaos Sorcerer, lacking the Staff of Tzeentch, is quite vulnerable and has rather bad mobility - get around this by exploiting your spells, minions, teammates, and if all else fails, the terrain to keep yourself from getting overwhelmed.&lt;br /&gt;
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In general, there&#039;s six &amp;quot;main&amp;quot; Chaos Sorcerer builds, all of which focus on specific attributes of the Chaos Sorcerer&#039;s wargear options. Melee Sorcerers range from Doomblasting tanky Sorcerers who focus on the Sword of Spite and heavy armor, throwing themselves into the fray and scattering mooks about like leaves, to Hellblade-wielding serial assholes that focus on priority target destruction. Nukers focus on Let the Galaxy Burn, fighting from afar when possible and using their considerable punch to destroy enemy formations for their teammates. Ranged Support Sorcerers use the Sword of Fate or Warpfire; the former to cast on mooks to break up oncoming groups or cripple a single large target, the latter to obliterate small crowds, tear vehicles apart, and clear paths. Minion builds focus on minions, whether in a commander standpoint or as suicide units. Commander builds focus on boosting teammates, with orbs and with auras. Lastly, troubleshooter builds focus on mobility, getting around quickly, dealing with priority issues, and then fucking off before the enemy can muster a response. All of these six basic roles offer considerable overlap, and as time goes on, you have the ability to either generalize or specialize, as you see fit. This is the centerpiece of the Chaos Sorcerer.&lt;br /&gt;
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Starting out, you have a few basic choices for gear. You naturally want Armor of Eternal War, Mark of Tzeentch, and Tome of Hunger, and either the Sword of Spite or Staff of Warpfire. Both have advantages - the Sword of Spite gives you good CQC DPS and the always-useful fuck-off button in Doomblast, whilst the staff of Warpfire gives less melee damage but a much stronger and longer-ranged zap attack from afar, and lets you demolish lines of enemies with a series of explosions in Warpfire. Warpfire itself has the drawback of being susceptible to Latency, but early on it&#039;s easily the best spell and can clear out entire clusters of enemies in short order. You&#039;ll have some damned good early minions due to the Armor of Eternal War, but you can&#039;t clone high-level units yet, so target quality regular enemies - the Tyranid Warriors in Coliseum are especially prized. Tome of Hunger will let you munch minions if you desperately need to stay alive, so don&#039;t forget about it in a pinch.&lt;br /&gt;
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If you got the DLC, both options give a great survivability boost at the outset. The Rubric Helm can temporarily give you a barrier that cuts all damage by about 50% for the duration; The Oracle staff is a melee weapon that, whilst it does little damage, periodically causes a Fate Weaver attack that can essentially one-shot any early enemy, which makes it hilariously useful, so don&#039;t underestimate it. With the right wargear, this ability can seriously mess up the errant Carnifex that heads your way, so don&#039;t underestimate it.&lt;br /&gt;
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- When you get to &#039;&#039;&#039;Level 2&#039;&#039;&#039;, the Scroll of Blood gives you a tactical option that bolsters your allies; be sure to tell your teammates you have it, and cast it around allied Lord General firing lines and Tau Commanders - they&#039;ll be very grateful for the healing potential it offers, especially if you&#039;re setting up gun nests. You can alternately use this to bolster &#039;&#039;your&#039;&#039; survivability in close combat, if you&#039;re going with a melee build.&lt;br /&gt;
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- At &#039;&#039;&#039;level 3&#039;&#039;&#039;, you get your first Narcissist armor - be very careful - you don&#039;t really want to use this armor immediately, since you don&#039;t have really any of the reasons you&#039;d normally go Narcissist in the first place just yet. Instead, hold onto it and keep it ready for another few levels or so, when that piece of kit will really come into its own.&lt;br /&gt;
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- &#039;&#039;&#039;Level 4&#039;&#039;&#039; then brings you Tome of Doom, which is an outrageously useful piece of wargear that gives you what is, unequivocally, the most utilitarian spell the Chaos Sorcerer gets in Doombolt - don&#039;t underestimate it. From this moment onwards, unless running a build that absolutely &#039;&#039;needs&#039;&#039; that slot, you will invariably be glad you have this spell somewhere on your person and ready to go, at least for now. Melee builds, ranged builds, everyone gets mileage out of Doombolt.&lt;br /&gt;
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- &#039;&#039;&#039;Level 5&#039;&#039;&#039; comes next, and with it, a useful piece of wargear that comes with a price. Icon of Summoning lets you finally clone enemy commanders and bosses, and alternately will give you almost double your normal health for a Narcissist build. But pay heed - your clone on Wave 16 of Coliseum will be able to do so as well, and will cheerfully spawn clones of your and your teammates - and this can quickly lead to disaster... And that asshole will show his ugly stupid head on wave 20, too, just to be a cock. On Anvil of Khorne, this isn&#039;t an issue - use it all you want there (and indeed, it rocks there) - but bear in mind the drawbacks before committing to the use of this wargear outside of a Narcissist loadout otherwise!&lt;br /&gt;
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- &#039;&#039;&#039;Level 6&#039;&#039;&#039; brings you the Sword of Fate, a major boon to ranged builds that offers superior tactical and control options, without sacrificing too much melee power. Cast the spell on a mook squad and watch it cease to exist as you [[Fist of the North Star|make them fucking explode]].&lt;br /&gt;
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- &#039;&#039;&#039;Level 7&#039;&#039;&#039; then brings you the delight of the Sigil of Greater Sorcery - this incredibly useful item overclocks many of your favored prizes up until this point, making Warpfire ragdoll enemies, Doomblast do much more damage and in a larger area, and Curse of Tzeentch leeching some energy from the victim whilst it&#039;s in effect. This useful upgrade will effect your spells yet to come and some gifts you&#039;ll get soon, so it&#039;s absolutely amazing.&lt;br /&gt;
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- &#039;&#039;&#039;Level 8&#039;&#039;&#039; then brings you the Daemonic Gift of Retaliation, and at this point, you can finally Narcissist proper. Throw this gift on with the Sword of Fate, Vestments, and Sigil of Sorcery to become a painfully-hard-to-bring down support tank. Replace the Sword of Fate with the Sword of Spite, and you&#039;ve got twice the Doomblasts for even more explosions. Warpfire Staff&#039;s another option, giving you a mix of close-range power and the ability to launch annoying foes like Banshees. This gift&#039;s also great for minion builds, and it benefits from the Sigil, so by all means, use it.&lt;br /&gt;
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- &#039;&#039;&#039;Level 9&#039;&#039;&#039; then gives you a fantastic boon: An armor that boosts health and energy. The Robes of Unholy Fortitude are, simply put, &#039;&#039;a fucking godsend&#039;&#039; for your survivability at this point, and your minions will also have more health and more energy to play with as part of the bargain. It also has significantly higher defense than your original armor. Sadly, it lacks the Combat Mastery trait of the Armor of Eternal War, so many of your spells and attacks will become notably weaker should you wear this instead. The Sword of Fate really shines here - the spell&#039;s health drain is not effected by the loss of attack power, though the blast is a little weaker, but survivability often trumps raw damage output, so with that in mind, this armor&#039;s in good company.&lt;br /&gt;
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- At &#039;&#039;&#039;Level 10&#039;&#039;&#039;, you get what is unequivocally the Chaos Sorcerer&#039;s worst wargear item in the Icon of Change. Though the explosions generated by the Aura are quite powerful, and capable of seriously disrupting nearby foes, they happen purely at random and virtually never where or when you want them to be, which makes this summarily a very poor choice overall. &lt;br /&gt;
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- Thankfully, &#039;&#039;&#039;11 brings you&#039;&#039;&#039; Scroll of Vengeance - as is the case for all scrolls, coordinate with your allies, and you&#039;ll find this little bastard of a spell to be quite useful for dealing with pesky, high-damage units like Banshees and Warp Spiders.&lt;br /&gt;
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- &#039;&#039;&#039;Level 12&#039;&#039;&#039; brings &#039;&#039;the single most important item in the Chaos Sorcerer&#039;s entire career&#039;&#039; - the Staff of Tzeentch. Mere words cannot describe just how much of a vital improvement this item is for the Chaos Sorcerer. Yes, it denies you the use of vital spells like Doomblast and Curse of Tzeentch, but it lets you teleport, which can and will boost your survivability by several leagues. Unless you have a specific build in mind, the Staff of Tzeentch will never disappoint, since you can escape bad situations, get into position to clear-cut an enemy position, or get right where&#039;s needed to drop a Doombolt barrage in an enemy&#039;s face. Never underestimate it.&lt;br /&gt;
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- &#039;&#039;&#039;The number 13&#039;&#039;&#039; in eastern cultures carries connotations of danger. In case of the Chaos Sorcerer hitting Level 13, this is prophetic, because the Chaos Sorcerer&#039;s strongest overall Narcissist armor is unlocked here. It grants both unshakable, fearless, and the best armor rating of any Chaos Sorcerer armor, as well as the Narcissistic trait. This makes it the king of survivability for Narcissist builds - the improved statistics make it generally the go-to choice, but be forewarned - like the Icon of Summoning, this armor is potentially double-edged - your clone will also be fearless and unshakable with this armor, making it necessary to kill him outright to stop him from reviving his teammates or casting powerful spells!&lt;br /&gt;
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- &#039;&#039;&#039;Level 14&#039;&#039;&#039; gives you the gift of Spite, which makes you minions explode when they die. At this point, you now have what&#039;s needed for a minion bomber build, or, alternately one final &amp;quot;Fuck You&amp;quot; to enemies when you die.&lt;br /&gt;
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- &#039;&#039;&#039;Level 15&#039;&#039;&#039; finally brings the beer and pretzels with the Staff of Daemonic Flame, letting you cast Let the Galaxy Burn and immolating entire squads of mooks like so much kindling. At this point, Nuker builds are now ready to be exploited; nothing of value survives a LtGB salvo when properly kitted out, and anything that does somehow eke its way past the flames is likely to be in sorry shape (or a vehicle/monstrous creature/commander unit - hope you prepared accordingly).&lt;br /&gt;
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- &#039;&#039;&#039;Level 16&#039;&#039;&#039; then gives you the Scroll of Unholy Might - the lynchpin of gunline builds. Coordinate with a Mekboy, General, or Commander specializing in rapid-fire weapons, throw on an Orb of Unholy Might, and laugh as nothing short of a vehicle is getting within 30 feet of your firing lines. Support builds are now fleshed out, so you can begin setting up better to support allies. &lt;br /&gt;
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- &#039;&#039;&#039;Level 17&#039;&#039;&#039; comes next with Robes of the Deathless, the king of Minion armors and considered by many to be one of the single most powerful wargear options in the entire game, bar none. At this point, you&#039;re rapidly approaching the apogee of the Minion builds, but not quite yet.&lt;br /&gt;
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- &#039;&#039;&#039;Level 18&#039;&#039;&#039; gives the Sigil of Master Sorcery - exactly the same as its level 7 counterpart, it bolsters spells much the same way. This turns Doomblasting tanks into godly destroyers of mooks, and adds even more ridiculous destructive potential to Nuker builds, fleshing out both nicely. This also gives Warpfire more bite and makes Curse of Tzeentch heal the user, adding a ton of utility to spells that had previously fallen by the wayside - ranged sorcerers now have even more options, and the ability to stay in the fight longer regardless of build is a major boon.&lt;br /&gt;
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- At one point, &#039;&#039;&#039;Level 19&#039;&#039;&#039; was a hallmark of the Chaos Sorcerer - the Daemonic Gift of Sustenance was once mighty enough to completely warp the metagame around it. LtGB could completely recover your energy, which meant firing it off again and again. Sadly, patches utterly destroyed this for Narcissist builds, and it&#039;s now just a mediocre piece of kit for Narcissist Sorcerers unless running a Muscle Wizard or ranged Zapper build. It is, however, &#039;&#039;fucking amazing&#039;&#039; for Minion Sorcerers, and is the last piece of gear needed to make the strongest Minion Sorcerers viable.&lt;br /&gt;
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- Lastly, at &#039;&#039;&#039;level 20&#039;&#039;&#039;, you have the Icon of Pain, which bolsters you and all allies &#039;&#039;beautifully&#039;&#039;. Pair up with skilled Mekboys, Generals, and Tau Commanders, and you&#039;ll turn a firing line into a bloodbath waiting to happen. Even better, this effects both your minions and you as well, giving the final piece you need for nuke builds and support builds alike. By this point, all avenues are open, and the Chaos Sorcerer is an absolute delight to play - you will constantly unlock new tricks and new spells to try, and you&#039;ll find something that works for you.&lt;br /&gt;
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Special note needs be made of the two achievement wargears. The Accursed Idol gives you the ability to damage opponents that hit you - invaluable for Doomblast Tanks and a godsend to other melee loadouts, though it&#039;s generally not taken that often due to overlap with the Rubric Helm and Orb of Vengeance. The Cataclysmic Hellblade is the single strongest weapon in the Chaos Sorcerer&#039;s entire arsenal damage-wise, but comes at a steep price, so it&#039;s a very finicky option unless you&#039;re planning to make a Muscle Wizard.&lt;br /&gt;
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==Tactics &amp;amp; Strategy==&lt;br /&gt;
&#039;&#039;Main Article: [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]]&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s First Build: Fuck the Spells, I have Fists&#039;&#039;&#039;&lt;br /&gt;
**Being a Muscle Wizard is both possible and, curiously enough, remarkably effective - and even more surprisingly, it has a build viable at low levels; an easy-to-use Muscle Wizard build first becomes available at about level 5 - provided you have the DLC. Start with the Oracle Stave and Rubric Helm, throw on the Vestments, Icon of Greater Summoning, either Tome of Doom or Accursed Idol, and either Consume or Orb of Blood. This gives you a free-to-use periodically make-shit-explode button in the Stave, a massive armor spike courtesy of the Rubric Helm, the ability to heal yourself in a pinch, and a means of either easily splattering small crowds or an errant vehicle threat, or to quickly deal retaliatory damage. As this build advances, cycling out the Vestments for the Armor of Might Undivided is a good idea, and, as ever, tossing Blood Orb/Consume for Rite of Sustenance, though individual tastes should always play a part.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Second Build: Doomblasting Tank&#039;&#039;&#039;&lt;br /&gt;
**A favorite of several in Last Stand, this build involves taking the Sword of Spite, backing it with the Rubric Helm and both Sorcery Sigils. For Armor, you want either the Robe of Unholy Fortitude or one of the Narcissist Armors, and either Icon of Greater Summoning (for the Narcissistic Sorcerer) or Icon of Pain (for the opposite). Get in close, fire off Doomblast, enjoy massive armor improvement that makes you stay in the fight, rinse, repeat. Narcissistic variants of this build have better defense and health, but the Fortitude variant offers more energy, higher damage, and the ability to gain disposable asshole minions from low-level minions.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Third Build: Hellblade Asshole&#039;&#039;&#039;&lt;br /&gt;
**The Cataclysmic Hellblade is, without a doubt, one of the coolest wargear options in the game, offering matchless DPS and fantastic fluff, but it can be extremely hard to use for even the most Muscly of Wizards. Essentially, it trades spellcasting and efficiency for a melee weapon that casts a minor punch-enemy-in-balls spell with every swing. There&#039;s several ways to make this weapon work, but the most tried-and-proven is to pair it with either Narcissistic armor, and the Rite of Sustenance. This will allow the sorcerer to replenish about half of his spent mana from swinging the Hellblade with every swing and heals him significantly each time he swings at something. For further lulz, pair this with Orb of Vengeance and either Accursed Idol or Rubric Helm. Whilst this may ultimately be almost too straightforward, and doesn&#039;t do very well on Coliseum, it handles extremely well on Anvil and can make a mockery of the later vehicle waves.&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Magic Missiler&#039;&#039; (Which unlocks the Accursed Idol) is a simple one.  Just spend 3,500 Energy, which a Sorcerer will do with no trouble.&lt;br /&gt;
** &#039;&#039;There Can Be Only One&#039;&#039; (Which unlocks the Catclysmic Hellblade) is unlocked just by clearing Wave 16 of the Bloodied Coliseum (The Clone wave).  Beat them and you win.  Just beware what you build your Sorcerer with, (Icon of Summmoning especially) as it could make getting this much harder without you meaning for it to.&lt;br /&gt;
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*&#039;&#039;&#039;On Daemonic Doppleganger Tactics:&#039;&#039;&#039;&lt;br /&gt;
**You can clone any normal enemy with Daemonic Doppleganger except for the following: Heroes of any sort, walkers (including Wraithlords and Bloodcrushers), vehicles, super-heavy units of any kind, and a few rare units that count as heroes, such as Zoanthropes and Lictors.&lt;br /&gt;
**With Icon of Greater Summoning, you can clone any of the units on the above list except for Super-Heavies.&lt;br /&gt;
**For Sorcerers that lack the Icon of Greater Summoning - either because they don&#039;t have it yet, or because they are using the other Icons - the best minions are ones that have either good abilities, good damage, or versatility. Particularly prized units for each faction are as follows: Ork Stikkbombas (good damage; free grenades), Ork Stormboyz (Jetpacking and good damage), Tyranid Warriors (either ranged or melee formats are win), Tyranid Raveners (huge ranged damage and burrowstrike), Eldar Wraithguards (massive damage and suppression), Eldar Warp Spiders (Great damage and hard to pin down), Imperial Guard Catachans (good damage at any range, plus grenades), Imperial Guard Ogryns (damage sponges), Chaos Marines (good durability and solid in close-combat), Chaos Cultists (Incredibly Fragile, but the grenade launcher ones absolutely dump out unnaturally high ranged DPS), Bloodletters (See Chaos Marines), Space Marine Scouts (ridiculously high damage to the point of being almost game-breaking; also grenades), and Assault Marines (High damage, good mobility).&lt;br /&gt;
**Avoid cloning the following unless there is no better option: Eldar Grav Platform Teams (shitty AI makes them almost unusable), Banshees (remarkably fragile and come in squad sizes too small for a player to properly exploit),  Imperial Guard Heavy Weapons Teams (See Grav Platform Team), Imperial Stormtroopers (Squad size too small to be that useful), Tyranid Tyrant Guards (they exist to tank and nothing else; unlike the Hive Tyrant&#039;s guard, this one almost never uses Taunt), and Space Marine Devastator Squad (see also: Grav Platform Team and Heavy Weapons Team).&lt;br /&gt;
**With the Icon, you want tougher, stronger minions, or ones with really handy abilities. &lt;br /&gt;
**For Bloodied Coliseum, this means the Wave 4 Captain and Apothecaries, the Wave 8 Zoanthropes, Wave 12 Wraithlords, wave 16 Dopplegangers, Wave 17 Lictor Alpha and Carnifexes, Wave 18 Ork Warboss and Deff Dreads, Wave 19 Elite Terminator and Dreadnaughts, and Araghast on Wave 20.&lt;br /&gt;
**For Anvil of Khorne, grab fucking any vehicle you want, but especially the Predators, Leman Russ, and Fire Prisms. Assault Cannon Dreadnaughts are fine too.&lt;br /&gt;
**Wave 16 Heroes on Coliseum are especially highly-prized for Sorcerers with the Icon of Greater Summoning, especially if you can keep them alive. Not only will they provide extra firepower, but they are the only minion capable of reviving players. This alone justifies their use, but if you can clone say, a high-level Hive Tyrant or Shas&#039;O, the game just got infinitely easier for you.&lt;br /&gt;
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*&#039;&#039;&#039;On Narcissist Sorcerer Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Losing your Doppleganger ability is fucking &#039;&#039;huge.&#039;&#039; Without the clones to screen for you or provide fire support, you lose out on both staying power and damage, and you aren&#039;t able to benefit from the advantages of the Armor of Eternal War (damage buff), Deathless (survivability boost), or Robes of Unholy Fortitude, either, so your default damage and initial survivability, before upgrades, will be lower. The key, thus, with the Narcissist Sorcerer is to make up for this in other areas.&lt;br /&gt;
**The central advantage to going Narcissist comes from the durability boost via Icon of Greater Summoning and benefitting directly from Daemonic Gifts. A special note needs be made as well for wargear options that benefit the Sorcerer more, such as the Mark of Tzeentch and Consume.&lt;br /&gt;
**Both Narcissistic Armors give decent buffs; the Armor of Might Undivided gives better armor and access to both Fearless and Unshakable, whilst the Vestments of Power Undivided give increased energy regeneration - something that is invariably valuable on a character as energy-hungry as the Sorcerer. Both are excellent; use them well.&lt;br /&gt;
**For a Narcissistic Sorcerer, Daemonic Gifts go from being gimmicky fun to being undeniably powerful options, and completely change how you fight. If you don&#039;t have one on a Narcissistic Sorcerer, you&#039;d almost invariably be better-served by going with the Robe of Unholy Fortitude, which will give you notably enhanced durability whilst not robbing you of your ability to call minions.&lt;br /&gt;
**Gift of Retaliation means Doomblasts without the Sword of Spite, which means fundamentally you get two primary spells from one character. Better still, it benefits from the Sigils of Greater/Master Sorcery. Using this carefully allows you to become immensely powerful: this combination with any of the primary spellcasting weapons makes for a lethally-powerful Sorcerer who can be remarkably hard to pin down because the Gift will exterminate standard melee enemies and buff the Sorcerer all at once. The effects of the Gift and Sword of Spite do not stack, so make sure that if you&#039;re taking the Gift of Retaliation, you use something other than the Sword of Spite.&lt;br /&gt;
**Gift of Sustenance allows you to heal by inflicting damage, and regain energy from close-combat kills, functionally giving a Narcissist Sorcerer a counterpart to the Mekboy&#039;s Big Choppa in that it lets him recover energy by bashing enemies with a stick. Alternately, it can take the edge off using the Cataclysmic Hellblade, or bolster a Sorcerer&#039;s use of the likes of the Oracle Stave. The survival rate boost it gives is sizable, and should be exploited at the first opportunity, even if it isn&#039;t as flagrantly overpowered as it used to be.&lt;br /&gt;
**Gift of Spite isn&#039;t hugely powerful, but gives one last &amp;quot;fuck you&amp;quot; when you die. Again comparable to the Mekboy&#039;s suicide bombs, Gift of Spite is especially handy in scenarios like Wave 9 of Bloodied Coliseum, where players tend to get swarmed and subsequently devoured by the Eldar Banshees. This gift can ensure that even if the Sorcerer goes down, the warp rift he generates gives those nasties an unpleasant surprise. It also means that there&#039;s a legitimate reason for you to use something like a Guerrilla Doombolter build, which tends to die quickly under enemy fire, but ultimately this particular Gift tends to be more useful on minions.&lt;br /&gt;
**Tome of Hunger goes from being a mediocre ability for a Summoner to being a godsend for a Narcissistic Sorcerer. For 25 Energy, you can restore 75 Health - no minion required. This gives a huge amount of survivability to the Sorcerer provided you have decent micromanagement and can help keep you alive that much longer. The cost is expensive, but certainly worth it if it means surviving to see a later wave.&lt;br /&gt;
**Mark of Tzeentch also goes from being mediocre to being good for a Narcissistic Sorcerer. The doubled energy boost means enough energy to cast Consume twice, or hurl out 2 Doombolts and a Curse of Tzeentch. You can do a lot with 50 Energy, so make good use of it.&lt;br /&gt;
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==Build Options==&lt;br /&gt;
Below lies a list of some popular and effective Chaos Sorcerer builds.&lt;br /&gt;
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1) *&#039;&#039;&#039;&#039;&#039;Guerilla Doombolter&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip: Staff of Tzeentch, Armor of Eternal War, Tome of Doom, Sigil of Greater Sorcery, Gift of Spite, Icon of Pain.&lt;br /&gt;
***Simple, simple, simple. This build has one purpose: Using your hideously overpowered Doombolts and mobility to control the battlefield.&lt;br /&gt;
***Icon of Pain and Armor of Eternal War boosts Doombolt to the point where you can easily take down enemy heavies.&lt;br /&gt;
***Greater Sorcery Sigil is there to boost Gift and add the residual fire to the teleport effect.&lt;br /&gt;
***Gift of Spite is chosen over Sustenance because your minions will be non-Improved Summoning clones. Choose your minions carefully.&lt;br /&gt;
***Tome of Doom is this build&#039;s sword, shield, bow, and periodically blunt-force instrument.&lt;br /&gt;
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2) *&#039;&#039;&#039;&#039;&#039;Suicide Minion Bomber&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Weapon of your choosing, Armor of Eternal War, Tome of Hunger OR Greater Sorcery Sigil, Gift of Spite, Gift of Retaliation, and Icon of Pain.&lt;br /&gt;
***Clone melee-focused enemies, such as Hormagaunts, Banshees, and Tyranid Warriors. Anything with a good squad-size is ideal, and a focus on close-combat is a must.&lt;br /&gt;
***Get your minions to attack a target, then blow them up either by resummoning them or using Consume. The resulting warp-rifts will shred most conventional foes.&lt;br /&gt;
***You can alternately clone a squad in the middle of a big cluster, and blow them up accordingly.&lt;br /&gt;
***Use your primary spell to back up your minion-suicide-bombers.&lt;br /&gt;
***Surprisingly survivable if the Tome of Hunger variant is used, due to Consume abuse.&lt;br /&gt;
***Greater Sorcery Sigil enhances your primary spell and the Gift of Retaliation, but Tome of Hunger is genuinely better for this purpose.&lt;br /&gt;
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3) *&#039;&#039;&#039;Lord Of The Clones&#039;&#039;&#039; - Bringing the Beer &amp;amp; Pretzels Bullshit from the tabletop version of 40k, this build is the best Clone build ever. Watch your Clone try to die while it carries your team and acts as a huge fire magnet. Micro isn&#039;t essential, but it is appreciated. So you can teleport around, cook mooks and res teammates, or just camp in a building, smoke weed/drink beers and complain to the other players about how bad tabletop 40k is (and they will agree)&lt;br /&gt;
**&#039;&#039;&#039;Wargear&#039;&#039;&#039;; and why:&lt;br /&gt;
***&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - Mobility is essential, especially with a squishy Sorc like this. It will get you out of tight spots, and get you close to a unit you want to clone and then get the fuck out of dodge. It will also save you from the dreaded Wave 20 Sorc glitch on Anvil (when Wave 19 ends, your Sorc will start Wave 20 exactly where he was at the end of Wave 19, which usually means you start Wave 20 dead or severely disadvantaged.) &lt;br /&gt;
***&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - It gives you a 2nd life, but more importantly it gives your Clone a 2nd life. Just when you thought your Predator got killed by Stikkbommaz, its health shoots back up and Doomblasts them all to shit.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - Gives your Clone Doomblast. Essential for your Clone&#039;s survival and offense as it will clear out enemies when it gets swamped and adds another source of damage.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - Gives your Clone Zealous, another essential trait your Clone needs to stay alive. &#039;&#039;NOTE: The life leech only applies to ranged attacks. However, some melee units&#039; attacks count as ranged, eg. Lictor, Bloodcrusher, Dreadnaughts.&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - Increases the damage of your Clone&#039;s Doomblast. It also gives your Sorc some offense; your Warp now burns the ground on arrival, which can be used to cook unarmored mooks.  Doombolt can be taken instead if you want more damage against heavier targets.&lt;br /&gt;
***&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - Lets you clone the big bad toys you need to kick ass. Your team will love you when you bring a Predator or Bloodcrusher to punch face.&lt;br /&gt;
***Consult the [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tips &amp;amp; Strategy&#039;&#039;&#039; - Your only job is to make clones and res dead teammates. The Clone will literally do all the killing for you. But you can still contribute:&lt;br /&gt;
**You can use your Warp teleport fire to make traps that will cook enemies on arrival. Teleport onto an enemy spawn point at least 3 times. The more the better, but don&#039;t use up all your Energy or else you won&#039;t be able to teleport away. 5 teleports on a single spot will stack enough fire damage to kill Guardsmen, Culists, Gaunts and Stormtroopers in seconds. A good tactic against IG waves. This isn&#039;t very effective against Marines due to their toughness, or Eldar due to their high damage against your lack of armor.&lt;br /&gt;
**Even if you die, your resurrection isn&#039;t a priority, as your Clone will still be dominating shit.&lt;br /&gt;
**Although you can&#039;t control your Clone, it will eventually run to your location after some time. It will also retreat to your location very quickly if you die, providing a teammate with backup as they res you. If you need to move your Clone somewhere, just camp there and wait.&lt;br /&gt;
**You can also sort-of control some Clone movement. If a Dread or Tank Clone is charging off somewhere you don&#039;t want it to, teleport right in front of its path and it will stop and relocate a target. Note that this only works on some of the larger Clones. &lt;br /&gt;
**Good clone candidates are usually ranged units, due to Zealous. All clones will eventually get into melee, whether on their own or when swamped, so Doomblast is never really wasted. The best clone is always one that takes advantage of all the buffs you have provided.&lt;br /&gt;
**Deathless reactivates after 30 seconds. You can tell when it&#039;s back by the large purple orb surrounding you and/or your clone, instead of counting the seconds.&lt;br /&gt;
**A good way to survive later waves is to camp on a spawn point and use the teleport fire trick. The waves that appear on your spot are pretty much dead, which will help mitigate the swarming effect of the enemy if you camp in the middle. You can always teleport away from a bad situation.&lt;br /&gt;
**You can confuse enemies by constantly entering and exiting a building. When enemies chase you, enter. When they turn away, exit and either assist or continue to trick other incoming enemies. Some enemies won&#039;t fall for this trick, such as Ork Nobz, Space Marines, Hormagaunts and Ogryns. Enemies who are right next to the building when you enter will not fall for this trick.&lt;br /&gt;
**You can also teleport several times in front of a building, and then enter it. Enemies will attack the building and get burned in the process. If they haven&#039;t died yet, your Clone will come to your rescue. Very effective against Banshees, who can&#039;t damage the building very well and will cook very quickly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) *&#039;&#039;&#039;Knockback spam&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Fairly much only the Orb of Unholy Might is required&lt;br /&gt;
**&#039;&#039;&#039;Recommended teammates:&#039;&#039;&#039; Tau+Lord General&lt;br /&gt;
**&#039;&#039;&#039;Strategy:&#039;&#039;&#039; On Bloodied Coliseum, have the Tau abuse the map quirk that allows him to never be hit by melee units (this is achieved by having him deploy his drone on some of the rocks on the lower corner of the map near the chain, and then jumping into the rocks giving him permanent heavy cover) It is best if he has twin linked Flamethrowers or burst cannons and the anti tank missiles. The lord General must have a flamer or grenade launcher with the bolter turret. Essentially everyone camps next to the Tau in his glitched spot (If you get the right staff, you can teleport in there just before he lands so you can both stay safe) Depending on armor and weapons you should have enough energy recharge to be able to recast Unholy might exactly as it wears off, causing all of your firepower to deal knockback, this makes the burst cannons ludicrous as they can actually keep units hovering in midair from the sheer amount of knockback they are taking, the lord general and his minions can also cause ridiculous knockback to anything that even TRIES to get close. The only things you need to worry about are your clones and vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) *&#039;&#039;&#039;KABOOM&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Sword of Spite, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Daemonic Gift of Sustenance, Icon of Summoning &lt;br /&gt;
**&#039;&#039;&#039;Explanation:&#039;&#039;&#039; You are essentially the team&#039;s main source of mob-killing with your doomblast spam, and all your armor and items help make sure that you can at least survive whatever they throw at you.  Seriously, don&#039;t stop running into a group and doomblasting unless thr group just proves to be too big.  However, even then, you can use doomblast to give yourself room against them.&lt;br /&gt;
&lt;br /&gt;
6) *&#039;&#039;&#039;&#039;Curse Knight&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Sword of Fate, Armor of Might Undivided, Greater and Master Sorcery Sigil, Gift of Retaliation, and either Icon of Pain or Icon of Summoning.&lt;br /&gt;
***Curse of Tzeentch under both sigils heals the Sorcerer to a fantastic degree, Armor of Might gives good defense and fearless/unshakable, and Gift of Retaliation ensures you aren&#039;t crippled if you get mobbed.&lt;br /&gt;
***Curse weaker foes or those being attacked by teammates for quick mob removal. Target large targets for protracted healing.&lt;br /&gt;
***Curse of Tzeentch stacks. Abuse this to keep your health up in fights.&lt;br /&gt;
&lt;br /&gt;
7) *&#039;&#039;&#039;Disco Clone&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Staff of Demonic Flame, Armor of Eternal War, Sigil of Greater Mastery, Demonic Gift of Retaliation, Demonic Gift of Sustenance, Icon of Summoning&lt;br /&gt;
&#039;&#039;&#039;Maps:&#039;&#039;&#039; Anvil of Khorne, Bloodied Colosseum&lt;br /&gt;
&#039;&#039;&#039;Explanation:&#039;&#039;&#039; This hybrid build makes you the main source of damage in your team. While you don&#039;t have mobility and are quite frail, your clone is strong enough to protect you against almost anything, especially if you can clone something big like a Fire Prism or the unholy Predator; hide behind it and let it destroy anything in sight, regaining health and energy for any damage dealt (hence the name of the build). Thanks to Doomblast he will protect you more efficiently and he will also do more damage thanks to Combat Master. But that&#039;s not all: what kind of master let his minion take all the glory? With double balls Let The Galaxy Burn! and Combat Master you can easily annihilate entire waves, destroying anything short of vehicles and heroes (for which there is your big, chunky clone). Remember, though, that, until you can clone something big to hide yourself behind, you must position yourself well, &#039;cause you are still a weak sorcerer without mobility. Still, one of the, if not THE, most damaging build in Last Stand!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8) *&#039;&#039;&#039;Carry&#039;&#039;&#039;&lt;br /&gt;
**Warp, Deathless, Doombolt, Greater Sorcery, Master Sorcery, Clone. Can go for more energy and healing orb instead of flames if teammates have aoe covered.&lt;br /&gt;
***Shootas, Warriors, Wraithlord (bulky team), Raveners (lean team), Carnifex. Wraithlord and Carnifex will wipe enemy clones in a couple swings. Also a slow threat if the enemy sorcerer clones. Banshees, Raveners, Tanks&lt;br /&gt;
***Burn ranged blobs. Wait for teammates and clone to aggro in later waves.  &lt;br /&gt;
***Vs melee set up and spike a doombolt. Teleport (in place) to prevent knockback. &lt;br /&gt;
***Wait til any enemy clone uses their jump ability before chasing with doombolt. Don&#039;t be the aggro.&lt;br /&gt;
***Final wave is safest to warp behind clone and not initiate. Pick off weakened clones with doombolt. &lt;br /&gt;
***Enough damage to win with two newbs. Don&#039;t revive them til clone aggros. Vulnerable to knockback, Terminator cyclone strike, let the galaxy burn, tau missle (stay out of range). Keep finger on teleport key. &lt;br /&gt;
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&lt;br /&gt;
9) &#039;&#039;&#039;Chaos Troll&#039;&#039;&#039; - Level needed: 7 for the lulz to begin, 18 for the trolling to ascend to a higher plane. (Added by: Sythren)&lt;br /&gt;
**&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Staff of Tzeentch, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Mark of Tzeentch, Icon of Summoning. (You&#039;re gonna need the health boost)&lt;br /&gt;
***&#039;&#039;&#039;Maps:&#039;&#039;&#039; Both.&lt;br /&gt;
***&#039;&#039;&#039;Reasoning:&#039;&#039;&#039; As you&#039;ll note with this build, you will have the some of the lowest auto-attack damage in the game. The good news? You won&#039;t need it. The better news? You have the singular ability with all of the power you&#039;ll ever need: Warp. With all of the damage you can desire, all of the mobility needed, an absolutely massive health pool, the benefits of being unpinnable due to the Armor of Might giving both fearless and unshakable, this build will at first confound, confuse, and preferably infuriate your fellow Last Standers as you Warp around, killing all of their mobs. The crux of this build comes with the dual Sigils of Greater/Master Sorcery, which empowers your Warp with the ability to ignite a small but significant area around your Warp&#039;s departure and arrival. One burning from Warp is usually enough to kill low-level infantry in 5-10 seconds, but the beautiful thing here is that the Warp fire stacks in the region, with each teleport creating it&#039;s own fire field, so all you have to do to wipe out that Ork mob is warp in, warp right next to yourself, and potentially warp right next to yourself one more time, dropping as many fire fields as you feel are necessary to burn the Orks out of existence, and laugh at your allies as they struggle to keep up with your kills (I rarely get below 300 kills with this build). Warp&#039;s cooldown is low enough that while a few melee attacks might get off on you once you&#039;ve warped in, you&#039;ll safely be able to warp out without taking significant damage but still dropping another stack of fire. The only downsides to this build are that if you stay too long in a mob, you&#039;ll get krumpt, and ranged damage will eat right through your considerable health pool, also that you&#039;ll do insignificant damage to heavy units without three or more stacks of warp fire on them. The upsides to the downsides are that if you pay attention and know how to kite heavy units through fire fields, you can effectively negate any issues with enough time and mana. Oh, by the way, don&#039;t trade the Mark of Tzeentch for anything else, it&#039;s absolutely a necessity as you&#039;ll have negligible mana regen and you&#039;ll be wanting to Warp at every chance you have, so that +50 energy is beyond useful. Even trading the Mark of Tzeentch out for the Daemonic Gift of Sustenance is a bad idea because you don&#039;t want to be standing around long enough for even a single auto attack. Kite and kite hard. Good luck, have fun, and don&#039;t be afraid to use your teammates as cannon fodder/human shields if you get low on health or energy.&lt;br /&gt;
{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Chaos]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Chaos_Sorcerer&amp;diff=301212</id>
		<title>Last Stand - Chaos Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Chaos_Sorcerer&amp;diff=301212"/>
		<updated>2018-07-25T13:23:36Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sorcerer (Warhammer 40,000)|Sorcerer]] is the [[Last Stand]] hero for [[Chaos]] &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Sorcerer is an unusual case in [[Last Stand]] heroes in that he has two completely different performance characteristic sets: His armor either focuses summarily on summoning minions that are cloned form your enemies, or on ignoring that this ability exists and instead giving all benefits that would otherwise be given to the Sorcerer&#039;s minions to himself. All Sorcerer builds spiral out from these two archetypes, and the sheer volume of options in each means that the Sorcerer has, perhaps more than any other class, more viable builds and variations than any other.&lt;br /&gt;
&lt;br /&gt;
An oft-cited joke by fa/tg/uys and ca/tg/irls playing last stand is that the sorcerer can fulfill damned near any role with the right wargear. Need close-combat? The Sorcerer delivers with the Hellblade, Oracle Staff, Doomblast, Doombolt, and Warpfire. Want to tear enemies to pieces from afar? The Sorcerer has you covered with Let the Galaxy Burn, Curse of Tzeentch, and Doombolt. Want battlefield control? The Sorcerer can make it happen with Warp, the Orbs, and the ability to clone enemies. Want to make the single-most-durable hero in Last Stand ignoring or necron overlords? The Sorcerer can [[Kaldor Draigo|make it happen]]. Heaviest viable raw damage output? Sorcerer does that, too.&lt;br /&gt;
&lt;br /&gt;
...But it&#039;s not all good news. The Sorcerer has sub-par armor, and his health boosts are few and far between. Only one minion armor gives a health boost, and getting one as a Narcissistic Sorcerer demands you sacrifice an incredibly powerful Commander Item slot (specifically for Icon of Pain). His mobility is incredibly poor, and its primary improvement comes from a wargear option in what is undeniably his single most contended-for-slot. By far the cruelest part of this class is that if you play a summoning Sorcerer, the computer dopplegangers on Wave 16 of Bloodied Coliseum will be [[That Guy|gigantic, flaming assholes]], as they can - and will - clone you and your teammates if you took the Icon of Greater Summoning. Killing the enemy Sorcerer in such a situation is &#039;&#039;mandatory,&#039;&#039; or an automatic failure on both Wave 16 and Wave 20 is &#039;&#039;assured&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
More than any other class, the Chaos Sorcerer requires a level of skill and care far above and beyond the other classes, though if you stick with it and get good with it, it&#039;s undeniably amongst the strongest classes in the game.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Your choice in armor will define what your Sorcerer will do depending on whether they give you Minion Summoning or Narcissist.  Plan everything else according to what discipline your armor is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Armor&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
** Armor: 12&lt;br /&gt;
***What&#039;s sad is that aside from the lack of special abilities, the default armor isn&#039;t so bad as far as defaults go.&lt;br /&gt;
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*&#039;&#039;&#039;Armor of Eternal War&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Armor: 58&lt;br /&gt;
**Trait: Combat Master (Sorcerer gains +40% Melee and Ranged damage.)&lt;br /&gt;
**Trait: Minion Combat Master (Minions gain +40% Melee and Ranged damage.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Your first minion armor, this armor is extremely important for two specific kinds of Sorcerers; summoners will find the massive damage bonus to their minions a huge boon, whilst offensive casters will likewise find that this armor&#039;s huge buff to their damage output to their liking. Though its protective value is relatively poor (average by Chaos Sorcerer armors, though), the fact that it can let a Doombolt barrage tear open a rampaging Dreadnaught or buff a stolen Zoanthrope to the point where it can obliterate one of Bloodied Coliseum&#039;s Wave 12 Wraithlords in one well-aimed Warp Blast kind of speaks for itself. Consider it if you&#039;re going for raw damage, and you will not be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;Vestments of Power Undivided&#039;&#039;&#039; - &#039;&#039;Level 3&#039;&#039;&lt;br /&gt;
**Armor: 62&lt;br /&gt;
**+0.5 Energy Regeneration&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***The first Narcissistic Armor is actually quite good, though its benefits are not abundantly clear at first glance. With considerably better protection than the Armor of Eternal War, it gets major props for being the &#039;&#039;only source of improved energy regeneration the Sorcerer gets&#039;&#039;. Given that Narcissistic Sorcerers tend to do more casting in the first place, this is a considerable upgrade. Incredibly handy all-game long for any Narcissistic Sorcerer, the Vestments of Power Undivided are incredibly powerful on the right builds, and worth considering for any Narcissistic build.&lt;br /&gt;
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*&#039;&#039;&#039;Robes of Unholy Fortitude&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor: 72&lt;br /&gt;
**+50 Health&lt;br /&gt;
**+25 Energy&lt;br /&gt;
**+50 Minion Health&lt;br /&gt;
**+25 Minion Energy&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***It may not have the massive damage of the Armor of Eternal War or the incredible survivability upgrade of the Robes of the Deathless, but it is easily the most survivable summoner armor, bar none. Providing meaty boosts to not only the Sorcerer&#039;s health and energy, but that of his minions, this armor is incredibly handy for not only extending the performance of the Sorcerer, but making his erstwhile allies have much more staying power for both health and energy. It&#039;s especially useful when using minions that tend to burn energy quickly, like cloned Apothecaries from Wave 4 of Bloodied Coliseum.&lt;br /&gt;
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*&#039;&#039;&#039;Armor of Might Undivided&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Armor: 88&lt;br /&gt;
**Trait: Fearless (Immune to Suppression)&lt;br /&gt;
**Trait: Unshakable (Immune to knockback)&lt;br /&gt;
**Trait: Narcissistic (All minion bonuses apply to Sorcerer instead)&lt;br /&gt;
***Providing Narcissistic trait, as well as Fearless and Unshakable, this is generally the armor of choice for Narcissistic Sorcerers, owing to its good defense and bevy of useful traits. Sadly, it also comes with a punishing drawback: By using it, your clone on Wave 16 is virtually guaranteed to be able to pull off a revive if you aren&#039;t careful due to the fact that you won&#039;t be able to stop them from doing so. This aside, an excellent choice. &lt;br /&gt;
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*&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Armor: 4&lt;br /&gt;
**Trait: Deathless (When Sorcerer dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Trait: Minion Deathless (When Minion dies, he can resurrect himself with full health and energy and temporary double damage.  This ability can only be done once every 30 seconds.)&lt;br /&gt;
**Ability: Daemonic Doppelganger (15 Energy, allows the Sorcerer to summon the a doppelganger of the target as a minion, so long as it&#039;s not a heavy unit or a Champion)&lt;br /&gt;
***Do not be fooled by this armor&#039;s seeming lack of abilities and poor defense; It functionally doubles your HP and gives you periodic massive firepower boosts. Even better, it also gives your summoned minions this same Deathless trait. If you want to break the game entirely, run this with a Sigil of Greater Summoning, Clone the toughest member of your group on Wave 16, and laugh as the clone runs around and is &#039;&#039;never able to fucking be killed&#039;&#039;. Paired with the right upgrades, it&#039;s insanely survivable, but you&#039;ll be terrifyingly vulnerable if your skill isn&#039;t up to snuff.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed ranged weapon&lt;br /&gt;
**4.3 DPS&lt;br /&gt;
***If you use the Sword of Spite or Sword of Fate, you&#039;ll use this as your ranged weapon, curiously enough. There is no pistol-upgrade for the Sorcerer, which seems like a bizarre oversight.&lt;br /&gt;
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*&#039;&#039;&#039;Force Sword&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**8.5 DPS&lt;br /&gt;
***Basic weapon. You know the drill by now.&lt;br /&gt;
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*&#039;&#039;&#039;Sword of Spite&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**13.1 DPS&lt;br /&gt;
**Ability: Doomblast (10 Energy, knocks back enemies in an area around him)&lt;br /&gt;
*** This sword is very useful for any close-combat Sorcerer build, as Doomblast makes room-clearing easy - a great answer to those insufferable Banshees that just &#039;&#039;love&#039;&#039; to crowd your arse. It takes very little practice to get good with, and with upgrades, becomes incredibly potent. When upgraded via the runes of Sorcery, it will gain a larger explosion, and can dramatically increase the caster&#039;s armor for a time. Sadly it really begs to be paired with teleportation, which can&#039;t happen due to the Sorcerer&#039;s teleport coming from Staff of Tzeentch. Due to a glitch, this sword stacks extra fire damage relevant to the target&#039;s HP, making you pretty good at killing bosses and big things as long as you continue to strike the same target.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Warpfire&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warpfire (15 Energy, A line of explosions come in front of the Sorcerer.)&lt;br /&gt;
***Warpfire is quite powerful, extremely energy-efficient, and arguably one of the best starting spells. It procs towards the targetted enemy, not towards the ground (like the Captain&#039;s Merciless Strike), and causes quite a bit of damage irrespective of armor protection. It&#039;s one of two spells the Sorcerer has that&#039;s good against vehicles (the other being Doombolt), and its combination of good power and decent range would make it one of the best spells overall save for two problems: It&#039;s incredibly susceptible to latency, and it desperately needs the Sorcery Sigils to be effective. When paired with the greater sigil (for knockback) and master sigil), it packs a surprising amount of wallop provided you can trap an enemy against a wall when you cast it.&lt;br /&gt;
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*&#039;&#039;&#039;Sword of Fate&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**12.5 DPS&lt;br /&gt;
**Ability: Curse of Tzeentch (20 Energy, curses an enemy. The enemy will lose the ability to regenerate health, will take damage over time, and, if the target dies, it will explode.)&lt;br /&gt;
***Deceptively powerful. Curse of Tzeentch isn&#039;t too powerful in and of itself, but excels at killing squads of mooks - cast it on an injured member of a squad or someone being fired at by teammates, and enjoy the lulz when the hapless squib explodes upon death with roughly the force of a Frag Grenade. The Curse is powerful enough to kill most mooks on its own, or cause serious damage to priority targets, which makes Curse quite versatile; even better, it will restore some health (with the Sigil of Master Sorcery) and energy (Sigil of Greater Sorcery). The energy restoration is relatively minor, but enough to make it worth using, since it will reliably earn back 25% or so of its casting cost.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Warp (7 Energy, teleports Sorcerer to a new location)&lt;br /&gt;
***Do not overlook this weapon - it may not provide the raw power of Warpfire, Let the Galaxy Burn, or Curse of Tzeentch, but Warp provides you with something potentially more vital than all of these: the golden egg of Last Stand, Mobility. Greater/Master Sorcery Sigils upgrade it with some offensive capability, leaving a pool of fire where you begin (Master) or end up (Greater) that can cause some damage to enemies (the entry/exit fire pools stack damage-wise, and absolutely stack with themselves as each is an individual fire pool, which makes for hilarity as you stack up 7-10 fire pools in one area and burn down a Carnifex). Is particularly valuable for both minion-heavy Sorcerers and the rare guerrilla doombolter Sorcerer, a build for which will be covered below.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Daemonic Flame&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
**Two-handed ranged weapon&lt;br /&gt;
**9.8 DPS&lt;br /&gt;
**Ability: Let the Galaxy Burn! (20 Energy, sends fireballs crashing into the target.  The impact can still burn for a while after colliding)&lt;br /&gt;
*** Without a doubt, your most genuinely useful spell. This is your Plasma Cannon. Your Flamethrower merged with Rokkit Launcha. Your crowd pleaser. It lobs out huge balls of fire that explode and immediately drown the area in flames, knocking light foes down in the process. If you fire it into a blob of lighter infantry, everything in it is going to die. Upgrade it with the Armor of Eternal War and/or Icon of Pain and it&#039;ll start hurting tougher enemies. Note that whilst the knockback effects and initial blast damage from Let the Galaxy Burn stack, the bulk of the damage, coming from the residual fire-patch that results, does not. As such, when firing off a barrage with the Sigils of Greater/Mastery Sorcery, the primary benefits are improved knockdown power and added area-of-effect; you aren&#039;t hindering your damage thus, that much, by not taking them. As such, this piece of wargear offers much more open choices of accessory than it initially appears to.&lt;br /&gt;
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*&#039;&#039;&#039;Cataclysmic Hellblade&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Kill clone from Wave 16 in Bloodied Coliseum&#039;&#039;&lt;br /&gt;
**One-handed melee weapon&lt;br /&gt;
**21.4 DPS&lt;br /&gt;
**Traits: Hell Attacks (Any attacks with the Hellblade cost 5 energy), Bonus Damage (Attacks with the Hellblade cause extra damage)&lt;br /&gt;
***One of the strongest melee weapons in the entire game. Set aside that it lacks an inherent spell: The Hellblade does massive per-hit damage and a large swing range means that every slash from this asshole of a flame-sword will absolutely hurt like hell and functionally trumps the need to even take along anti-vehicle spells or options. Even the Swarmlord will die like a bitch to a properly-kitted-out Sorcerer packing this weapon. The bonus damage from the Hellblade applies straight through armor protection. The drawback is that the Sorcerer still has shit maneuverability and a slow walk speed, and taking this weapon means not taking a spellcasting item and thus no primary spell, and it drains your energy with every hit so you&#039;ll struggle to cast anything at all. Incredibly potent and with awesome fluff (Being a [[Bloodletter]]&#039;s sword that was ripped from him by a [[Lord of Change]]), but hard to use.&lt;br /&gt;
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*&#039;&#039;&#039;Oracle Stave&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Two-handed melee weapon&lt;br /&gt;
**5.0 DPS&lt;br /&gt;
**Traits: Fate Weaver (Attacks with the Stave have a 30% chance of making the next melee attack from the Sorcerer do massive damage and have a blast radius. The triggering of the Oracle Stave&#039;s Fate Weaver is indicated by a blue rune of Tzeentch around the Sorcerer.)&lt;br /&gt;
***This is very similar to the Warp Spear that the [[Last Stand - Farseer|Farseer]] gets in that it does massive amounts of bonus damage if the target hits in melee combat. Unlike the Warp Spear, however, the Sorcerer does not get the nifty-swell Pull ability that the farseer gets, offset mostly by how much more likely the Oracle Stave&#039;s is to proc than the Warp Spear - the Fate Weaver attack also has a blast radius AND benefits from damage boosting, though it sees precious little actual need for it. When Fate Weaver triggers, it will utterly obliterate virtually any standard single target in a single hit. Araghast? Goes down in one shot. the Warboss? One-shotted. It even stands a good chance of completely ripping apart even super-heavies like the Battlewagon on Anvil of Khorne, making it perhaps the single-best source of spike damage the Sorcerer has. Unfortunately, like the Hellblade, it has no built-in magical ability, no ranged support whatsoever, and doesn&#039;t help the Sorcerer&#039;s poor mobility one bit, though it can make for one deceptively potent [[Muscle Wizard]] in trained hands. Note though that having the doppleganger in Colosseum instakill you or an ally with this weapon fucking sucks. Making a clone of the clone Sorcerer means twice the instagibbing fun though.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
*&#039;&#039;&#039;Mark of Tzeentch&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+25 Energy, +25 Minion Energy (Narcissists gain +50 Energy)&lt;br /&gt;
***This is a solid starting piece for the Sorcerer, as energy is always a concern for him, so unlike this item for other classes, it&#039;s almost always a welcome piece of kit regardless of build. It still tends to flag later on, when other means of boosting your energy are available, but is still worth using. It gives a double energy boost for Narcissists, which is always a helpful bonus; the ability to drop another two Let the Galaxy Burns or Curses or three Doombolts sort of pays for itself in terms of practical application.&lt;br /&gt;
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*&#039;&#039;&#039;Tome of Hunger&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Consume (Destroys a minion to restore his health.  A Narcissist instead just spends 25 to regain 75 health.)&lt;br /&gt;
***This is not a choice to be taken lightly for minion Sorcerers, as this will kill your minions - be they lowly Hormagaunts or a super-special Force Commander or Wraithlord, but to put it simply: this wargear option can &#039;&#039;save your goddamned life&#039;&#039; and give a Sorcerer about to die a little bit of extra health to survive that much longer. It&#039;s slightly better for a Narcissist; one of them uses it, the Sorcerer regains 75 health for 25 Energy by using it; not a huge benefit, but one that can potentially save your ass. This ability has a special significance for suicide minion builds, as it gives the Sorcerer a convenient way to blow up his entire squad for fun and profit.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Blood&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Ability: Orb of Blood (10 Energy; Any allies within the orb regain health when they attack, healing 50% of any damage they cause.)&lt;br /&gt;
***Amazingly useful, in no small part due to its low cost and the fact that its cooldown time almost matches the duration time - meaning that with battery support, a Sorcerer can essentially keep this going almost indefinitely. Absolutely beautiful when paired with high-damage teammates like the Mekboy, Shas&#039;O, Hive Tyrant, and Space Marine Captain. Its practical applications are quite numerous, as it greatly boosts your team&#039;s tanking capability while being largely useless for the Bloodied Coliseum&#039;s wave 16 clones because they are too dumb to stay in their own Orb of Blood. Can also be quite helpful for Muscle Wizards and minion support.&lt;br /&gt;
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*&#039;&#039;&#039;Tome of Doom&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**Ability: Doombolt (15 Energy, fire a barrage psychic bolts at enemy. These bolts have quite a bit of scatter, and explode on impact.)&lt;br /&gt;
*** Incredibly powerful and versatile. Can act as a ranged disruptor or a close-combat killer, and one of only two spells the Sorcerer has that&#039;s reliably good against vehicle armor. Get in the habit of using the spell&#039;s 4 different effective ranges; at long range it has wide scatter but can potentially soften up multiple mook squads. At closer ranges, it can easily mow down lighter squads and cause heavy damage to troops closing in; at close range it will critically hurt tough opponents like Nobs and Tyranid Warriors and seriously harm vehicles, and when dropped at your feet it can clear out crowding troops like Banshees. Needs no sigils to be effective, and is so useful that &#039;&#039;entire strategies can be centered around the use of Tome of Doom&#039;&#039;; it&#039;s that good. When backed by Armor of Eternal War and Icon of Pain, it utterly curb-stomps even the raw power of Let the Galaxy Burn. &#039;&#039;Fear it in trained hands&#039;&#039;. In Chaos Rising one can spam Doombolts by canceling when the cooldown is slightly less then halfway to refund the energy cost and cooldown time. I got 29 doombolt casts in a row before I missed one. I&#039;ve tried in Retribution but it didn&#039;t work. By using this one can get the 40% damage bonus of the Armor of Eternal War and the 30% of the Icon of Pain and still spam like the Narcissistic and Gift of Sustenance combo. The lack of accuracy at range means little when you shoot 30 doombolts at your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Traits: Greater Sorcery (Warpfire causes knockback, Doomblast deals extra damage, LtGB gives an extra fireball, Curse recharges Sorcerer&#039;s Energy, Warp burns ground upon arrival)&lt;br /&gt;
*** This is a quick way to make any of your primary spells more useful. Worth noting, it also effects Gift of Retaliation. How good it is depends on the spells you&#039;re using; LtGB gains the added knockdown and burn of a second fireball, but &#039;&#039;not&#039;&#039; increased damage; Curse becomes more efficient due to leeching some energy; Doomblast (and the Gift of Retaliation) becomes stronger and gains a bigger area-of-effect; Warp becomes useful for damaging mooks and zoning, and Warpfire becomes capable of knocking down anything it doesn&#039;t flat-out destroy. All are incredibly handy, but ultimately optional - choose well.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Traits: Reactive Strike (If a minion is hit in melee, they can set off a defensive Doomblast. This Doomblast is affected by the sigils, and if the Sorcerer has Narcissistic, this will instead apply to him.)&lt;br /&gt;
***Incredibly useful and surprisingly easy to overlook. This gives either you (if a Narcissistic Sorcerer) or all your minions (if otherwise) the ability to automatically cause a Doomblast, identical to the Sword of Spite&#039;s, costing no energy, when struck by a melee attack. Even better, it&#039;s boosted the same way by the Sigils as the actual Sword of Spite; the blast is larger and stronger with the Sigil of Greater Sorcerer, and provides a defensive buff with the Sigil of Master Sorcery. This wargear thus has &#039;&#039;huge&#039;&#039; value for both improving the tankiness of minions and increasing the Sorcerer&#039;s survivability. This opens up several build options for both Narcissistic and Standard Sorcerers. It tends to work better on melee minions (Hormagaunts, Warriors, etc) than ranged minions, due to greater odds of being melee attacked. Putting it simply: if you have plenty of expendable goons (Or if you [[Multilasers|like having explosions in your Narcissistic Sorcerer&#039;s explosions so you can kill while you kill]])(this is actually inefficient due to throwing mooks away from the first explosion so the second won&#039;t hit them), this is a useful little trick.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Vengeance&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Ability: Orb of Vengeance (10 Energy, if anyone attacks an ally within this orb, they get hit back with 150% of the damage dealt.)&lt;br /&gt;
***As is the case for the Orb of Blood, Orb of Vengeance&#039;s cooldown and duration are almost identical, meaning it chains well. A spell that&#039;s really good for Muscle Wizard builds or for supporting a gunline alike. Also incredibly handy for saving teammates if they get swamped, since it&#039;s likely that even if your allied Tyrant or Shas&#039;O goes down due to Banshee Swarms or some of those asshole scout squads, the orb will ensure that they take some of them with them. Note, however, that the tooltip lies; the damage returned is much closer to 50% than 100%.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Spite&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Minion Death Throes (If a minion dies, a warp storm erupts where he died, knocking back any enemies.  If the Sorcerer is Narcissistic, the trait applies to him instead.)&lt;br /&gt;
*** This gives your minions or you (if Narcissistic) a death explosion remarkably similar to a warp rift detonation (pulls targets across the center of explosion). Initially the damage is not that impressive, but it&#039;s easily combined it with the Armor of Eternal War, Icon of Pain, Daemonic Gift of Retaliation, and the Sigil of Greater Sorcery. Clone a Hormagaunt unit, and let the shenannigans begin. This is the obvious basis behind the suicide minion build. Very disruptive, and if you summon high member squads at the right place, results in epic carnage.&lt;br /&gt;
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*&#039;&#039;&#039;Scroll of Unholy Might&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**Ability: Orb of Unholy Might (10 Energy, allies within the orb can now deal knockback with their basic attacks.)&lt;br /&gt;
***Arguably the best orb in the entire game and a strong contender for the most unsung buff spell in the entire game as well. Every attack from within the bubble becomes a knockdown attack - melee or ranged. Throw this down on an allied Lord General, Shas&#039;O, or Mekboy and watch as your ally becomes a completely unapproachable death machine capable of Soloing wave 16. Every single shot they throw out will knock foes down, and if they&#039;re using burst cannons, Deffguns, Shootas, or god help you, flamers, they&#039;ll be completely unable to be advanced upon by anything short of a vehicle for the duration.&lt;br /&gt;
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*&#039;&#039;&#039;Sigil of Master Sorcery&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039; &lt;br /&gt;
**Trait: Master Sorcery (Warpfire has double range, Doomblast gives caster temporary armor, Curse of Tzeentch heals Sorcerer, LtGB adds another fireball, Warp burns ground upon departure)&lt;br /&gt;
***Second verse: Same as the first. The Sigil of Master Sorcery likewise improves your primary spells, and, again, Gift of Retaliation. Unlike Greater Sigil, Mastery&#039;s upgrades are a little more ambitious: LtGB gains the added knockdown and burn of another fireball (for as many as 3 when both sigils are used), but &#039;&#039;not&#039;&#039; increased damage; Curse now replenishes a little health; Doomblast (and the Gift of Retaliation) now provides a substantial boost to Armor for a short time, and Warpfire now has a much larger area of effect. Once again, it&#039;s incredibly powerful, but ultimately optional; choose whether or not to use it on a case-by-case basis.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Trait: Minion Combat Vigor (Minion gains 2 energy for each strike it makes. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
**Trait: Zealous (Whenever minion attacks, it gains back any damage it gives as Health. If Sorcerer is Narcissistic, this applies to him instead.)&lt;br /&gt;
***Hoo boy. This one&#039;s a gamechanger. At one point, this was arguably the single most powerful piece of Wargear for the Sorcerer; everything a Narcissistic Sorcerer did leeched health and any kill made by a Narcissistic Sorcerer recovered energy; it was tantamount to godmode in trained hands. Sadly, it was nerfed heavily in a recent update, but even in the face of this, it remains one of the best wargear options. Using it gives massive survivability buffs to a Summoning Sorcerer, giving enormous survivability to the Sorcerer&#039;s Minions. Though no longer the godmode device for Narcissistic Sorcerers, it&#039;s still incredibly useful for them, especially for any Sorcerer who favors close-combat. It makes the Cataclysmic Hellblade significantly better, improves the Sword of Spite and Sword of Fate, and can get surprising mileage out of the Oracle Stave. Bear in mind its limitation: Whilst it provides some healing with normal attacks, only close-combat kills will restore energy.&lt;br /&gt;
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*&#039;&#039;&#039;Accursed Idol&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Spend 5,000 Energy as Sorcerer in abilities&#039;&#039;&lt;br /&gt;
**Traits: Accursed Idol (Any damage the Sorcerer takes is given back to attacker)&lt;br /&gt;
***If you want to be a heavy-assault Narcissist Sorcerer or want to bring something to fuck with those insufferable wave 9 Banshees on Coliseum, this should get serious consideration: whilst it takes up the same space as Orb of Vengeance, which can effects multiple allies instead of just you, the Accursed Idol works without any oversight or need for energy, making it much more useful for a Sorcerer who plans to stay on the move. Definitely worth considering for any Sorcerer planning to be in the thick of it.&lt;br /&gt;
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*&#039;&#039;&#039;Rubric-Touched Helm&#039;&#039;&#039; - &#039;&#039;DLC&#039;&#039;&lt;br /&gt;
**Traits: Dark Fortification (When hit in melee, Sorcerer gains 150 armor for 10 seconds)&lt;br /&gt;
***This one works particularly well for cutting the damage you&#039;d take for a little bit and is especially handy for Muscle Wizards. It stacks with your current armor, as well as with the Armor boost from Doomblast/Gift of Retaliation under Sigil of Master Sorcery. Just bear in mind that whilst the Rubric Helm&#039;s armor boost is substantial - enough to cut the damage the Sorcerer takes substantially - it&#039;s also fairly short lived and then has to be activated again (you cannot reset the timer whilst one Dark Fortification is going). It has outstanding synergy with the Sword of Spite and Sigils, as it can make a Sorcerer close-to-unkillable with some skill behind it. It also looks fucking awesome, because it&#039;s based on [[Ahriman]]&#039;s helmet.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
*&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**Traits: Greater Summoning (Sorcerers can now clone enemy Champions (Wraithlords, Force Commander, Wave 16 clones, Nobs).  Narcissistic Sorcerers gain +125 Health instead)&lt;br /&gt;
***Excellent for minion-focused Sorcerers, and good for Narcissistic Sorcerers who want serious health. It&#039;s not absolutely essential for a minion-based sorcerer, as there are still great minion choices to choose from (Tyranid Warriors, Raveners, and Wraithguards, for example), but on Anvil of Khorne it lets you clone things like Fire Prisms and Leman Russes (sadly you can&#039;t clone the superheavies, but nothing is perfect). More importantly,taking it means that your doppleganger at wave 16 CAN CLONE YOUR TEAMMATES. Many players thus eschew it for Icon of Pain. This said, however, the possibility of cloning a Zoanthrope, Wraithlord, Leman Russ, enemy hero, or one of the doppelgangers is a reason why it should &#039;&#039;never&#039;&#039; be overlooked. And did we mention that a doppelganger clone keeps its ability to revive you and your allies? &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Change&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**Trait: Chaos Aura (Damage to random enemies)&lt;br /&gt;
***Garbage. Bug-ridden so that it almost never hits, and dealing barely as much damage as a single Doombolt when it does, this wargear is unmitigated shit disguised as something useful. The biggest upside to this wargear is that it completely gimps the Wave 16 enemy Sorcerer. &lt;br /&gt;
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*&#039;&#039;&#039;Icon of Pain&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**Trait: Aura of Power (Sorcerer and any nearby allies gain +30% Melee and Ranged damage.)&lt;br /&gt;
***This is a major damage boost to your team, giving them, functionally, the benefits of Combat Expert whilst stacking with said trait. Whether minion-focused or Narcissistic, close-range or long, Icon of Pain&#039;s damage boost is fucking huge and worth using on almost every build. Just beware of what your enemies will do with their own on Wave 16...&lt;br /&gt;
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==Progression==&lt;br /&gt;
The Sorcerer&#039;s progression is a weird affair. Starting out, he&#039;s almost laughably weak, though he&#039;s neither as gimped as the [[Last Stand - Lord General|Lord General]] nor tactically-pigeonholed as the [[Last Stand - Captain|Space Marine Captain]] at first. His health will remain a fairly constant 100 on most builds for the bulk of his career, barring Narcissistic builds, and his defense will never be that great. In exchange, he gets some damned good starting wargear, and is a rarity in that he does fairly good at any range. Even with his dedicated ranged weapons (his staves), he does pretty good overall damage from afar, and boasts more-than-satisfactory close-range DPS in a punch to boot. As you get stronger, his strength compounds, and he quickly can become one of the most powerful direct or indirect heroes on the battlefield - but this takes time and patience. Above all else, remember that the Chaos Sorcerer, lacking the Staff of Tzeentch, is quite vulnerable and has rather bad mobility - get around this by exploiting your spells, minions, teammates, and if all else fails, the terrain to keep yourself from getting overwhelmed.&lt;br /&gt;
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In general, there&#039;s six &amp;quot;main&amp;quot; Chaos Sorcerer builds, all of which focus on specific attributes of the Chaos Sorcerer&#039;s wargear options. Melee Sorcerers range from Doomblasting tanky Sorcerers who focus on the Sword of Spite and heavy armor, throwing themselves into the fray and scattering mooks about like leaves, to Hellblade-wielding serial assholes that focus on priority target destruction. Nukers focus on Let the Galaxy Burn, fighting from afar when possible and using their considerable punch to destroy enemy formations for their teammates. Ranged Support Sorcerers use the Sword of Fate or Warpfire; the former to cast on mooks to break up oncoming groups or cripple a single large target, the latter to obliterate small crowds, tear vehicles apart, and clear paths. Minion builds focus on minions, whether in a commander standpoint or as suicide units. Commander builds focus on boosting teammates, with orbs and with auras. Lastly, troubleshooter builds focus on mobility, getting around quickly, dealing with priority issues, and then fucking off before the enemy can muster a response. All of these six basic roles offer considerable overlap, and as time goes on, you have the ability to either generalize or specialize, as you see fit. This is the centerpiece of the Chaos Sorcerer.&lt;br /&gt;
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Starting out, you have a few basic choices for gear. You naturally want Armor of Eternal War, Mark of Tzeentch, and Tome of Hunger, and either the Sword of Spite or Staff of Warpfire. Both have advantages - the Sword of Spite gives you good CQC DPS and the always-useful fuck-off button in Doomblast, whilst the staff of Warpfire gives less melee damage but a much stronger and longer-ranged zap attack from afar, and lets you demolish lines of enemies with a series of explosions in Warpfire. Warpfire itself has the drawback of being susceptible to Latency, but early on it&#039;s easily the best spell and can clear out entire clusters of enemies in short order. You&#039;ll have some damned good early minions due to the Armor of Eternal War, but you can&#039;t clone high-level units yet, so target quality regular enemies - the Tyranid Warriors in Coliseum are especially prized. Tome of Hunger will let you munch minions if you desperately need to stay alive, so don&#039;t forget about it in a pinch.&lt;br /&gt;
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If you got the DLC, both options give a great survivability boost at the outset. The Rubric Helm can temporarily give you a barrier that cuts all damage by about 50% for the duration; The Oracle staff is a melee weapon that, whilst it does little damage, periodically causes a Fate Weaver attack that can essentially one-shot any early enemy, which makes it hilariously useful, so don&#039;t underestimate it. With the right wargear, this ability can seriously mess up the errant Carnifex that heads your way, so don&#039;t underestimate it.&lt;br /&gt;
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- When you get to &#039;&#039;&#039;Level 2&#039;&#039;&#039;, the Scroll of Blood gives you a tactical option that bolsters your allies; be sure to tell your teammates you have it, and cast it around allied Lord General firing lines and Tau Commanders - they&#039;ll be very grateful for the healing potential it offers, especially if you&#039;re setting up gun nests. You can alternately use this to bolster &#039;&#039;your&#039;&#039; survivability in close combat, if you&#039;re going with a melee build.&lt;br /&gt;
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- At &#039;&#039;&#039;level 3&#039;&#039;&#039;, you get your first Narcissist armor - be very careful - you don&#039;t really want to use this armor immediately, since you don&#039;t have really any of the reasons you&#039;d normally go Narcissist in the first place just yet. Instead, hold onto it and keep it ready for another few levels or so, when that piece of kit will really come into its own.&lt;br /&gt;
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- &#039;&#039;&#039;Level 4&#039;&#039;&#039; then brings you Tome of Doom, which is an outrageously useful piece of wargear that gives you what is, unequivocally, the most utilitarian spell the Chaos Sorcerer gets in Doombolt - don&#039;t underestimate it. From this moment onwards, unless running a build that absolutely &#039;&#039;needs&#039;&#039; that slot, you will invariably be glad you have this spell somewhere on your person and ready to go, at least for now. Melee builds, ranged builds, everyone gets mileage out of Doombolt.&lt;br /&gt;
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- &#039;&#039;&#039;Level 5&#039;&#039;&#039; comes next, and with it, a useful piece of wargear that comes with a price. Icon of Summoning lets you finally clone enemy commanders and bosses, and alternately will give you almost double your normal health for a Narcissist build. But pay heed - your clone on Wave 16 of Coliseum will be able to do so as well, and will cheerfully spawn clones of your and your teammates - and this can quickly lead to disaster... And that asshole will show his ugly stupid head on wave 20, too, just to be a cock. On Anvil of Khorne, this isn&#039;t an issue - use it all you want there (and indeed, it rocks there) - but bear in mind the drawbacks before committing to the use of this wargear outside of a Narcissist loadout otherwise!&lt;br /&gt;
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- &#039;&#039;&#039;Level 6&#039;&#039;&#039; brings you the Sword of Fate, a major boon to ranged builds that offers superior tactical and control options, without sacrificing too much melee power. Cast the spell on a mook squad and watch it cease to exist as you [[Fist of the North Star|make them fucking explode]].&lt;br /&gt;
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- &#039;&#039;&#039;Level 7&#039;&#039;&#039; then brings you the delight of the Sigil of Greater Sorcery - this incredibly useful item overclocks many of your favored prizes up until this point, making Warpfire ragdoll enemies, Doomblast do much more damage and in a larger area, and Curse of Tzeentch leeching some energy from the victim whilst it&#039;s in effect. This useful upgrade will effect your spells yet to come and some gifts you&#039;ll get soon, so it&#039;s absolutely amazing.&lt;br /&gt;
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- &#039;&#039;&#039;Level 8&#039;&#039;&#039; then brings you the Daemonic Gift of Retaliation, and at this point, you can finally Narcissist proper. Throw this gift on with the Sword of Fate, Vestments, and Sigil of Sorcery to become a painfully-hard-to-bring down support tank. Replace the Sword of Fate with the Sword of Spite, and you&#039;ve got twice the Doomblasts for even more explosions. Warpfire Staff&#039;s another option, giving you a mix of close-range power and the ability to launch annoying foes like Banshees. This gift&#039;s also great for minion builds, and it benefits from the Sigil, so by all means, use it.&lt;br /&gt;
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- &#039;&#039;&#039;Level 9&#039;&#039;&#039; then gives you a fantastic boon: An armor that boosts health and energy. The Robes of Unholy Fortitude are, simply put, &#039;&#039;a fucking godsend&#039;&#039; for your survivability at this point, and your minions will also have more health and more energy to play with as part of the bargain. It also has significantly higher defense than your original armor. Sadly, it lacks the Combat Mastery trait of the Armor of Eternal War, so many of your spells and attacks will become notably weaker should you wear this instead. The Sword of Fate really shines here - the spell&#039;s health drain is not effected by the loss of attack power, though the blast is a little weaker, but survivability often trumps raw damage output, so with that in mind, this armor&#039;s in good company.&lt;br /&gt;
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- At &#039;&#039;&#039;Level 10&#039;&#039;&#039;, you get what is unequivocally the Chaos Sorcerer&#039;s worst wargear item in the Icon of Change. Though the explosions generated by the Aura are quite powerful, and capable of seriously disrupting nearby foes, they happen purely at random and virtually never where or when you want them to be, which makes this summarily a very poor choice overall. &lt;br /&gt;
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- Thankfully, &#039;&#039;&#039;11 brings you&#039;&#039;&#039; Scroll of Vengeance - as is the case for all scrolls, coordinate with your allies, and you&#039;ll find this little bastard of a spell to be quite useful for dealing with pesky, high-damage units like Banshees and Warp Spiders.&lt;br /&gt;
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- &#039;&#039;&#039;Level 12&#039;&#039;&#039; brings &#039;&#039;the single most important item in the Chaos Sorcerer&#039;s entire career&#039;&#039; - the Staff of Tzeentch. Mere words cannot describe just how much of a vital improvement this item is for the Chaos Sorcerer. Yes, it denies you the use of vital spells like Doomblast and Curse of Tzeentch, but it lets you teleport, which can and will boost your survivability by several leagues. Unless you have a specific build in mind, the Staff of Tzeentch will never disappoint, since you can escape bad situations, get into position to clear-cut an enemy position, or get right where&#039;s needed to drop a Doombolt barrage in an enemy&#039;s face. Never underestimate it.&lt;br /&gt;
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- &#039;&#039;&#039;The number 13&#039;&#039;&#039; in eastern cultures carries connotations of danger. In case of the Chaos Sorcerer hitting Level 13, this is prophetic, because the Chaos Sorcerer&#039;s strongest overall Narcissist armor is unlocked here. It grants both unshakable, fearless, and the best armor rating of any Chaos Sorcerer armor, as well as the Narcissistic trait. This makes it the king of survivability for Narcissist builds - the improved statistics make it generally the go-to choice, but be forewarned - like the Icon of Summoning, this armor is potentially double-edged - your clone will also be fearless and unshakable with this armor, making it necessary to kill him outright to stop him from reviving his teammates or casting powerful spells!&lt;br /&gt;
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- &#039;&#039;&#039;Level 14&#039;&#039;&#039; gives you the gift of Spite, which makes you minions explode when they die. At this point, you now have what&#039;s needed for a minion bomber build, or, alternately one final &amp;quot;Fuck You&amp;quot; to enemies when you die.&lt;br /&gt;
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- &#039;&#039;&#039;Level 15&#039;&#039;&#039; finally brings the beer and pretzels with the Staff of Daemonic Flame, letting you cast Let the Galaxy Burn and immolating entire squads of mooks like so much kindling. At this point, Nuker builds are now ready to be exploited; nothing of value survives a LtGB salvo when properly kitted out, and anything that does somehow eke its way past the flames is likely to be in sorry shape (or a vehicle/monstrous creature/commander unit - hope you prepared accordingly).&lt;br /&gt;
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- &#039;&#039;&#039;Level 16&#039;&#039;&#039; then gives you the Scroll of Unholy Might - the lynchpin of gunline builds. Coordinate with a Mekboy, General, or Commander specializing in rapid-fire weapons, throw on an Orb of Unholy Might, and laugh as nothing short of a vehicle is getting within 30 feet of your firing lines. Support builds are now fleshed out, so you can begin setting up better to support allies. &lt;br /&gt;
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- &#039;&#039;&#039;Level 17&#039;&#039;&#039; comes next with Robes of the Deathless, the king of Minion armors and considered by many to be one of the single most powerful wargear options in the entire game, bar none. At this point, you&#039;re rapidly approaching the apogee of the Minion builds, but not quite yet.&lt;br /&gt;
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- &#039;&#039;&#039;Level 18&#039;&#039;&#039; gives the Sigil of Master Sorcery - exactly the same as its level 7 counterpart, it bolsters spells much the same way. This turns Doomblasting tanks into godly destroyers of mooks, and adds even more ridiculous destructive potential to Nuker builds, fleshing out both nicely. This also gives Warpfire more bite and makes Curse of Tzeentch heal the user, adding a ton of utility to spells that had previously fallen by the wayside - ranged sorcerers now have even more options, and the ability to stay in the fight longer regardless of build is a major boon.&lt;br /&gt;
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- At one point, &#039;&#039;&#039;Level 19&#039;&#039;&#039; was a hallmark of the Chaos Sorcerer - the Daemonic Gift of Sustenance was once mighty enough to completely warp the metagame around it. LtGB could completely recover your energy, which meant firing it off again and again. Sadly, patches utterly destroyed this for Narcissist builds, and it&#039;s now just a mediocre piece of kit for Narcissist Sorcerers unless running a Muscle Wizard or ranged Zapper build. It is, however, &#039;&#039;fucking amazing&#039;&#039; for Minion Sorcerers, and is the last piece of gear needed to make the strongest Minion Sorcerers viable.&lt;br /&gt;
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- Lastly, at &#039;&#039;&#039;level 20&#039;&#039;&#039;, you have the Icon of Pain, which bolsters you and all allies &#039;&#039;beautifully&#039;&#039;. Pair up with skilled Mekboys, Generals, and Tau Commanders, and you&#039;ll turn a firing line into a bloodbath waiting to happen. Even better, this effects both your minions and you as well, giving the final piece you need for nuke builds and support builds alike. By this point, all avenues are open, and the Chaos Sorcerer is an absolute delight to play - you will constantly unlock new tricks and new spells to try, and you&#039;ll find something that works for you.&lt;br /&gt;
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Special note needs be made of the two achievement wargears. The Accursed Idol gives you the ability to damage opponents that hit you - invaluable for Doomblast Tanks and a godsend to other melee loadouts, though it&#039;s generally not taken that often due to overlap with the Rubric Helm and Orb of Vengeance. The Cataclysmic Hellblade is the single strongest weapon in the Chaos Sorcerer&#039;s entire arsenal damage-wise, but comes at a steep price, so it&#039;s a very finicky option unless you&#039;re planning to make a Muscle Wizard.&lt;br /&gt;
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==Tactics &amp;amp; Strategy==&lt;br /&gt;
&#039;&#039;Main Article: [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]]&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s First Build: Fuck the Spells, I have Fists&#039;&#039;&#039;&lt;br /&gt;
**Being a Muscle Wizard is both possible and, curiously enough, remarkably effective - and even more surprisingly, it has a build viable at low levels; an easy-to-use Muscle Wizard build first becomes available at about level 5 - provided you have the DLC. Start with the Oracle Stave and Rubric Helm, throw on the Vestments, Icon of Greater Summoning, either Tome of Doom or Accursed Idol, and either Consume or Orb of Blood. This gives you a free-to-use periodically make-shit-explode button in the Stave, a massive armor spike courtesy of the Rubric Helm, the ability to heal yourself in a pinch, and a means of either easily splattering small crowds or an errant vehicle threat, or to quickly deal retaliatory damage. As this build advances, cycling out the Vestments for the Armor of Might Undivided is a good idea, and, as ever, tossing Blood Orb/Consume for Rite of Sustenance, though individual tastes should always play a part.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Second Build: Doomblasting Tank&#039;&#039;&#039;&lt;br /&gt;
**A favorite of several in Last Stand, this build involves taking the Sword of Spite, backing it with the Rubric Helm and both Sorcery Sigils. For Armor, you want either the Robe of Unholy Fortitude or one of the Narcissist Armors, and either Icon of Greater Summoning (for the Narcissistic Sorcerer) or Icon of Pain (for the opposite). Get in close, fire off Doomblast, enjoy massive armor improvement that makes you stay in the fight, rinse, repeat. Narcissistic variants of this build have better defense and health, but the Fortitude variant offers more energy, higher damage, and the ability to gain disposable asshole minions from low-level minions.&lt;br /&gt;
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*&#039;&#039;&#039;On the [[Muscle Wizard]]&#039;s Third Build: Hellblade Asshole&#039;&#039;&#039;&lt;br /&gt;
**The Cataclysmic Hellblade is, without a doubt, one of the coolest wargear options in the game, offering matchless DPS and fantastic fluff, but it can be extremely hard to use for even the most Muscly of Wizards. Essentially, it trades spellcasting and efficiency for a melee weapon that casts a minor punch-enemy-in-balls spell with every swing. There&#039;s several ways to make this weapon work, but the most tried-and-proven is to pair it with either Narcissistic armor, and the Rite of Sustenance. This will allow the sorcerer to replenish about half of his spent mana from swinging the Hellblade with every swing and heals him significantly each time he swings at something. For further lulz, pair this with Orb of Vengeance and either Accursed Idol or Rubric Helm. Whilst this may ultimately be almost too straightforward, and doesn&#039;t do very well on Coliseum, it handles extremely well on Anvil and can make a mockery of the later vehicle waves.&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Magic Missiler&#039;&#039; (Which unlocks the Accursed Idol) is a simple one.  Just spend 3,500 Energy, which a Sorcerer will do with no trouble.&lt;br /&gt;
** &#039;&#039;There Can Be Only One&#039;&#039; (Which unlocks the Catclysmic Hellblade) is unlocked just by clearing Wave 16 of the Bloodied Coliseum (The Clone wave).  Beat them and you win.  Just beware what you build your Sorcerer with, (Icon of Summmoning especially) as it could make getting this much harder without you meaning for it to.&lt;br /&gt;
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*&#039;&#039;&#039;On Daemonic Doppleganger Tactics:&#039;&#039;&#039;&lt;br /&gt;
**You can clone any normal enemy with Daemonic Doppleganger except for the following: Heroes of any sort, walkers (including Wraithlords and Bloodcrushers), vehicles, super-heavy units of any kind, and a few rare units that count as heroes, such as Zoanthropes and Lictors.&lt;br /&gt;
**With Icon of Greater Summoning, you can clone any of the units on the above list except for Super-Heavies.&lt;br /&gt;
**For Sorcerers that lack the Icon of Greater Summoning - either because they don&#039;t have it yet, or because they are using the other Icons - the best minions are ones that have either good abilities, good damage, or versatility. Particularly prized units for each faction are as follows: Ork Stikkbombas (good damage; free grenades), Ork Stormboyz (Jetpacking and good damage), Tyranid Warriors (either ranged or melee formats are win), Tyranid Raveners (huge ranged damage and burrowstrike), Eldar Wraithguards (massive damage and suppression), Eldar Warp Spiders (Great damage and hard to pin down), Imperial Guard Catachans (good damage at any range, plus grenades), Imperial Guard Ogryns (damage sponges), Chaos Marines (good durability and solid in close-combat), Chaos Cultists (Incredibly Fragile, but the grenade launcher ones absolutely dump out unnaturally high ranged DPS), Bloodletters (See Chaos Marines), Space Marine Scouts (ridiculously high damage to the point of being almost game-breaking; also grenades), and Assault Marines (High damage, good mobility).&lt;br /&gt;
**Avoid cloning the following unless there is no better option: Eldar Grav Platform Teams (shitty AI makes them almost unusable), Banshees (remarkably fragile and come in squad sizes too small for a player to properly exploit),  Imperial Guard Heavy Weapons Teams (See Grav Platform Team), Imperial Stormtroopers (Squad size too small to be that useful), Tyranid Tyrant Guards (they exist to tank and nothing else; unlike the Hive Tyrant&#039;s guard, this one almost never uses Taunt), and Space Marine Devastator Squad (see also: Grav Platform Team and Heavy Weapons Team).&lt;br /&gt;
**With the Icon, you want tougher, stronger minions, or ones with really handy abilities. &lt;br /&gt;
**For Bloodied Coliseum, this means the Wave 4 Captain and Apothecaries, the Wave 8 Zoanthropes, Wave 12 Wraithlords, wave 16 Dopplegangers, Wave 17 Lictor Alpha and Carnifexes, Wave 18 Ork Warboss and Deff Dreads, Wave 19 Elite Terminator and Dreadnaughts, and Araghast on Wave 20.&lt;br /&gt;
**For Anvil of Khorne, grab fucking any vehicle you want, but especially the Predators, Leman Russ, and Fire Prisms. Assault Cannon Dreadnaughts are fine too.&lt;br /&gt;
**Wave 16 Heroes on Coliseum are especially highly-prized for Sorcerers with the Icon of Greater Summoning, especially if you can keep them alive. Not only will they provide extra firepower, but they are the only minion capable of reviving players. This alone justifies their use, but if you can clone say, a high-level Hive Tyrant or Shas&#039;O, the game just got infinitely easier for you.&lt;br /&gt;
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*&#039;&#039;&#039;On Narcissist Sorcerer Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Losing your Doppleganger ability is fucking &#039;&#039;huge.&#039;&#039; Without the clones to screen for you or provide fire support, you lose out on both staying power and damage, and you aren&#039;t able to benefit from the advantages of the Armor of Eternal War (damage buff), Deathless (survivability boost), or Robes of Unholy Fortitude, either, so your default damage and initial survivability, before upgrades, will be lower. The key, thus, with the Narcissist Sorcerer is to make up for this in other areas.&lt;br /&gt;
**The central advantage to going Narcissist comes from the durability boost via Icon of Greater Summoning and benefitting directly from Daemonic Gifts. A special note needs be made as well for wargear options that benefit the Sorcerer more, such as the Mark of Tzeentch and Consume.&lt;br /&gt;
**Both Narcissistic Armors give decent buffs; the Armor of Might Undivided gives better armor and access to both Fearless and Unshakable, whilst the Vestments of Power Undivided give increased energy regeneration - something that is invariably valuable on a character as energy-hungry as the Sorcerer. Both are excellent; use them well.&lt;br /&gt;
**For a Narcissistic Sorcerer, Daemonic Gifts go from being gimmicky fun to being undeniably powerful options, and completely change how you fight. If you don&#039;t have one on a Narcissistic Sorcerer, you&#039;d almost invariably be better-served by going with the Robe of Unholy Fortitude, which will give you notably enhanced durability whilst not robbing you of your ability to call minions.&lt;br /&gt;
**Gift of Retaliation means Doomblasts without the Sword of Spite, which means fundamentally you get two primary spells from one character. Better still, it benefits from the Sigils of Greater/Master Sorcery. Using this carefully allows you to become immensely powerful: this combination with any of the primary spellcasting weapons makes for a lethally-powerful Sorcerer who can be remarkably hard to pin down because the Gift will exterminate standard melee enemies and buff the Sorcerer all at once. The effects of the Gift and Sword of Spite do not stack, so make sure that if you&#039;re taking the Gift of Retaliation, you use something other than the Sword of Spite.&lt;br /&gt;
**Gift of Sustenance allows you to heal by inflicting damage, and regain energy from close-combat kills, functionally giving a Narcissist Sorcerer a counterpart to the Mekboy&#039;s Big Choppa in that it lets him recover energy by bashing enemies with a stick. Alternately, it can take the edge off using the Cataclysmic Hellblade, or bolster a Sorcerer&#039;s use of the likes of the Oracle Stave. The survival rate boost it gives is sizable, and should be exploited at the first opportunity, even if it isn&#039;t as flagrantly overpowered as it used to be.&lt;br /&gt;
**Gift of Spite isn&#039;t hugely powerful, but gives one last &amp;quot;fuck you&amp;quot; when you die. Again comparable to the Mekboy&#039;s suicide bombs, Gift of Spite is especially handy in scenarios like Wave 9 of Bloodied Coliseum, where players tend to get swarmed and subsequently devoured by the Eldar Banshees. This gift can ensure that even if the Sorcerer goes down, the warp rift he generates gives those nasties an unpleasant surprise. It also means that there&#039;s a legitimate reason for you to use something like a Guerrilla Doombolter build, which tends to die quickly under enemy fire, but ultimately this particular Gift tends to be more useful on minions.&lt;br /&gt;
**Tome of Hunger goes from being a mediocre ability for a Summoner to being a godsend for a Narcissistic Sorcerer. For 25 Energy, you can restore 75 Health - no minion required. This gives a huge amount of survivability to the Sorcerer provided you have decent micromanagement and can help keep you alive that much longer. The cost is expensive, but certainly worth it if it means surviving to see a later wave.&lt;br /&gt;
**Mark of Tzeentch also goes from being mediocre to being good for a Narcissistic Sorcerer. The doubled energy boost means enough energy to cast Consume twice, or hurl out 2 Doombolts and a Curse of Tzeentch. You can do a lot with 50 Energy, so make good use of it.&lt;br /&gt;
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==Build Options==&lt;br /&gt;
Below lies a list of some popular and effective Chaos Sorcerer builds.&lt;br /&gt;
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1) *&#039;&#039;&#039;&#039;&#039;Guerilla Doombolter&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip: Staff of Tzeentch, Armor of Eternal War, Tome of Doom, Sigil of Greater Sorcery, Gift of Spite, Icon of Pain.&lt;br /&gt;
***Simple, simple, simple. This build has one purpose: Using your hideously overpowered Doombolts and mobility to control the battlefield.&lt;br /&gt;
***Icon of Pain and Armor of Eternal War boosts Doombolt to the point where you can easily take down enemy heavies.&lt;br /&gt;
***Greater Sorcery Sigil is there to boost Gift and add the residual fire to the teleport effect.&lt;br /&gt;
***Gift of Spite is chosen over Sustenance because your minions will be non-Improved Summoning clones. Choose your minions carefully.&lt;br /&gt;
***Tome of Doom is this build&#039;s sword, shield, bow, and periodically blunt-force instrument.&lt;br /&gt;
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2) *&#039;&#039;&#039;&#039;&#039;Suicide Minion Bomber&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Weapon of your choosing, Armor of Eternal War, Tome of Hunger OR Greater Sorcery Sigil, Gift of Spite, Gift of Retaliation, and Icon of Pain.&lt;br /&gt;
***Clone melee-focused enemies, such as Hormagaunts, Banshees, and Tyranid Warriors. Anything with a good squad-size is ideal, and a focus on close-combat is a must.&lt;br /&gt;
***Get your minions to attack a target, then blow them up either by resummoning them or using Consume. The resulting warp-rifts will shred most conventional foes.&lt;br /&gt;
***You can alternately clone a squad in the middle of a big cluster, and blow them up accordingly.&lt;br /&gt;
***Use your primary spell to back up your minion-suicide-bombers.&lt;br /&gt;
***Surprisingly survivable if the Tome of Hunger variant is used, due to Consume abuse.&lt;br /&gt;
***Greater Sorcery Sigil enhances your primary spell and the Gift of Retaliation, but Tome of Hunger is genuinely better for this purpose.&lt;br /&gt;
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3) *&#039;&#039;&#039;Lord Of The Clones&#039;&#039;&#039; - Bringing the Beer &amp;amp; Pretzels Bullshit from the tabletop version of 40k, this build is the best Clone build ever. Watch your Clone try to die while it carries your team and acts as a huge fire magnet. Micro isn&#039;t essential, but it is appreciated. So you can teleport around, cook mooks and res teammates, or just camp in a building, smoke weed/drink beers and complain to the other players about how bad tabletop 40k is (and they will agree)&lt;br /&gt;
**&#039;&#039;&#039;Wargear&#039;&#039;&#039;; and why:&lt;br /&gt;
***&#039;&#039;&#039;Staff of Tzeentch&#039;&#039;&#039; - Mobility is essential, especially with a squishy Sorc like this. It will get you out of tight spots, and get you close to a unit you want to clone and then get the fuck out of dodge. It will also save you from the dreaded Wave 20 Sorc glitch on Anvil (when Wave 19 ends, your Sorc will start Wave 20 exactly where he was at the end of Wave 19, which usually means you start Wave 20 dead or severely disadvantaged.) &lt;br /&gt;
***&#039;&#039;&#039;Robes of the Deathless&#039;&#039;&#039; - It gives you a 2nd life, but more importantly it gives your Clone a 2nd life. Just when you thought your Predator got killed by Stikkbommaz, its health shoots back up and Doomblasts them all to shit.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Retaliation&#039;&#039;&#039; - Gives your Clone Doomblast. Essential for your Clone&#039;s survival and offense as it will clear out enemies when it gets swamped and adds another source of damage.&lt;br /&gt;
***&#039;&#039;&#039;Daemonic Gift of Sustenance&#039;&#039;&#039; - Gives your Clone Zealous, another essential trait your Clone needs to stay alive. &#039;&#039;NOTE: The life leech only applies to ranged attacks. However, some melee units&#039; attacks count as ranged, eg. Lictor, Bloodcrusher, Dreadnaughts.&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Sigil of Greater Sorcery&#039;&#039;&#039; - Increases the damage of your Clone&#039;s Doomblast. It also gives your Sorc some offense; your Warp now burns the ground on arrival, which can be used to cook unarmored mooks.  Doombolt can be taken instead if you want more damage against heavier targets.&lt;br /&gt;
***&#039;&#039;&#039;Icon of Summoning&#039;&#039;&#039; - Lets you clone the big bad toys you need to kick ass. Your team will love you when you bring a Predator or Bloodcrusher to punch face.&lt;br /&gt;
***Consult the [[Last Stand - Clones|Chaos Sorcerer Clone Tactica]].&lt;br /&gt;
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*&#039;&#039;&#039;Tips &amp;amp; Strategy&#039;&#039;&#039; - Your only job is to make clones and res dead teammates. The Clone will literally do all the killing for you. But you can still contribute:&lt;br /&gt;
**You can use your Warp teleport fire to make traps that will cook enemies on arrival. Teleport onto an enemy spawn point at least 3 times. The more the better, but don&#039;t use up all your Energy or else you won&#039;t be able to teleport away. 5 teleports on a single spot will stack enough fire damage to kill Guardsmen, Culists, Gaunts and Stormtroopers in seconds. A good tactic against IG waves. This isn&#039;t very effective against Marines due to their toughness, or Eldar due to their high damage against your lack of armor.&lt;br /&gt;
**Even if you die, your resurrection isn&#039;t a priority, as your Clone will still be dominating shit.&lt;br /&gt;
**Although you can&#039;t control your Clone, it will eventually run to your location after some time. It will also retreat to your location very quickly if you die, providing a teammate with backup as they res you. If you need to move your Clone somewhere, just camp there and wait.&lt;br /&gt;
**You can also sort-of control some Clone movement. If a Dread or Tank Clone is charging off somewhere you don&#039;t want it to, teleport right in front of its path and it will stop and relocate a target. Note that this only works on some of the larger Clones. &lt;br /&gt;
**Good clone candidates are usually ranged units, due to Zealous. All clones will eventually get into melee, whether on their own or when swamped, so Doomblast is never really wasted. The best clone is always one that takes advantage of all the buffs you have provided.&lt;br /&gt;
**Deathless reactivates after 30 seconds. You can tell when it&#039;s back by the large purple orb surrounding you and/or your clone, instead of counting the seconds.&lt;br /&gt;
**A good way to survive later waves is to camp on a spawn point and use the teleport fire trick. The waves that appear on your spot are pretty much dead, which will help mitigate the swarming effect of the enemy if you camp in the middle. You can always teleport away from a bad situation.&lt;br /&gt;
**You can confuse enemies by constantly entering and exiting a building. When enemies chase you, enter. When they turn away, exit and either assist or continue to trick other incoming enemies. Some enemies won&#039;t fall for this trick, such as Ork Nobz, Space Marines, Hormagaunts and Ogryns. Enemies who are right next to the building when you enter will not fall for this trick.&lt;br /&gt;
**You can also teleport several times in front of a building, and then enter it. Enemies will attack the building and get burned in the process. If they haven&#039;t died yet, your Clone will come to your rescue. Very effective against Banshees, who can&#039;t damage the building very well and will cook very quickly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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4) *&#039;&#039;&#039;Knockback spam&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Fairly much only the Orb of Unholy Might is required&lt;br /&gt;
**&#039;&#039;&#039;Recommended teammates:&#039;&#039;&#039; Tau+Lord General&lt;br /&gt;
**&#039;&#039;&#039;Strategy:&#039;&#039;&#039; On Bloodied Coliseum, have the Tau abuse the map quirk that allows him to never be hit by melee units (this is achieved by having him deploy his drone on some of the rocks on the lower corner of the map near the chain, and then jumping into the rocks giving him permanent heavy cover) It is best if he has twin linked Flamethrowers or burst cannons and the anti tank missiles. The lord General must have a flamer or grenade launcher with the bolter turret. Essentially everyone camps next to the Tau in his glitched spot (If you get the right staff, you can teleport in there just before he lands so you can both stay safe) Depending on armor and weapons you should have enough energy recharge to be able to recast Unholy might exactly as it wears off, causing all of your firepower to deal knockback, this makes the burst cannons ludicrous as they can actually keep units hovering in midair from the sheer amount of knockback they are taking, the lord general and his minions can also cause ridiculous knockback to anything that even TRIES to get close. The only things you need to worry about are your clones and vehicles.&lt;br /&gt;
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5) *&#039;&#039;&#039;KABOOM&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Sword of Spite, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Daemonic Gift of Sustenance, Icon of Summoning &lt;br /&gt;
**&#039;&#039;&#039;Explanation:&#039;&#039;&#039; You are essentially the team&#039;s main source of mob-killing with your doomblast spam, and all your armor and items help make sure that you can at least survive whatever they throw at you.  Seriously, don&#039;t stop running into a group and doomblasting unless thr group just proves to be too big.  However, even then, you can use doomblast to give yourself room against them.&lt;br /&gt;
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6) *&#039;&#039;&#039;&#039;Curse Knight&#039;&#039;&#039;&lt;br /&gt;
**Equip a Sorcerer with the Sword of Fate, Armor of Might Undivided, Greater and Master Sorcery Sigil, Gift of Retaliation, and either Icon of Pain or Icon of Summoning.&lt;br /&gt;
***Curse of Tzeentch under both sigils heals the Sorcerer to a fantastic degree, Armor of Might gives good defense and fearless/unshakable, and Gift of Retaliation ensures you aren&#039;t crippled if you get mobbed.&lt;br /&gt;
***Curse weaker foes or those being attacked by teammates for quick mob removal. Target large targets for protracted healing.&lt;br /&gt;
***Curse of Tzeentch stacks. Abuse this to keep your health up in fights.&lt;br /&gt;
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7) *&#039;&#039;&#039;Disco Clone&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gear you need:&#039;&#039;&#039; Staff of Demonic Flame, Armor of Eternal War, Sigil of Greater Mastery, Demonic Gift of Retaliation, Demonic Gift of Sustenance, Icon of Summoning&lt;br /&gt;
&#039;&#039;&#039;Maps:&#039;&#039;&#039; Anvil of Khorne, Bloodied Colosseum&lt;br /&gt;
&#039;&#039;&#039;Explanation:&#039;&#039;&#039; This hybrid build makes you the main source of damage in your team. While you don&#039;t have mobility and are quite frail, your clone is strong enough to protect you against almost anything, especially if you can clone something big like a Fire Prism or the unholy Predator; hide behind it and let it destroy anything in sight, regaining health and energy for any damage dealt (hence the name of the build). Thanks to Doomblast he will protect you more efficiently and he will also do more damage thanks to Combat Master. But that&#039;s not all: what kind of master let his minion take all the glory? With double balls Let The Galaxy Burn! and Combat Master you can easily annihilate entire waves, destroying anything short of vehicles and heroes (for which there is your big, chunky clone). Remember, though, that, until you can clone something big to hide yourself behind, you must position yourself well, &#039;cause you are still a weak sorcerer without mobility. Still, one of the, if not THE, most damaging build in Last Stand!&lt;br /&gt;
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8) *&#039;&#039;&#039;Carry&#039;&#039;&#039;&lt;br /&gt;
**Warp, Deathless, Doombolt, Greater Sorcery, Master Sorcery, Clone. Can go for more energy and healing orb instead of flames if teammates have aoe covered.&lt;br /&gt;
***Shootas, Warriors, Wraithlord (bulky team), Raveners (lean team), Carnifex. Wraithlord and Carnifex will wipe enemy clones in a couple swings. Also a slow threat if the enemy sorcerer clones. Banshees, Raveners, Tanks&lt;br /&gt;
***Burn ranged blobs. Wait for teammates and clone to aggro in later waves.  &lt;br /&gt;
***Vs melee set up and spike a doombolt. Teleport (in place) to prevent knockback. &lt;br /&gt;
***Wait til any enemy clone uses their jump ability before chasing with doombolt. Don&#039;t be the aggro.&lt;br /&gt;
***Final wave is safest to warp behind clone and not initiate. Pick off weakened clones with doombolt. &lt;br /&gt;
***Enough damage to win with two newbs. Don&#039;t revive them til clone aggros. Vulnerable to knockback, Terminator cyclone strike, let the galaxy burn, tau missle (stay out of range). Keep finger on teleport key. &lt;br /&gt;
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9) &#039;&#039;&#039;Chaos Troll&#039;&#039;&#039; - Level needed: 7 for the lulz to begin, 18 for the trolling to ascend to a higher plane. (Added by: Sythren)&lt;br /&gt;
**&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Staff of Tzeentch, Armor of Might Undivided, Sigil of Greater Sorcery, Sigil of Master Sorcery, Mark of Tzeentch, Icon of Summoning. (You&#039;re gonna need the health boost)&lt;br /&gt;
***&#039;&#039;&#039;Maps:&#039;&#039;&#039; Both.&lt;br /&gt;
***&#039;&#039;&#039;Reasoning:&#039;&#039;&#039; As you&#039;ll note with this build, you will have the some of the lowest auto-attack damage in the game. The good news? You won&#039;t need it. The better news? You have the singular ability with all of the power you&#039;ll ever need: Warp. With all of the damage you can desire, all of the mobility needed, an absolutely massive health pool, the benefits of being unpinnable due to the Armor of Might giving both fearless and unshakable, this build will at first confound, confuse, and preferably infuriate your fellow Last Standers as you Warp around, killing all of their mobs. The crux of this build comes with the dual Sigils of Greater/Master Sorcery, which empowers your Warp with the ability to ignite a small but significant area around your Warp&#039;s departure and arrival. One burning from Warp is usually enough to kill low-level infantry in 5-10 seconds, but the beautiful thing here is that the Warp fire stacks in the region, with each teleport creating it&#039;s own fire field, so all you have to do to wipe out that Ork mob is warp in, warp right next to yourself, and potentially warp right next to yourself one more time, dropping as many fire fields as you feel are necessary to burn the Orks out of existence, and laugh at your allies as they struggle to keep up with your kills (I rarely get below 300 kills with this build). Warp&#039;s cooldown is low enough that while a few melee attacks might get off on you once you&#039;ve warped in, you&#039;ll safely be able to warp out without taking significant damage but still dropping another stack of fire. The only downsides to this build are that if you stay too long in a mob, you&#039;ll get krumpt, and ranged damage will eat right through your considerable health pool, also that you&#039;ll do insignificant damage to heavy units without three or more stacks of warp fire on them. The upsides to the downsides are that if you pay attention and know how to kite heavy units through fire fields, you can effectively negate any issues with enough time and mana. Oh, by the way, don&#039;t trade the Mark of Tzeentch for anything else, it&#039;s absolutely a necessity as you&#039;ll have negligible mana regen and you&#039;ll be wanting to Warp at every chance you have, so that +50 energy is beyond useful. Even trading the Mark of Tzeentch out for the Daemonic Gift of Sustenance is a bad idea because you don&#039;t want to be standing around long enough for even a single auto attack. Kite and kite hard. Good luck, have fun, and don&#039;t be afraid to use your teammates as cannon fodder/human shields if you get low on health or energy.&lt;br /&gt;
{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Chaos]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301693</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301693"/>
		<updated>2018-07-25T13:21:26Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
Fashion dictates that the best build is a fabulous solid gold immortal robot with light effects of your choice from the army painter.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
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OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything in a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301692</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301692"/>
		<updated>2018-07-25T13:18:42Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
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OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
&lt;br /&gt;
Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything in a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301691</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301691"/>
		<updated>2018-07-25T13:18:20Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
&lt;br /&gt;
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
&lt;br /&gt;
Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
&lt;br /&gt;
Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
&lt;br /&gt;
One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero it resets to max? And when you finally die you simply get back up after a few seconds with your second health bar restored?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything is a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301690</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301690"/>
		<updated>2018-07-25T13:17:11Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
&lt;br /&gt;
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
&lt;br /&gt;
Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero in resets? And when you finally die you simply get back up after a few seconds?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the most broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything is a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301689</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301689"/>
		<updated>2018-07-25T13:16:04Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
&lt;br /&gt;
==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
&lt;br /&gt;
OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero in resets? And when you finally die you simply get back up after a few seconds?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it though.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the both broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything is a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301688</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301688"/>
		<updated>2018-07-25T13:15:45Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
&lt;br /&gt;
==Commander Items==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
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OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero in resets? And when you finally die you simply get back up after a few seconds?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage taken - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the both broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything is a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301687</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301687"/>
		<updated>2018-07-25T13:15:15Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: /* Builds */&lt;/p&gt;
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&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
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*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
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OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero in resets? And when you finally die you simply get back up after a few seconds?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
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Only 33% of damage takenb - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it.&lt;br /&gt;
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High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
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Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
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You can self revive infinitely - This is both the both broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything is a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301686</id>
		<title>Last Stand - Necron Overlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Last_Stand_-_Necron_Overlord&amp;diff=301686"/>
		<updated>2018-07-25T13:14:45Z</updated>

		<summary type="html">&lt;p&gt;2001:BB6:505:D958:99F8:4A49:F206:927B: Build 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Necron overlord is a [[Last Stand]] Hero of the [[Necrons]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
As inevitable as death and as tough as living metal, the &#039;&#039;&#039;Necron Overlord&#039;&#039;&#039; is the second of the two DLC heroes in [[Last Stand]]. The Necron Overlord has a host of major advantages - tough armor, high health, extremely potent abilities that primarily focus on control and support, and strong damage output, all on one platform. In fact, it&#039;s easy to look at the Necron Overlord&#039;s extremely high &amp;quot;raw numbers&amp;quot; and think out-of-hand that the he&#039;s overpowered. These are things that are easy to read; high number = strong. And let&#039;s not beat around the bush, correctly exploited, he &#039;&#039;is&#039;&#039; extremely powerful when his weaknesses are kept in mind. Looking past his strengths however, one sees technicalities that add weaknesses in other, more esoteric respects than just &amp;quot;low health/low damage&amp;quot; etc, such as casting times and slow reactivity. To put it another way, he &#039;&#039;is&#039;&#039; very powerful, and his advantages are simple to exploit, but he&#039;s not idiot-proof.&lt;br /&gt;
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In summation, he is a relatively balanced character - albeit one who&#039;s basically designed for Last Stand, with all that implies. &lt;br /&gt;
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The Necron Lord does two things superlatively well: Tanking and surviving. He has many options for keeping himself alive and ranks as the toughest character in Last Stand except for one of the toughness-focused Hive Tyrant, Captain, or Shas&#039;O Commander builds. The downside is that while he has many big advantages, he essentially needs these advantages to break even with other classes, and indeed, he loses out to these in other areas; he will consistently be outrun by other heroes, and his means for improving his mobility are limited to a comparatively short-ranged teleport and an upgrade that still sees him outmaneuvered by other heroes. His damage is very high, but is almost entirely single-target; choices that give him abilities on top of this tend to weaken him by removing his fearless ability or are generally inefficient, with the Necron Overlord&#039;s abilities being consistently less efficient in terms of power/cost ratio. In general, the Necron Lord will consistently pay more for abilities which just don&#039;t match the power of other heroes unless they keep him alive or help tear down single, hardened units, in which case they&#039;ll be practically unmatched. Because most builds for the Necron Overlord focus so hard on surviving, builds that focus more on support or offense tend to do comparatively poorly and demand much more attention out of. &lt;br /&gt;
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The Overlord has other drawbacks as well. Like the Shas&#039;O Commander and Tyranid Hive Tyrant, the Necron Overlord cannot benefit from cover and cannot enter buildings. Whilst the Necron Overlord is unshakable by default, he is not immune to being thrown around - just knocked down - which means he can get jostled away from where he needs to be. This pairs with another weakness of his - that all of his abilities have long activation times. The Necron Overlord often takes several seconds to activate an ability, during which time he can be overwhelmed or be knocked unconscious. Fight smart, or even the Necron Overlord&#039;s toughness won&#039;t be enough to save you.&lt;br /&gt;
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==Armor==&lt;br /&gt;
*&#039;&#039;&#039;Overlord&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Armor Rating: 50&lt;br /&gt;
*** Default Armor. It kind of sucks, but out the gate, the Necron Lord does not have any armor unless you got the achievement for Monolithic Diadem previously, so it&#039;ll generally be a companion for the first three levels whether you like it or not.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of the Nemesor&#039;&#039;&#039; - &#039;&#039;Level 4 &#039;&#039;&lt;br /&gt;
**Armor Rating: 125&lt;br /&gt;
**Traits: Combat Expert (+30% Melee and Ranged damage)&lt;br /&gt;
*** Simply put, one of the best armors the Necron Overlord gets. &#039;&#039;Everything&#039;&#039; benefits from Diadem of the Nemesor, and the huge damage boost it gives not only your attacks, but your abilities goes a long way. Much like the Farseer&#039;s Armor of Idranel, this armor is strong enough that it&#039;s extremely hard to justify the later armors the Necron Lord gets outside of specific builds. &lt;br /&gt;
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*&#039;&#039;&#039;Monolithic Diadem&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Revive two allies at the same time using the Res Orb, twice in the same game&#039;&#039;&lt;br /&gt;
**Armor Rating: 75&lt;br /&gt;
**Traits: Might of the Triarch (Reduces energy cost of abilities)&lt;br /&gt;
*** This is amazing. The armor rating isn&#039;t all that high by Necron standpoints, but cutting the cost of absolutely everything by 50% is huge. Any of the Diadems can be used with much less risk, making the Necron Overlord that much more able to spam. Any build that particularly loves to abuse the Necron Overlord&#039;s abilities can find a use for this, especially builds that love to abuse the Nightbringer or Doomsday Edge. Even better, as an achievement unlock, it makes decent armor available to the Necron Overlord right out the gate when going for elite ranks, making it especially worthwhile.&lt;br /&gt;
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*&#039;&#039;&#039;Tachyon Diadem&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039;&lt;br /&gt;
**Armor Rating: 80&lt;br /&gt;
**Grants Ability: Tachyon Arrow (5 Energy; fires an extreme-ranged, armor-piercing energy bolt)&lt;br /&gt;
*** A tough sell. Tachyon Arrows gives the Necron Overlord a wrist-crossbow that can fire at given targets. This is extremely useful, firing out (after a short delay) obscenely long-ranged energy bolts that ignore both armor and intervening terrain, making them good for picking at targets of opportunity and generally increasing the ranged DPS of the Necron Overlord, as well as harming enemy vehicles about as much as a shot from a Shas&#039;O&#039;s Plasma Rifle. Unfortunately, while the Arrows are very useful, they aren&#039;t very strong, meaning they&#039;re better for picking off and weakening single targets from extreme range than they are for actually killing tougher foes. Very handy, especially with good positioning and Phase Shifter. Between its low cost and the fact that the cooldown is instantaneous with Glyph of the Tireless Harvest, this little piece of wargear is by no means a powerhouse, but can be extremely useful on long-ranged builds.&lt;br /&gt;
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*&#039;&#039;&#039;Technomancer&#039;s Diadem&#039;&#039;&#039; - &#039;&#039;Level 9&#039;&#039;&lt;br /&gt;
**Armor Rating: 65&lt;br /&gt;
**Grants Ability: Voidblast (18 Energy; launch an explosive energy wave that knocks foes back)&lt;br /&gt;
*** The Necron Overlord&#039;s own version of the Captain&#039; Oath of Merciless Rage, Voidblast is a handy utility tool. The damage is moderate, but the actual blast will hurl foes away from you, making it pretty damned handy. Melee builds can use it for additional disruption or damage, and ranged builds can use it for a &amp;quot;get the hell away from me&amp;quot; button. The downside is that the Technomancer&#039;s Diadem has the worst armor available of all the Necron Lord&#039;s choices, but it&#039;s still possible to get ludicrously solid defenses from the Glyph of the Implacable and Glyph of Living Metal, so the loss isn&#039;t as big as it otherwise could be. A gimmicky choice with some possibilities, but &#039;&#039;really&#039;&#039; hard to actually engineer into a build.&lt;br /&gt;
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*&#039;&#039;&#039;Diadem of Reanimation&#039;&#039;&#039; - &#039;&#039;Level 12&#039;&#039;&lt;br /&gt;
**Armor Rating: 110&lt;br /&gt;
**Traits: Reanimation Protocols (Self-resurrect after a delay)&lt;br /&gt;
*** Good armor rating (only 15 points less than Nemesor), and you get to resurrect automatically without having to wait for teammates to pick you up. Of course, the goal should be to not get incapacitated in the first place, but at least now you won&#039;t feel so bad about bringing everyone else down with you. If you&#039;re the last guy on your team to fall (which you probably WILL be because nothing is as tanky as a Necron Overlord) the game will end in defeat before you reanimate, so this isn&#039;t exactly something you want to be counting on. Additionally, you will revive with significantly less health than you would have if you were revived conventionally, so while a very handy ability, especially with good teammates, it can be hard to justify given that you have other ways to get it, including Phylactery and the Resurrection Orb.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE:&#039;&#039;&#039; The Necron Overlord&#039;s weapons fall into one of three categories. Ranged Staves of Light (Staff of the Obelisk, Celestial Staff, Staff of the Phaeron, Lance of Annihilation) do not provide Fearless or Unshakable, since they help the Necron Overlord bypass one of his main downsides (his mobility) but they do hit much harder in melee than would normally be expected from a ranged weapon. The Voidreaper provides both Fearless and Unshakable, but in return has a terrible special ability and really is mostly a beatstick. The Doomsday Edge, Warscythe of Extinction, and Warscythe of the Phalanx provide Unshakable, but not Fearless, since they also give useful abilities. More than any other choice, your choice of what weapon you are using will determine your playstyle. Choose wargear to emphasize your new role and you will find it works quite well for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 10.8 DPS&lt;br /&gt;
** +25 energy&lt;br /&gt;
*** Unlike most default weapons, the Staff of Light you start with is actually pretty good. By no means is it worth taking beyond the most elementary levels, but when first starting out, the combination of halfway-decent ranged damage with a good rate of fire and a decent amount of bonus energy makes it a decent pick. Shelve it once you get better, however. &lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Obelisk&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 5.1 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Area of Effect (Deals damage in a radius)&lt;br /&gt;
*** The staff of the Obelisk&#039;s low DPS belies its wide area of effect and shotgun-like spread. It&#039;s a decent weapon for ranged lords, which remains surprisingly viable for most of the Necron Lord&#039;s career (provided you go with Diadem of the Nemesor), as, unlike most Necron Lord weapons, it actually has an area of effect and thus is capable of taking out small groups. Built-in Armor Piercing also means that it&#039;s good at taking out tougher medium-armored enemies like Space Marines. It also doubles with a decent amount of close-combat damage. The main drawback: It doesn&#039;t have the single-target damage or bonuses of the other staves, making it mostly for killing blobs or single tough targets at close-range.&lt;br /&gt;
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*&#039;&#039;&#039;Celestial Staff&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 20.7 DPS&lt;br /&gt;
**Traits: Armor Piercing (Melee attacks ignore 100 points of armor), Rush of Battle (Attacks lower ability cooldowns)&lt;br /&gt;
**+15 Energy&lt;br /&gt;
**+15 Health&lt;br /&gt;
*** A decent health and energy bonus pairs with a pretty damned good rate of fire to make this a good ranged weapon against single targets. Though the Staff of the Phaeron is way better against single foes, and the Staff of the Obelisk is way better at crowd control, the Celestial Staff is hardly a bad weapon and Rush of Battle is a halfway-decent ability, especially with good positioning. With good micromanagement and the Glyph of the Tireless Harvest, this can get your cooldowns to an almost hilariously low degree. Worth considering for power-focused builds. Can use force attack to get Rush of Battle as well. With the Glyph of the Tireless Harvest the Nightbringer&#039;s cooldown is over almost right after he&#039;s done blasting things so you can spam him all game. Played one game on bloodied beat all 20 waves no deaths killing with nothing but the Nightbringer.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of Extinction&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 14.6 DPS&lt;br /&gt;
**Ability: Necrotic Barrier (15 Energy; draws a wall between two points and knocks down units standing where you place it)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+1 Energy regeneration&lt;br /&gt;
***Swiss Army Warscythe. This weapon does it all: Gives good passives, has impressive damage, and even has a great ability, all for good measure. The Warscythe of Extinction has a great level of utility, and never stops being useful. Necrotic Barrier is not only a decent choice of weapon with ranged options, and not just an area denial tool, but a potent weapon in its own right, capable of causing significant harm to enemies when it&#039;s drawn THROUGH an enemy squad. Mostly useful for tearing apart light infantry, this can even splatter a Marine unit if it gets dragged through the wall&#039;s formation too hard. The fact that it gives an energy regen boost is just gravy. Constantly underestimated, this weapon will virtually never let you down.&lt;br /&gt;
*** At early levels, the energy regen from this is nearly enough to completely offset nanoscarabs, meaning you can have nearly infinite crazy health regen. By level 16, an accessory comes along that you can combine with this to make Nanoscarabs truly infinite (you can literally turn them on, leave them on all level and still have some energy regen left over to use other abilities, like Necrotic Barrier), but this has great early tanking potential.&lt;br /&gt;
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*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - &#039;&#039;Level 6&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 30.0 DPS&lt;br /&gt;
**Ability: Entropic Strike (Removes armor from an enemy, plus any nearby ones)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Fearless (Immune to suppression)&lt;br /&gt;
**+1.5 Health regeneration&lt;br /&gt;
*** Voidreaper is the most powerful of all the Necron Overlord&#039;s weapons in terms of damage-per-second; other warscythes may do more per hit or more aggressively, but none of them have the blend of speed, power, and passives this monster has. No real crowd control, but you&#039;ll kill fast enough to deal with small packs and lets be real you&#039;re bringing Immortal Reclamation for that anyway. Devastating against single armored targets, and the Entropic Strike will let your buddies hit just as hard. The combination of Unshakable and Fearless gives you some good mobility, but turns your wave 16 clone into a relentless bastard that will chase you right across the map. Still the most OP fucking melee weapon in the game- insane DPS, Unshakable AND Fearless, extra tankiness and completely ignores armour, with only one real rival. Only drawback is that you&#039;ll get tarpitted to fuck, but Glyph of the Reclaimer will solve that little problem for you.&lt;br /&gt;
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*&#039;&#039;&#039;Staff of the Phareon&#039;&#039;&#039; - &#039;&#039;Level 11&#039;&#039;&lt;br /&gt;
**Two-handed Ranged Weapon&lt;br /&gt;
** 37.5 DPS&lt;br /&gt;
**Traits: Armor Piercing&lt;br /&gt;
**+75 Energy&lt;br /&gt;
*** The heavy hitter of the Necron Lord&#039;s ranged weapons, the Staff of the Phaeron has obscene damage-per-second, plus a massive energy buff for the wielder, making it a premier weapon for caster builds. The downside: It has a relatively slow recycle range, so while every shot does tons of damage, the Necron Lord is more vulnerable to being swarmed. Correctly used, it&#039;s devastating, as it can cut the legs out from enemy heavies long before they can get anywhere near you, and the energy buff means additional healing or support is that much easier to come by.&lt;br /&gt;
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*&#039;&#039;&#039;Lance of Annihilation&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039;&lt;br /&gt;
** Two-handed Ranged Weapon&lt;br /&gt;
** 16.6 DPS&lt;br /&gt;
** Abilities: Annihilation Barrage (20 energy; Fires a bunch of beams in a line at the target area, like a Dreadnought&#039;s Assault Cannon Sweep)  &lt;br /&gt;
** Traits: Armor Piercing (Melee attacks ignore 100 points of armor)&lt;br /&gt;
** 1.3 Health Regeneration&lt;br /&gt;
*** Single shot damage is even higher than the Staff of the Phaeron, but the rate of fire is laughable. Annihilation Barrage is probably the most destructive ability available to the Overlord short of the Nightbringer and will gib an entire line of weenies, but it&#039;s slow to fire and rather narrow, meaning it&#039;s easy to miss if the target starts moving while you&#039;re starting it up. You could possibly build an ability-based loadout around it, but you&#039;d need Glyph of the Tireless Harvest since the cooldown is irritatingly long and your basic shots are just too damn slow. Still, between the passive health boost and long range, this is a surprisingly utilitarian option, and gives players the option of much more flexible tactics. Just plain effective, even if the recycle rate of the weapon is horrid.&lt;br /&gt;
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*&#039;&#039;&#039;Warscythe of the Phalanx&#039;&#039;&#039; - &#039;&#039;Level 17&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 16.1 DPS&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback), Unending Vengeance (Killing blows with the WarScythe cause damage to near by enemies)&lt;br /&gt;
**+100 health&lt;br /&gt;
*** This heavy melee choice has abilities that are absolutely amazing. The HP boost alone is the stuff of legends; pair it with any major ability that boosts survivability (Nanoscarabs, Glyph of Living Metal, etc) and you&#039;re going to find that this one pays for itself before ever factoring in the thing&#039;s offensive capabilities. Thankfully, this weapon is no slouch there, either; though it swings slowly, each attack that kills an enemy triggers an explosion of energy that damages all nearby enemies, resulting in high cleave damage across the squad; seeing a Necron Overlord butcher an entire group of Cultists in 2-3 swings is not unheard of, and it even can help the Necron Overlord avoid being mobbed by high-threat mooks like Banshees and making you the bane of [[Tarpit|tarpits]] everywhere. The only real downside is that the damage blast of Unending Vengeance only triggers if you actually kill a target with the swing. Still, the best survivability weapon in the Necron Overlord&#039;s armory and a solid weapon through and through.&lt;br /&gt;
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*&#039;&#039;&#039;Doomsday Edge&#039;&#039;&#039; - &#039;&#039;Achievement Unlock: Complete 100 total waves as the Overlord&#039;&#039;&lt;br /&gt;
**Two-handed Melee Weapon&lt;br /&gt;
** 13.5 DPS&lt;br /&gt;
**Ability: Pitiless Strike (20 Energy; Damages all nearby enemies and stuns them.)&lt;br /&gt;
**Traits: Armorbane (Melee attacks ignore 200 armor), Unshakable (Immune to knockback)&lt;br /&gt;
**+30 Energy&lt;br /&gt;
*** Like the Warscythe of the Phalanx, the Doomsday Edge swings slowly, but hits hard, if a little weaker. In return, it offers a nifty energy buff and perhaps most notably, a terrifically useful ability in Pitiless Strike, which is a top-notch move for clearing space and obliterating tarpits. It can also be used on enemies that will survive the damage just to stun them, making it useful for peeling melee units off of squishy allies, or extending your own survivability when tanking strong enemies by stopping them from dealing damage to you. If timed well, the effect can be used right after a melee attack to increae DPS and it can help disrupt enemies who would otherwise overwhelm you. The delicious energy buff it also gives you helps you use it (and pretty much everything else) whenever needed, and it has great synergy with the Necron Lord&#039;s other attacks. The only downside is that it&#039;s a skosh energy-hungry and the casting time is a bit long, so it has to be timed well, especially on enemies that are moving.&lt;br /&gt;
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==Accessories==&lt;br /&gt;
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*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**Ability: Mindshackle Scarabs (10 Energy; converts target squad to ally for a duration)&lt;br /&gt;
*** Terrible range, terrible duration, long cooldown, long cast time, and takes longer to kick in the stronger the target. So absolutely horrible, right? Not quite. Mindshackle Scarabs are the earliest ability with an actual offensive effect you get that isn&#039;t Necrotic Barrier, and it &#039;&#039;does&#039;&#039; get better with upgrades. Glyph of the Tireless Harvest makes this actually usable, and it uniquely can turn any unit - from a squad of Guardsman to the Swarmlord - momentarily to the Necron Lord&#039;s side. While turned, you can&#039;t damage them, but they&#039;ll gleefully turn on their allies. Ideally, use it to cause some chaos and provide yourself with a chump or two to distract an enemy while you back off. The duration isn&#039;t that long, but the effects are quite useful and there&#039;s nothing quite so hilarious as seeing the Great Unclean One turn around and eat a few of his allies, so don&#039;t underestimate it despite it being somewhat mediocre.&lt;br /&gt;
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*&#039;&#039;&#039;Nanoscarabs&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**Ability: Nanoscarab Repairs (10 Energy; After a cast timer, drains energy to restore health)&lt;br /&gt;
*** Don&#039;t underestimate it, it can keep you alive through a surprising amount of fire. It can heal you from near death to max health in around two seconds, it is a must have at early levels as it can and will save your life. Once you get to higher levels other means of regen are much better. Note that if you use this in conjunction with the Glyph of the Star Gods and Warscythe of Extinction, you will not lose any energy and will slowly regain it, allowing you to still use other abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Implacable&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+100 Armour&lt;br /&gt;
*** Like a beefed up version of the Mekboy&#039;s Cybork Parts, it does nothing but give a boost to your armour. The difference is the Necron Overlord is a SHITTON tankier than the Mekboy can even dream of being, even with &#039;Eavy Armor- you can easily push your Overlord up to well over 200 armour, and when you factor in his other tanking abilities it can make him almost unkillable. A powerful defensive tool that shouldn&#039;t be obsoleted until you get Phylactery, and even then is a perfectly viable option.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Tombs&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039;&lt;br /&gt;
**+85 Energy&lt;br /&gt;
*** Mostly useful early on to help out builds going towards elite status, where the combination of halved energy consumption (from Monolith Diadem) and so much extra energy goes a long way towards helping early Necron Lords abuse the hell out of their gear. Warscythe of Extinction and Doomsday Edge both love this damned thing, and bonus repairs at opportune times via Nanoscarabs or Glyphy of the Reclaimer is virtually always an asset. If you&#039;re feeling particularly saucy, pair it with Staff of the Phaeron and bask in your massive 210 base energy. Spam ALL the things!&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Wraith&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039;&lt;br /&gt;
**Trait: Swift (+25% movement speed)&lt;br /&gt;
*** Defy the stereotypes, move like you have functional legs. The Overlord has no movement abilities except this and Phase Shifter, and mobility, as ever, is the golden egg of Last Stand. Highly useful, especially when it first becomes available, but it quickly flags as the Necron Overlord is forced to choose between improved speed or even more tankiness.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of Living Metal&#039;&#039;&#039; - &#039;&#039;Level 4&#039;&#039;&lt;br /&gt;
**+90 health&lt;br /&gt;
**+3.0 Health Regen&lt;br /&gt;
*** One of the best accessories available, and being perfectly clear: The Necron Overlord needs this. Virtually no build worth a damn exists that does not make use of this piece of Wargear, so useful and utilitarian are its uses. Survival is always paramount, even in the most fragile Necron builds, and nothing exemplifies it quite like this potent option. Put it on once you get it, and only take it off if you absolutely &#039;&#039;need&#039;&#039; to; you&#039;ll be glad you did.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Reclaimer&#039;&#039;&#039; - &#039;&#039;Level 7&#039;&#039;&lt;br /&gt;
**Ability: Immortal Reclamation (10 Energy; After a cast timer, drains health from nearby enemies while immobilizing the Necron Overlord. The more enemies nearby to drain, the faster and more intense the health drain effect.)&lt;br /&gt;
*** &#039;&#039;&#039;Are you creating a ranged build? Stop. Don&#039;t use this item. Glyph of Living Metal as better because it is a constant regeneration boost and you can continue to do what you do best which is shoot things. From far away. All of the Overlord&#039;s ranged weapons do considerably more DPS when compared to this ability, even in melee, unless you&#039;re facing a strong melee tarpit like Banshees. So if you&#039;re looking for regen get a regen item that is working for you all the time, and if you&#039;re looking for a DPS item why don&#039;t you use that big gun in your hands? Are you creating a melee build lacking any reliable AoE damage? Continue.&#039;&#039;&#039; Most insanely OP bullshit item in all of Last Stand. Just park your fat ass on the ground and watch every enemy around you slowly die, while you regen so much HP that you can literally tank an entire wave single-handed without your health bar even twitching. With this thing you can LITERALLY tank the entire Imperial Guard wave 19 on Anvil of Khorne, all 30 Ogryns, 50 Stormtroopers, both Leman Russ and the motherfucking BANEBLADE without even breaking a sweat. It&#039;s not perfect- enemies can stand outside its range and shoot you while you sit there looking stupid with nothing to drain health from, but it&#039;s the ULTIMATE anti-tarpit item. The Banshee megawave in wave 9 of the Colosseum can all jump onto you at once and you can just laugh at them. Orks die in droves. Tyranids are a light snack. Take it with an energy boost like Staff of the Phaeron and you can do it for ages. Word to the wise, the more enemies around you the better your health regen will be so don&#039;t use if you have one Dreadnaught attacking you because you will die AND you will do more damage against heavily armored enemies, such as Nobs, Warriors, Tac Marines and vehicles, with your weapon you actually brought to do damage with. Also because of their ability to shred your armour down to 0, the Bloodletters in the Anvil of Khorne will still be able to kill you through this if enough of them mob you.&lt;br /&gt;
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*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - &#039;&#039;Level 13&#039;&#039;&lt;br /&gt;
**Ability: Phase Shift (15 Energy; Teleport to target location.)&lt;br /&gt;
*** Phase Shifter gives you a major ability; you can teleport. The effect is just as quick as the Mekboy and Chaos Sorcerer&#039;s, but is less efficient and has slightly less range. Despite the general inefficiency, this is still an incredible mobility booster, especially for Ranged overlords, giving the Necron Lord the ability to move around and get into better positions. with good use of terrain, it proves almost as handy as the other races&#039; teleporting abilities, but in the end the short range and relatively bad efficiency make it a tougher sell than it would be. Incredibly handy in many builds, but not for everyone, the Phase Shifter is a useful choice.&lt;br /&gt;
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*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - &#039;&#039;Level 14&#039;&#039;&lt;br /&gt;
**Trait: Impervious&lt;br /&gt;
*** Your ridiculous OP get out of jail free card when it comes to being brought to 0 health with some extra effects. You get full life, energy, and a huge armor buff. Once you are down you have to wait for 30 seconds before your hamster ball is back. The difference between this and either the Tau Commander&#039;s Stimulant Injector or the Chaos Sorcerer&#039;s Robes of the Deathless (aside from the fact that you&#039;re really taking Robes of the Deathless for your Demonic Doppelganger) is that the Necron Overlord is a supertanky motherfucker to start with, so forcing the enemy kill to him TWICE is insane and don&#039;t forget you also get full energy too which makes it great for caster builds as well. Just don&#039;t take this on Colosseum because your clone will go from a bitch to a double-bitch.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Star Gods&#039;&#039;&#039; - &#039;&#039;Level 16&#039;&#039;&lt;br /&gt;
**+1.7 Energy Regeneration&lt;br /&gt;
*** The Overlord&#039;s only access to energy regeneration, aside from Warscythe of Extinction. Good for offsetting the cost of Nanoscarabs or Immortal Reclamation, useful in specialized caster builds. Combine with the Warscythe of Extinction to keep Nanoscarabs up &#039;&#039;literally&#039;&#039; forever.&lt;br /&gt;
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*&#039;&#039;&#039;Glyph of the Tireless Harvest&#039;&#039;&#039; - &#039;&#039;Level 18&#039;&#039;&lt;br /&gt;
**Trait: Awoken&lt;br /&gt;
*** Reduces the cooldown time of all of the Overlord abilities. This is a FLAT reduction, meaning it&#039;s enough to reduce the cooldowns of Phase Shifter and Tachyon Arrow to literally &#039;&#039;nothing,&#039;&#039; which is enough to actually make them usable. Its effect on most other abilties isn&#039;t as drastic, but it still goes a long way towards making the Annihilation Lance, Tachyon Diadem, and Diadem of the Technomancer viable weapons, and it&#039;s a big help if you like the Raiment of the Tesseract (and frankly, who doesn&#039;t?).&lt;br /&gt;
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*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - &#039;&#039;Level 19&#039;&#039;&lt;br /&gt;
**Ability: Nightmare Shroud (10 Energy; Causes all lower level enemies that enter the range to flee for a short duration.)&lt;br /&gt;
*** A lot of potential here in a finicky choice. The Nightmare Shroud immobilizes the Necron Overlord like Immortal Reclamation, though unlike those, the Necron Overlord is free to shoot or melee enemies during the effect). Any enemy crossing the line in the sand it draws will immediately panic and run away, allowing you to drive off enemies that would otherwise corner trap your buddies, and be a constant environmental hazard while the effect lasts. The drain is particularly high, and it is a difficult sell, but it opens up a lot of possibilities. While not as powerful as the Captain&#039;s Terror of Xenos, it&#039;s still extremely strong and an see a particularly large amount of use if paired with Phase Shifter - or an allied Farseer with Veil of Tears.&lt;br /&gt;
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==Commander Items==&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Overlord&#039;&#039;&#039; - &#039;&#039;Default&#039;&#039;&lt;br /&gt;
**+50 Armor rating&lt;br /&gt;
*** Unlike most default gear, the armor bonus can potentially give a slight advantage over the Level 5 replacement. Actually, the Necron Overlord is the only character to even HAVE a default item in his commander slot rather than just an empty space to be filled, though it mainly exists to slightly soften the blow of having no starting armor, and also to make the ACTUAL commander items a tradeoff, as each provides progressively lower armour.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Tesseract&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039;&lt;br /&gt;
**+35 Armor rating&lt;br /&gt;
**Ability: Tesseract Tomb (30 Energy; fires a slow projectile at a location to lock down enemies in a radius)&lt;br /&gt;
*** Basically lets you point at some units and suppress the entire group. This is your main crowd control ability, covering the Overlord&#039;s biggest weakness. Don&#039;t expect it to happen immediately - it takes time to cast the ball, which takes time to travel to the point and only then sets up the AoE control zone. You should spam this at every opportunity to take half the wave out of the fight. This is super-powerful on wave 16 of the Colosseum because you can easily set it up where your clones are going to spawn in advance and they&#039;ll start locked down, free for you to butcher. Do it right and you can make one of the biggest asspains in the game into a walkover. Plus even if you screw it up, your clone is oddly reluctant to use it on you (although he will &#039;&#039;eventually&#039;&#039;, the bastard).&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of Resurrection&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039;&lt;br /&gt;
**+25 Armor rating&lt;br /&gt;
**Ability: Resurrection orb (35 energy; Throws a slow-moving orb that, upon landing, creates a field that prevents you and your allies from taking fatal damage, and revives dead allies (and yourself, if you manage to get incapacitated before the orb lands and puts up the field) once it fully activates). Also heals living allies in the area when the duration finishes (so they don&#039;t just get taken down to 1hp while it&#039;s up and then die instantly when the effect ends).&lt;br /&gt;
*** Very useful, you can even revive yourself and allies and make everyone tanky for a short amount of time. Take note, if all three players are incapacitated at once, even if they are later revived by the orb, the game ends in defeat. In general, though, you&#039;re better off with the Raiment of the Tesseract- prevention is always better than cure as they say (or in other words, it&#039;s better to lock down and slaughter hapless enemies to keep them from killing you than it is to revive your teammates and yourself from death). It&#039;s still useful to have one on a team if you have multiple Overlords. Can be used on Lord General turrets to bypass the one limit as long as they are all in the radius when a new one is called. One game I was in my teammates did this in blooded on the top spawn had something like ten to twenty vanquisher turrets ready to slaughter. Still while the turrets survive it take most of their health away so after you get how many you can make you need something to heal them so they don&#039;t die from a glance like the Lords repair and if you don&#039;t use the third guy as a tau with energy booster to regain fast it will take a while but have the third guy attack a rock or something so he doesn&#039;t kill them and leave one weak gaunt alive in wave two far enough away so the turrets don&#039;t kill it when done most of the rest of the game is killing what spawns near them they can&#039;t shoot while they slaughter everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Raiment of the Nightbringer&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039;&lt;br /&gt;
**+10 Armor rating&lt;br /&gt;
**Ability: Summon Nightbringer (50 Energy; summons the Nightbringer, who remains stationary and spams enormous AOE blasts for a short time.)&lt;br /&gt;
***Despite the middling size of the blasts, it&#039;s still possibly one of the better nukes in the game, and certainly the second most reliable after Rocket Run. Unlike Orbital Bombardment, which requires specific positioning to maximize damage, or Roks/Eldritch Storm which are randomized, the Nightbringer applies its damage consistently across its area of effect, and also spits infantry towards its center and not away from it. Additionally, the Nightbringer is one of the most consistent damage dealers across unit types and actually severely threatens armored targets - dropped on top of a stationary full-health Baneblade, the Nightbringer WILL kill it. Also very easy to exploit for shooting builds, as a Nightbringer at your feet means you can dakka with impunity and not worry about melee attackers pretty much at all. Nightbringer is even consistently effective against clones, even 275 armor 290 health phylactery Overlords. Once you hit level 20, you can certainly keep using the Tesseract and Res Orb as they&#039;re still good enough, but the Nightbringer is just so delicious you&#039;ll be really hard-pressed to use anything else, even with its pretty abysmal armor rating.&lt;br /&gt;
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==Progression==&lt;br /&gt;
shoot things, cleave things, get bigger cleavers, cleave more things.&lt;br /&gt;
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==Tactics and Strategy==&lt;br /&gt;
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*&#039;&#039;&#039;On Achievements:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;The Red Harvest&#039;&#039; (Unlocks the Doomsday Edge) Complete a total of 100 waves as the Necron Overlord. &lt;br /&gt;
*** Strategy? Just play the game and you&#039;ll get it eventually.&lt;br /&gt;
** &#039;&#039;Lord of Risen Doom (grab me the paddles: cron edition)&#039;&#039; (Unlocks Monolithic Diadem) requires the necron to use the Resurrection Orb to revive either two allies, or an ally and himself simultaneously, twice in a single match.&lt;br /&gt;
*** This one is a challenge. You&#039;ll need to ideally use it when helping newcomer teammates and hope for the best; revive them both with your Res Orb twice and the achievement (and its delicious Monolith Diadem) is yours. You can farm it manually by getting two friends to help you and die on purpose in early waves, since you can all ragequit once the achievement&#039;s unlocked.&lt;br /&gt;
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== Builds ==&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 1: Literally Death Incarnate&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 7 (yup)&lt;br /&gt;
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OK, so. Do you want to never die while killing everything? This is how you never die while killing everything. Sporting a ridiculous 260 armor, 190 health, and 6.5 base health regen, you can take an immense beating before you even factor in your abilities. Voidreaper means you can ignore knockback and suppression, and will absolutely annihilate any hard target up close - you&#039;ll one shot Marines and Ogryns, 3 shot wave serpents, and on Anvil, Entropic Strike + 7 blows will destroy a full health Battlewagon. You are the bane of anything that would seem to be a problem target. Oh, but what&#039;s that? No crowd control? &#039;&#039;&#039;Wrong.&#039;&#039;&#039; Immortal Reclamation gives you a RIDICULOUS amount of health regen, and does very very respectable damage - it&#039;s like the Hive Tyrant&#039;s Poison Cysts or 3-4 layers of teleport fire from the Sorcerer. Turn that sucker on and watch all the squishy targets in a wave evaporate. And if crazy health, armor, regen, single and multi target damage aren&#039;t enough, you&#039;ve got the Tesseract, which lets you shut down enormous chunks of the battlefield at a time. The only mild downside to this build is energy management, but if you budget a wee bit then by Level 7, a team of three Overlords can trivially clear Anvil and at least make it to 20 on BC with ease.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 2: God of Cycle of life, Trolls, and Dainty tea cups&amp;lt;/b&amp;gt; - Voidreaper, Diadem of the Reanimation, Phylactery, Glyph of the Implacable, Glyph of the Reclaimer, Raiment of Resurrection&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14&lt;br /&gt;
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Any respectable melee build has Voidreaper just because. While its ability sucks (seems more for those who aren&#039;t playing NL, for some reason) you just can&#039;t top it. If you throw in your impressive hat you can charge into a horde no matter how large, drop down to one knee, and watch as you just kill half of the map, or at least anything in your area. What&#039;s that? You&#039;re doing Anvil? You can literally hold a side by yourself no matter what spawns. Your &#039;reaper means you can easily stroll up to any group or target of your choice without issue. If you somehow have enemies still up afterwards you open to doorway to the Dead Zone, then just finish them off with a few swipes. Tanks and Heavy Infantry? Just hit them with your &#039;reaper until they die. Your teammates are scrub-tier? Just throw an orb on their dead bodies and let it do the work for you. What about that energy issue &#039;Crons suffer from? Well your Phylactery has that covered even if, for some reason, you drop to 0 health you&#039;re instead brought back with a huge armor bonus, full health and energy meaning you can drain a horde until your hamster ball is back. That still isn&#039;t enough and you&#039;re dying to something? Well provided your teammates aren&#039;t idiots you can live forever, because what self-respecting Necron doesn&#039;t have Reanimation Protocols? In about the same time it takes for someone to stand next to you and pick you up, you&#039;re standing again and most likely with your hamster ball ready again. I would highly warn against using this build in BC just because the orb ability should make you primary target to let you kill and keep down your enemies, the phylactery means that even if you kill him once he will have energy for a second orb, the hat will make sure that you need to kill him last or risk him standing back up mid fight with another hero, and the &#039;reaper means that you can not interrupt him easily and stop him from picking some one else up.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 3: #1 Stunna&amp;lt;/b&amp;gt; - Doomsday Edge, Diadem of the Nemesor, Phylactery, Glyph of the Implacable, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 14 (lvl 5 w/o Phylactery)&lt;br /&gt;
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Is it that savage new metal cape or that 10 foot scythe that just keeps people looking? Neither its your super sweet stuna build! Thats right why risk dying when you can just make you enemies stare at you mindlessly as you slaughter them in droves. The Doomsday Edges extra energy lets you utilize Pitiless Strike with reckless abandon stunning anything and everything all the time and if used immediately after you swing it will reset you swing timer and do a great burst of damage to anything. If you do run low on energy just run in the thickest part of the fray let that sweet Phylactery re-up you life and energy. But what happens when you get in real trouble and that second life just isn&#039;t enough? Bust out your stuna shades and drop that Tesseract my friend... you earned it. Wave 16 and 20 giving you problems in BC? Throw a preemptive Tesseract at your clones and go to town while they admire you amazing skills and when it wears off just hit em with a Pitiless Strike and keep them wondering &amp;quot;How can this Necron be so amazing?&amp;quot; &lt;br /&gt;
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Alternative: Swap out the Glyph of Implacable for Gift of the Wraith. You become way more squishy but can potentially up that DPS with more Pitiless Strikes. Since you will be triggering Phylactery more often you should be able to use PS every time it is off cool down just remember you&#039;re no longer an uber tank monster and let to smashing continue.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 4: Immortal Nuker&amp;lt;/b&amp;gt; - Weapon of choice, Diadem of the Nemesor, Glyph of Living Metal, Glyph of the Implacable, Phylactery, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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One of the easier builds to challenge the Voidreaper/Reclaimer combo, this build is nice because it is SUPER tanky and puts out good damage regardless of weapon because of the Nightbringer - the basic strat is to just facetank a wave while pewpewing or meleeing in between charges of the Nightbringer, which will demolish anything that&#039;s left. Super strong on Anvil, and even good on BC because the Nightbringer does a number on clones. Best weapons to look at are probably Warscythe of the Phalanx for extreme tanking and AoE damage, Voidreaper for mobility and single-target damage, or Staff of the Phaeron for a nice hybrid build with a lot of shooting, yet still having tanking and an answer for swarms at your feet.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 5: And Now For Something Completely Different &amp;lt;/b&amp;gt; - Lance of Annihilation, Tachyon Diadem, Glyph of the Star Gods, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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What&#039;s this? NOT a tanky build? You&#039;re goddamn right it isn&#039;t.&lt;br /&gt;
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Ladies and gentlemen, welcome to the Gauss Wizard. Welcome to the rave laser party.&lt;br /&gt;
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So, in essence, this build is a way of making the best of the Lance of Annihilation. You know how the main drawback to the Lance is its piss-poor RoF and its expensive and slow laser blast? Yeah, we fix that here. Thing is, with Glyph of the Tireless Harvest, Tachyon Arrow recharges INSTANTLY, and with Glyph of the Star Gods the activation windup is long enough that you actually regenerate the 5 energy cost as it fires, which means you can indefinitely spam Tachyon Arrows, which means your RoF is now much faster with a solid long range weapon that doesn&#039;t need line of sight. This also incidentally semi-fixes Tachyon Arrows, as when you constantly spit them out it doesn&#039;t matter so much if they&#039;re a bit shit. Your Annihilation laser lance rave party blast recharges faster. You&#039;ve got more frequent Tesseracts to pin enemies in place for your lasers. Also don&#039;t worry, shit probably won&#039;t go south, because you&#039;ve got the constant and soothing healing of Glyph of Living Metal to keep you in it. This build is WAY less tanky than virtually any other build, sporting an astoundingly shit 190 health and 115 armor, but you make up for it by being so damn FUN to play. You&#039;ll always be casting something, controlling the battlefield, and pew-pewing your way to victory. This build actually also fares decently against clones, because firstly, Tesseract, and secondly, your clone won&#039;t spam Tachyon at you as fast as you can, which gives you the advantage in single-target damage. You&#039;ll also probably out(s)kill melee Necrons.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 6: Bane of All Melee Ever&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Glyph of the Implacable, Glyph of the Star Gods, Raiment of the Nightbringer/Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 16 (Level 20 with Nightbringer)&lt;br /&gt;
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Yo yo yo. I hear you like that broken-ass health drain.&lt;br /&gt;
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Wanna do it forever?&lt;br /&gt;
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Now you can.&lt;br /&gt;
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At 3.7 energy regen, you can truly keep Immortal Reclamation on all game if you so chose.&lt;br /&gt;
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You can LITERALLY park your ass in one corner of the map and against any melee wave in the game, just sit there and laugh as you eat all the damage they can deal while slowly sapping them all to death. This includes Wave 20 of Bloody Colosseum, as you can just sit in front of Araghast and laugh - even his levitation crush won&#039;t really move your health.&lt;br /&gt;
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The only thing that can kill you at ALL is ranged attackers and doing this in front of a single Dreadnaught, but yo, guess what? If they drop you, your ass pops back up after a couple minutes. And then you drop a Nightbringer on their heads. And then you laugh.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 7: Devotion to C&#039;Tan&amp;lt;/b&amp;gt; - Celestial Staff, Monolithic Diadem, Phylactery, Glyph of the Tireless Harvest, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Here it is the all Nightbringer, all the time build. You do two thing: first you summon the Nightbringer, second you shoot things. Rinse. Repeat. Victory. Celestial Staff, Monolithic Diadem and Glyph of the Tireless Harvest combine to vastly reduce the cool down so you can use it multiple time a round. That&#039;s right you can summon the bad boy 2 or even 3 times in longer rounds. Once he&#039;s summoned just stand beneath him and let melee enemies get crushed while pew pewing to reset the Nightbringer. You have shit armor and are super squishy so don&#039;t get too bold but the regen and extra health from Glyph of living metal negate a lot of the damage you&#039;ll be seeing. If you get in trouble from ranged guys just kite them toward you big friend. Phylactery is more for when stuff goes south and not so much for the energy gain but the second life and extra armor is crucial for running away. Use Force Attack to get Rush of Battle between waves or when only one guy is left but you need the Nightbringer for the next wave like wave 15 so you can nuke your clones.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 8: Nightcrawler&amp;lt;/b&amp;gt; - Doomsday Edge, Monolithic Diadem, Phase Shifter, Glyph of the Star Gods, Glyph of the Tireless Harvest, Raiment of the Tesseract&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 18&lt;br /&gt;
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This build shatters nearly every stereotype the Necrons have. It&#039;s by far the most mobile listed here and offers amazingly fun melee AoE, at the cost of what Necrons are best known for - any semblance of tankiness whatsoever. Tireless Harvest drops Pitiless Strike&#039;s cooldown to a mere several seconds, while Monolithic Diadem and Star Gods allow you to spam it as often as you please. Combine with Phase Shifter to wreak as much havoc as Nightcrawler in the opening scene of X2, blinking from one group to the next as you smash face and cause maximum disruption. You&#039;ll be wishing you had a fourth accessory slot, because at a base 100 health and no armor bonuses to speak of, you are as frail as it gets for a walking metal death machine. This build takes intense micro to stay alive, let alone excel at. A couple of Ork Shoota squads can wear you down if you&#039;re not paying attention, but if you play aggressively, this build is more survivable than it seems. Pitiless Strike&#039;s nearly non-existent cooldown allows you to permanently stunlock any infantry, and as an added bonus, it throws them back, interrupting melee swings in progress. You&#039;re extremely vulnerable to vehicles, but you can drop a Tesseract on anything you can&#039;t handle and let your teammates whale away, while still doing acceptable damage yourself. You can kite an Avatar or Great Unclean One with ease, and just like a tanky Overlord, you&#039;ll probably still be the last alive. Zip across the map using your infinite teleport to lead enemies away, then zip back to raise your allies. Or if the enemy is clustered well, drop a Tesseract on them and blink over to resurrect right under their noses!&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 9: One Man Army&amp;lt;/b&amp;gt; - Warscythe of Extinction, Diadem of Reanimation, Glyph of the Reclaimer, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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This build represents a versatile one man army with no major weakness except mobility. With 190 health 2x with phylactery, health regen and the ability to self revive, you can solo the entire game as long as one other teammate remains alive. Melee kill high value targets, Reclaimer kills mobs close by, Nightbringer nukes and you can also use Extinction to make a attack beam/wall as a ranged backup. This build will see you tanking everything and coming out on top, though self reviving on downs becomes pointless if you are the last one alive. Good micro is helpful to make the most out of you ability&#039;s and budget accordingly. Well played this will leave you teamates woundering how you can tank 400 damage while spamming Reclaimer against hoards with the occasional ctan nukes and get back up after a down and do it all again. I have successfully soloed the last few waves with a teammate either hiding in a building or jet pack kiting.&lt;br /&gt;
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&amp;lt;b&amp;gt;Build 10: What is dead may never die&amp;lt;/b&amp;gt; - Warscythe of the Phalanx, Diadem of Reanimation, Glyph of the Implacable, Phylactery, Glyph of Living Metal, Raiment of the Nightbringer&lt;br /&gt;
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&#039;&#039;&#039;Available by:&#039;&#039;&#039; Level 20&lt;br /&gt;
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Have you ever wanted to go full tank enough so your response to being shot by an army is to simply laugh? And when your health gets to zero in resets? And when you finally die you simply get back up after a few seconds?&lt;br /&gt;
This build is best exemplified by stats, as you will either be going choppy in mêlée or summoning the nightbringer as a nuke.&lt;br /&gt;
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600 health, 6 times normal - 290 health x2 with Phylactery, 5 health regen and Phylactery restores every 30 seconds even if downed and self reviving.&lt;br /&gt;
Only 33% of damage takenb - 220 armour giving a 64% damage reduction, mêlée specials can reduce armour or ignore it.&lt;br /&gt;
High area of effect damage - In mêlée you can kill everything slowly. Area of effect kills swarms, armour piercing kills high value targets. Everything dies to you reliably but slowly, though you often need to footslog to enemies.&lt;br /&gt;
Has pet Pokomon God as a nuke - The nightbringer is your nuke. It is best to stay in it to attract enemies to their doom. As this is your only ability, there is no energy management.&lt;br /&gt;
You can self revive infinitely - This is both the both broken and potentially useless ability. As long as one other teammate is alive, you always get back up after a few seconds. While you being the tank often means you are the last to go down and are on medic duty, the overlord can solo later waves so long as one teammate keeps jet packing around the map hiding or tanking. If all 3 players make use of reanimation protocols, it is almost impossible for the whole to team to be down at the same time, making victory trivial. &lt;br /&gt;
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So there must be a downside right? - Wrong, this one man death machine kills everything is a slow but reliable manner. Its only problem is that on the BC map, your clone is almost impossible to kill. Even if you destroy its buffed health, it will simply get back up even if there are any enemies on the map. This combined with its nuke and armour piercing ability means it needs to be killed last on level 16 and 20, kiting is recommend as it footsloges slowly. Having a chaos heretic douple your clone leads to hilarious results, as it still retains its nuke and second health bar and gets the accompanying chaos buffs, leading to an invincible minion with 3 different health bars each 290 in size.&lt;br /&gt;
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{{Template:LastStand-Heroes}}&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2001:BB6:505:D958:99F8:4A49:F206:927B</name></author>
	</entry>
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