Prima Games eGuides Mass Effect: Andromeda Collector's Edition eGuide

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Mass Effect: Andromeda Collector's Edition eGuide Game Mechanics Enemies

Outlaws

Outlaws include a wide array of hostiles. The following is data for notable enemy types within this group of bandits. These enemies are common in Secondary Ops missions (optional side quests such as Loyalty Missions), as well as in Multiplayer mode.

Adhi

Vitals

SAM’s Analysis: An oversized dog-like creature trained and used by Outlaws to rush at enemies.

Role: Cover Flusher

Weak Point: Head

Health & Resilience: Normal, no immunities

Mobility Options: Quick run speed

Preferred Range: Close

Weapons/Attacks: Melee, Grab and Bite (breakable by mashing designated button) (1)

Bio Material: Renderable Plates

Combat Behavior

Similar to the kett’s attack dogs, Adhi are used by the Outlaws to flush enemies out of cover. While they don’t have camouflage, these vicious war beasts can sink their teeth into their targets, holding their prey in place.

Strategies

Dealing with Adhi can be difficult since they’re usually found in tight rooms and corridors where they sneak up around corners and latch on to you. If an Adhi catches you in its jaws, mash the designated button shown on the screen to break free, taking less damage.

Otherwise, they behave similarly to Wraiths, so prioritize them accordingly. See strategies for Wraiths.

Specialist

Vitals

SAM’s Analysis: (Agent) A heavily armored close-range combatant who deploys holographic doubles to deceive and distract.

(Anarchist) A heavily armored close-range combatant who fancies Inferno Grenades.

(Berserker) A heavily armored attacker armed with a flak cannon at medium-to-short range. When enraged, it revels in hand-to-hand and head-to-head melee.

(Pariah) A heavily armored close-range combatant who uses biotics to create a shield and attempt to flank.

(Saboteur) A heavily armored close-range combatant who can siphon shields.

Role: Specialist

Weak Point: Head

Health & Resilience: Armored; immune to biotic effects, but weak to burning and freezing effects

Mobility Options: Standard

Preferred Range: Close

Weapons/Attacks: Various Shotguns

Combat Behavior

These “specialist”-type enemies are exiles and outlaws from various species. Although they’re all considered close-range combatants, each has unique powers. Salarian Agents can create body doubles, turian Anarchists throw grenades, krogan Berserkers rain shrapnel with flak cannons, asari Pariahs have access to Backlash, and angaran Saboteurs can cast Energy Drain.

Strategies

These enemies are usually the toughest in a bunch. They’re heavily armored, so they take less damage from submachine guns and assault rifles, and they also resist biotic effects. Most of these specialists use shotguns, so staying outside of medium range is preferable. They’re also all humanoid, so they take extra damage from headshots. Having access to Incinerate, incendiary ammo, and Flamethrower is recommended if you plan on completing Loyalty Missions, as many of these enemies make appearances in those operations. Be particularly wary of the Pariahs (commonly found on H-047C), as they can reflect your attacks with Backlash.

Hydra

Vitals

SAM’s Analysis: A lumbering combatant in a makeshift mecha suit that unloads using a variety of devastating weapons as it advances. Boosters can be used to engage at close range.

Role: Suppressor, Siege Unit

Weak Point: Back, Head

Health & Resilience: Armor, very high health; immune to biotic effects, weak to fire and ice damage

Mobility Options: Slow walk speed; slower-than-normal turn speed

Preferred Range: Close to Medium

Weapons/Attacks: Grab and Slam Attack, Homing Missiles, Hand Cannon, Melee Swing (1)

Combat Behavior

Hydras move slowly, hunting down their target with a wide arsenal selection. At medium range, they can either fire their hand cannon for consistent, high damage, or lock on to their target before launching a barrage of homing missiles.

Strategies

Like most suppressor units, Hydras are dangerous to fight out in the open. Their homing missiles are particularly dangerous, although avoidable if you’re near cover. The lock-on targeting is telegraphed with distinct visual and sounds; once you’re alerted, find cover quickly. Fighting up close isn’t necessarily a good idea, as Hydras employ devastating grapple-and-slam attacks, potentially killing you in one shot. If you’re going to charge in, evade out to bait out the grapple, then punish the whiff with your own attacks. Attacking the fuel cell on its back deals extra damage—more than attacking its head. If you have Tactical Cloak, you can sneak behind a Hydra to deliver a huge shotgun blast. Otherwise, using burn effects is ideal against these mecha warriors. Alternatively—because of its slower turn speed—you can jump over its melee swing, perform a 180, and shoot at its back to land critical hits.

As with most high-health suppressor enemies, deal with lower-health enemies before turning your attention to a Hydra. Make sure to do so behind cover, though. Taking a barrage of homing missiles could mean an instant game over.

Raider

Vitals

SAM’s Analysis: A basic assailant, outfitted with mid- to long-range weaponry.

Role: Cover Taker

Weak Point: Head

Health & Resilience: Normal, no immunities

Mobility Options: Standard, similar to the Chosen

Preferred Range: Medium to Long

Weapons/Attacks: Assault Rifle, Cover-Flushing Grenades

Combat Behavior

Standard cover taker, preferring medium- to long-range skirmishes.

Strategies

This standard low-ranking soldier can be treated as such; take it out with biotic effects or sniping headshots. Raiders are usually paired with a commanding officer, such as an Agent, Anarchist, or Pariah, so stay perceptive and assess each battle accordingly.

See strategies for the Chosen.

Sharpshooter

Vitals

SAM’s Analysis: A fleet-of-foot-and-jet-pack long-range assassin, armed with a long-range weapon.

Role: Sniper, Suppressor

Weak Point: Head

Health & Resilience: Shielded, protected from most disabling effects while shields are up

Mobility Options: Standard

Preferred Range: Long

Weapons/Attacks: Sniper Rifle, Melee

Combat Behavior

As expected, Sharpshooters disengage from close range any chance they get (usually after a melee attack). Their primary goal is to land critical shots while their close-range allies provide a distraction.

Strategies

Stay in cover to essentially eliminate all of a sniper’s effectiveness. Peek out to snipe them with your own long-range attacks, or engage with Charge to dismantle them completely. However, because they’re shielded, you have to make a commitment either way, as they regenerate damaged shields.

Keep in mind that Sharpshooters are almost always present in missions relating to Elaaden, Kadara, and other Secondary Ops-type quests.