A race of insect-like alien scavengers, once organized into hierarchical houses. The remnants of House of Dusk are still active, mainly on the EDZ. They are hostile but tend to exhibit more lurking tendencies compared to the all-out aggression of the Cabal. Toughened Fallen usually take the prefix “Resilient.”
Dreg
Threat Level: 1
Weak Spot: Head
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shock pistol |
Base, Elite, Sub-Boss, Boss |
Fodder |
Dodge Enemy Fire, Area Denial (Grenade) |
Weaken and Beat Down |
|
Shrapnel launcher |
Elite, Sub-Boss, Boss |
Fodder |
Close-range Pressure, Area Denial (Grenade) |
Weaken and Beat Down |
|
Molten Welder |
Elite, Sub-Boss, Boss |
Fodder |
Dodge Enemy Fire, Area Denial (Grenade) |
Weaken and Beat Down |
Notes: An aptly named homunculus with base facets of cunning and a sinewy frame. They like to hide, stepping around cover and shooting you at range, lobbing in a shock grenade, or stabbing you at close quarters. In most combat conditions, a fine plan is to simply charge and melee attack them; they usually fall with a single strike from your hands. Soften them up with a few bullets so they’re off-balance first, if you want.
Shank
Threat Level: 2
Weak Spot: Glowing Eye Slit (Heavy Shank only)
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shock pistol |
Base, Elite, Sub-Boss, Boss |
Fodder |
Dodge Enemy Fire |
Target Practice |
|
Wire rifle |
Base, Elite, Sub-Boss, Boss |
Fodder |
Stay in Cover |
Target Practice |
|
Explosives |
Base, Elite, Sub-Boss, Boss |
Fodder |
Close-range Pressure (Explode) |
Target Practice |
|
Turret |
Base, Elite, Sub-Boss, Boss |
Artillery |
Suppression (Line of Sight) |
Line of Sight |
Notes: These floating sentry machines have the largest number of variants of any specific enemy. Most are dealt with as priority targets due to their lack of artificial intelligence; they don’t hide but simply head toward you, firing or setting up an explosion to kill you. Pepper their metal hides with your favored weapon, and make Tracer, Exploder, and Heavy Shanks priority targets.
Wretch
Threat Level: 2
Weak Spot: Head
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shock spear |
Base, Elite, Sub-Boss, Boss |
Fodder |
Melee Pressure |
Targeting Challenge (Evasion) |
Notes: A more acrobatic foe that favors close-combat melee instead of ranged firing. Retaliate with your own melee attack. Wretches like to charge you and are a priority target when faced with them. Because they dash in straight lines, they are easy to shoot and finish with a melee strike.
Vandal
Threat Level: 3
Weak Spot: Head
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shock rifle |
Base, Elite, Sub-Boss, Boss |
Soldier |
Stay Mobile |
Targeting Challenge (Evasion) |
|
Wire rifle |
Base, Elite, Sub-Boss, Boss |
Solider |
Stay in Cover |
Targeting Challenge (Evasion) |
|
Molten Welder |
Elite, Sub-Boss, Boss |
Soldier |
Dodge Enemy Fire |
Targeting Challenge (Evasion) |
Notes: There is significant variation among the Vandals regarding the main weapon they carry, and therefore, what offensive maneuvers you need to muster in order to survive. However, the swiftness of this foe means targeted takedowns are a must to kill any Vandal you encounter. Most Vandals like to snipe, so respond with your own long-range attacks accordingly.
Marauder
Threat Level: 3
Weak Spot: Head
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shrapnel launcher |
Base, Elite, Sub-Boss, Boss |
Soldier |
Close-range Pressure |
Targeting Challenge (Cloak) |
|
Shock blade |
Base, Elite, Sub-Boss, Boss |
Soldier |
Melee Pressure |
Targeting Challenge (Cloak) |
Notes: Marauders are more than Vandals with the ability to cloak themselves. They usually take a more proactive role in scurrying up to you and slicing you with a their blades, though they are just as active at range. Your main tactics are to look for the blue shimmering that indicates the Marauder has activated their cloaking device. Aim at this mass until one of you is defeated. A shotgun is more than adequate for this task, as these foes tend to seek out melee combat.
Servitor
Threat Level: 5
Weak Spot: Central eye
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Servitor Blast |
Base, Elite, Sub-Boss, Boss |
Artillery |
Dodge Enemy Fire |
Priority Target |
Notes: These floating globes are always priority targets, as they can link to other Fallen (usually Dregs, Vandals, or Shanks), protecting them in combat. Such enemy invulnerability is a real problem. Blast them anywhere, but focus on the central “eye” to maintain a good aim and constant damage.
Captain
Threat Level: 3-4
Weak Spot: Head
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shrapnel launcher |
Base, Elite, Sub-Boss, Boss |
Commander |
Close-range Pressure |
Maintain Pressure (Shield), Targeting Challenge (Teleport) |
|
Shock rifle |
Base, Elite, Sub-Boss, Boss |
Commander |
Stay Mobile |
Maintain Pressure (Shield), Targeting Challenge (Teleport) |
|
Molten Welder |
Base, Elite, Sub-Boss, Boss |
Commander |
Dodge Enemy Fire |
Maintain Pressure (Shield), Targeting Challenge (Teleport) |
Notes: Taller than the fodder and soldiers they fight with, Captains can be found leading troops, as well as encountered alone. Though the survival tactics may change depending on the weapon the Captain is wielding, the takedown plan is always the same. Match the Energy weapon to the Captain’s shield type (mainly Arc, but Solar and Void Shields have been seen used by Captains), and maintain hits so the shield is removed. Keep up the pressure, and track the Captain if he teleports a short distance. You don’t want to break off combat so the Captain’s shields can recharge.
Pike
Threat Level: 4
Weak Spot: Dreg pilot
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Shock Cannons |
Vehicle |
Soldier |
Dodge Enemy Fire |
Target Practice |
Notes: As quick as a Sparrow but with added offensive capabilities, the Fallen Pike is a great vehicle to own temporarily, once you’ve spotted a Pike Gang roaming a Public Sector and engaged them in combat. Hijack one by aiming at the head of the Dreg pilot until you execute him. The Pike is then neutralized, and you can drive it. Otherwise, you can blast the vehicle repeatedly until it catches fire and explodes (which isn’t optimal).
Walker
Threat Level: 5
Weak Spot: Engine and legs
| Loadout | Types | Role | Survival Tactics | Takedown Tactics |
|---|---|---|---|---|
|
Laser Cannon, Battery, Chain-gun |
Vehicle |
Artillery |
Stay Mobile |
Line of Sight, Targeting Practice |
Notes: Also known as the spider tank, this large Fallen vehicle provides impressive artillery fire support, and its weaponry can seriously impede your survival chances. Remain active and find cover, and target the vehicle’s legs until the machine slumps forward on its knees and the engine compartment is exposed behind the head. Aim at that, then repeat the process.