
Invasion also reveals that the Fell have made peace with the Federation and are now steadfast allies capable of fighting back against their former oppressors, the Raad.Not only that, they're now playable and Ascendaar itself has not just been restored to its former glory, but also became the Federation's hub city! Invasion reveals that the Ascendii have returned to their former numbers after being reduced to a single member in the previous game.
Goddamned Bats: So many that they have their own page. You need to protect your base on three different fronts, and once those three enemy bases are captured you will need to hold them for 2 minutes where neverending swarms of mooks keep heading towards them, including Hammergrubs. Difficulty Spike: Mission 4 is generally considered a huge step up in difficulty and acts as a wake-up call level. Finally, they drop an irritating-to-fight Tachyon Elite when killed. Not even a Diplomat's shield can save most units from the portal balls before it expires, and while they're avoidable by moving out of the way, you're out of luck if the unit is a slow-moving mech or an immobile turret. that do extremely painful, armor-piercing constant damage if they get in contact with your units, and then explode a wide area for even more massive damage. The worst by far are Quantum Carriers which fire very slow portal balls. Unlike Blightmothers who usually appear in ones or rarely twos, these can appear in greater numbers. Grav Carriers create damaging and lingering areas on the ground just like Blightmothers. Pyre Carriers will burn units near them with a constant damage flamethrower. Ionic Carriers have a Charged Attack that hurts a lot but is interruptible (more problematic than it sounds thanks to their long range). Finally, Carriers tend to be spawned in groups if they're spawned naturally with a pilot, meaning that you have to take down a big group of painful airborne units and then take care of the guys they leave behind. When any of these are killed, the Raad pilot ejects and you have to fight that too, meaning that simply spamming Shellstorms to take care of the Carriers isn't a 100% viable tactic here. The problem arises when a Raad gets near them, after which it boards them and becomes a fast, powerful Airborne Mook - and are oftentimes already spawned with a Raad inside. Raad Carriers don't do anything by themselves.
Not only do they hurt about as much as the Fell Bishop, they also have a good bit of health, are immune to the otherwise powerful melee attacks thanks to popping up from the slime areas, and worst of all they constantly respawn even if killed.
The tentacle aliens in the second-to-last level of Ascendaar. They also have one of the highest HP values of any normal enemy in the game and high armor meaning that it's hard to take them down fast, unless you use instakill-chance attacks. Surge Protectors have a very painful splash damage bomb attack, and it can give themselves and nearby Peripheroids a Forcefield that grants temporary invincibility. Fortunately Engineers can take them down with ease, thanks to having a Chain Lightning that fries the Oculi, and thanks to the Taskmaster being a structure they will also deal very heavy damage to it and keep it stunned with their structural sabotage grenades. This means that snipers, Channelers and non-armor-piercing attacks don't do much to them, they're immune to instant kills and are very tough in durability against most things. Taskmasters have a good amount of health, massive amounts of armor, constantly spawn Oculi, have a painful AoE against your strong Melee units, and count as structures. Demonic Spiders: There are a good number of enemies that pose a pretty huge threat:. As for the third phase, it becomes ridiculously easy with Channelers, since they're the fastest unit in the game and can easily outpace Rob070's Chasing Your Tail lasers with extreme ease by just doing a group-select on them and moving them away, and they'll drain his health away in short order. Once you've got four groups of Channelers, they'll put out so much damage to defeat his first and second phases (remember to use the Drop Turret to distract the Inductors in Phase 1 and the large robots in phase 2).
Rob070 can be beaten quickly and easily if you just amass numbers of Channelers. Anticlimax Boss: For a supposed Final Boss at the game's release, Mr.