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Mastermind Guide

By MEXICANBROTHER - 9th September 2007 - 23:21 PM

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Built at: Portal
Requires: Stasis Chamber and Technology Assembler
Cost: $2500
Speed: Fast (90)
Health: High (1250)
Armor deviation: Takes 80% less damage from cannon.
Build time: 25 seconds
Description: The Mastermind is the Scrin Commando. Unlike the GDI and Nod commandos the Mastermind is unarmed but has two useful abilities that make up for it. They are "Teleport Units" and "Manipulator Device".

Fun Facts:

  • The Mastermind can garrison structures.
  • The Mastermind can't be crushed.

Vulnerabilities:


What Units/Structures from the Factions that pose a threat to your Mastermind.
    GDI
  • Snipers
  • Watch Towers
  • APCs
  • Rifle Men

    Nod
  • Obelisks of Light
  • Raider Buggies
  • Venoms
  • Rifle Militants

    Scrin
  • Buzzers(The Swarm)
  • Storm Columns
  • Gun Walkers

Getting Into Bases:


Before going into an enemy base always be sure that the Manipulator Device is charged. When you run in your Mastermind summon in the Swarm using the supplied buzzers to gain a wide visual range over the enemy base finding the important buildings and threats. You can even use Phase Field to get past anything dangerous. Be ready to capture buildings right as Phase Field wears off. If there is Anti-Infantry around you will need to be especially quick.

Opposed to just running your Mastermind in you can use Wormhole. Scout in with Buzzers(Via The Swarm) or whatever fast unit you have. Open the Wormhole and Send in the Mastermind. Capture the building and Retreat back through the Wormhole with your Mastermind. Sell the building or keep it for a while if you wish to use Ground control or support powers.