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Mass Effect: Andromeda Collector's Edition eGuide
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Contents

  • Architect Encounters
    • Overview
    • General Phase Flowchart
    • Eos Architect Details
    • Voeld Architect Details
    • Kadara Architect Details
    • Elaaden Architect Details
  • Changelog
    • Updates
  • Developer Interviews and Concept Art
    • John Ebenger (Cinematic Designer)
    • Jessica Hara Campbell (Level Designer)
    • Jill Harrington (Technical Animator)
    • Joanna Erbach (Technical Artist)
    • Blair Brown (Associate Producer)
    • Colin Campbell (Level Designer)
    • Jason Richardson (Gameplay Designer)
    • Alec Antrim (Chief Architect)
    • Billy Buskel (Associate Producer on MP)
    • Charles Adcock (Development Director)
    • Jos Hendriks (Level Designer)
    • Daniel Torres (Graphics Programmer)
    • Dean Andersen (Studio Creative Manager)
    • Karine Marecki (Quality Assurance Team Lead)
    • Skyler Dawson (Software Developer)
  • Inventory
    • Weapons
      • Research & Development
      • Guns Overview
      • Assault Rifles
      • Pistols
      • Shotguns
      • Sniper Rifles
      • Melee Weapons
    • Armor
      • Overview
      • Helmet
      • Chest
      • Legs
      • Arms
    • Augmentations and Resources
      • Augmentations
      • Consumables
      • Resources
  • Introduction
    • Foreword
    • Welcome to Mass Effect
    • Milky Way Species
    • Mass Effect Trilogy and Andromeda Timeline
    • Ryder Family History
    • Andromeda Initiative
    • The Squad
      • Liam Kosta
      • Lieutenant Cora Harper
      • Vetra Nyx
      • Pelessaria B’Sayle (Peebee)
      • Nakmor Drack
      • Jaal
  • Game Mechanics
    • Basics
    • Game Mechanics Glossary
      • About the Glossary
      • AVP (Andromeda Viability Points)
      • APEX & Strike Teams
      • Augmentations
      • Codex
      • Containers
      • Credits
      • Crew Info Board
      • Cryo Pod Perks (AVP Status Control)
      • Deconstruction
      • Emails
      • Forward Stations
      • Fusion Mods
      • Galaxy Map
      • Hazards (Global)
      • Hazards (Local)
      • Heleus News Service
      • Journal
      • Level (Player Level)
      • Mining
      • New Game+
      • Nexus Level
      • Nomad
      • Outposts
      • Peripheral Information (Datapads, Information Walls, Terminals)
      • Remnant Decryption Puzzles (“Remdoku”)
      • Research and Development System
      • Re-Spec Station
      • Scanner
      • Tempest Trophies
      • Uncharted World (UNC)
      • Vendors
      • Viability
    • Combat Concepts
      • About Combat
      • Armor
      • Consumables
      • Difficulty (Single-Player Setting)
      • Enemy Defenses
      • Formulas and Calculations
      • Health and Shields
      • Miscellaneous Combat Tips
      • Weapon Mods
      • Powers
      • Profiles
      • Relative Difficulty (“Enemy Level Scaling”)
      • Ryder “Builds”
      • Squadmate Orders
      • Stats (Clarification of Terms)
      • Supply Crates (Ammo, Powers, Health)
      • Targeting
      • Weapons
    • Enemies
      • Enemy Categories
      • Kett
      • Remnant
      • Outlaws
      • Wildlife
  • Multiplayer
    • Multiplayer Basics
      • Overview
      • The HUD
      • Character Selection
      • Leveling Your Character
      • Skills/Powers
      • Character Customization
      • Enemy Groups
      • Combat
      • Strike Teams
      • Waves and Objectives
      • Store
    • Multiplayer Characters
      • Overview
      • Asari Multiplayer Characters
      • Human Multiplayer Characters
      • Krogan Multiplayer Characters
      • Salarian Multiplayer Characters
      • Turian Multiplayer Characters
    • Anagara Multiplayer Characters
    • Multiplayer Atlas
      • Overview
      • Firebase Zero
      • Firebase Sandstorm
      • Firebase Icebreaker
      • Firebase Derelict
      • Firebase Magma
    • Multiplayer Enemies
      • Overview
      • Kett
      • Outlaws
      • Remnant
    • Multiplayer Weapons
      • Overview
      • MP Assault Rifles
      • MP Pistols
      • MP Shotguns
      • MP Sniper Rifles
    • Multiplayer Skills and Powers
      • Overview
      • Biotic
      • Combat
      • Tech
    • Multiplayer Challenges
      • Multiplayer Challenges
      • General
      • Weapons
      • Enemies
    • Strike Team & APEX Missions
  • Interactive Maps
    • Heleus Cluster Map
    • UNC Maps
      • EOS
      • Voeld
      • Kadara
      • Elaaden
  • Secondary Ops
    • Overview
    • A Dying Planet
    • A Lost Sister
    • A Packaged Deal
    • A People Divided
    • Aid APEX
    • Architect on Elaaden
    • Aspirations
    • Behind Enemy Lines
    • Bridge Sabotage
    • Brought to Light
    • Conflict in the Colony
    • Contagion
    • Cora Harper: A Foundation
    • Cora Harper: Asari Ark
    • Cora Harper: At Duty’s Edge
    • Cora Harper: Duty Calls
    • Counting Bodies
    • Crisis Response
    • Cross-Cultural Alliances
    • Defeating the Kett
    • Dismantled
    • Dissension in the Ranks
    • Doesn’t Add Up
    • Elaaden: A New World
    • Emergency S.O.S.
    • End of Watch
    • Excess Baggage
    • Eyes on the Ground/On the Front Lines
    • Fact or Fiction
    • First Murderer
    • First Strike
    • Forgotten History
    • Forgotten Stars
    • Frequency
    • From the Dust
    • Gil Brodie: A Game of Poker
    • Gil Brodie: The Friend
    • Gone with the Wind
    • Gray Matter
    • H-047C: A New World
    • Hard Luck
    • Healing Kadara’s Heart/The Outlaw Monolith
    • Helping Havarl’s Scientists
    • High Noon
    • Intercepted
    • Investigate the Remnant Derelict
    • Jaal Ama Darav: Angaran Affection
    • Jaal Ama Darav: Friend or Foe?
    • Jaal Ama Darav: Runs in the Family
    • Jaal Ama Darav: Flesh and Blood
    • Kett’s Bane
    • Know Your Enemy
    • Lexi T’Perro: Bottom of a Bottle
    • Liam Kosta: All In
    • Liam Kosta: Armor Diplomacy
    • Liam Kosta: Community
    • Liam Kosta: Day Out on Aya
    • Liam Kosta: Outpost Worlds
    • Liam Kosta: Something for Us
    • Life on the Frontier
    • Making an Impression
    • Medical Caches
    • Meet the Family
    • Meet the Resistance
    • Mind Games
    • Missing Arks
    • Missing Science Crew
    • Mixed Messages
    • Modern Medicine
    • Movie Night: Better Snacks
    • Movie Night: Getting Started
    • Movie Night: Raise a Glass
    • Movie Night: Snacks
    • Movie Night: The Final Piece
    • Movie Night: The Right Setup
    • Murder in Kadara Port
    • Nakmor Drack: A Future for Our People
    • Nakmor Drack: Clutch Moment
    • Nakmor Drack: Firebreathing Thresher Maws
    • Nakmor Drack: How to Act Tough
    • Nakmor Drack: Knock ’Em Down
    • Nakmor Drack: Krogan Betrayal
    • Night on the Town
    • Old Skinner
    • Out of Gas
    • Out of the Frying Pan
    • Overgrown
    • Parlay with the Krogan
    • Peebee: A Mysterious Remnant Signal
    • Peebee: Reclaiming Poc
    • Peebee: Spirits
    • Peebee: The Museum Trip
    • Peebee’s Remnant Scanner
    • Peebee’s Secret Project
    • Precious Cargo
    • Recovering the Past
    • Reformation
    • Remove the Heart
    • Resistance Trap
    • Restoring a World
    • Rising Tensions
    • Ryder Family Secrets
    • Search for the Stolen Remnant Drive Core
    • Settling Elaaden
    • Settling Kadara
    • Settling Voeld
    • Shock Treatment
    • Sleeping Dragons
    • Something in the Water
    • Something Personnel
    • Stage a Rescue
    • Station Sabotage
    • Suvi Anwar: New Discoveries
    • Taming a Desert/Making This Dust Bowl Livable
    • Task: A Flower for Kesh
    • Task: An Exile Raid
    • Task: Beer Run
    • Task: Better Crafting
    • Task: Boosting the Signal
    • Task: Broken Family
    • Task: Broken Wires
    • Task: Cache Flow
    • Task: Catch and Release
    • Task: Clearing the Air
    • Task: Cold Hard Cache
    • Task: Comparatively Alien
    • Task: Cultivation
    • Task: Data Trail
    • Task: Drone Recovery
    • Task: Getting to Know the Nexus
    • Task: Gone Dark
    • Task: Herbal Entrepreneurs
    • Task: Hitting Rocks for Science
    • Task: Infection
    • Task: Investigating Embezzlement
    • Task: Kadara’s Ransom
    • Task: Laws and Customs
    • Task: Little Mouse
    • Task: Local Cuisine
    • Task: Lost Brother
    • Task: Messages to the Nexus
    • Task: Missing Scientists
    • Task: Naming the Dead
    • Task: Nomad Shield Crafting
    • Task: Outlaw Weapon Crafting
    • Task: Outpost Supplies on Elaaden
    • Task: Outpost Supplies on Eos
    • Task: Outpost Supplies on Kadara
    • Task: Outpost Supplies on Voeld
    • Task: Past, Present, and Future
    • Task: Path of a Hero
    • Task: Pathfinder Armor Crafting
    • Task: Programming a Pathfinder
    • Task: Remnant Data Cores
    • Task: Research Center Development
    • Task: Roekaar Manifestos
    • Task: Running a Fever
    • Task: Save Dr. Okeer’s Krogan Research
    • Task: Safe Journeys
    • Task: Searching for Morga
    • Task: Subjugation
    • Task: Supply Loss and Recovery
    • Task: Test Subject
    • Task: The Angaran Initiative
    • Task: The Ghost of Promise
    • Task: The Model of the Spheres
    • Task: The Nexus Exchange
    • Task: The Witnesses
    • Task: Traitor or Victim?
    • Task: Turian Salvage
    • Task: Unearthed
    • Task: Volatile
    • Task: Waking Up to the Future
    • Task: Watchers
    • Task: What He Would Have Wanted
    • The Baryte Rush
    • The Charlatan’s Charlatan
    • The Collective Base
    • The Firefighters
    • The Flophouse
    • The Little Things That Matter
    • The Lost Scout
    • The Lost Song
    • The Mind of an Exile
    • The Rebel
    • The Remnant Tiller
    • The Search for Ljeta
    • The Secret Project
    • The Vanished
    • The Vesaal
    • The Visitor
    • Trading Favors
    • Truth and Trespass
    • Turian Ark: Lost But Not Forgotten
    • Turian Ark: Not Dead Yet
    • Uncovering the Past
    • Vetra Nyx: A Moment Planetside
    • Vetra Nyx: Means and Ends
    • Water Supply
    • White Death
  • Achievements
    • Achievements and Trophies
  • Relationship Guide
    • Romance Options
    • Cora Harper
    • Peebee
    • Vetra
    • Liam
    • Jaal
    • Gil
    • Suvi
    • Avela
    • Reyes Vidal
    • Keri
  • Priority Ops
    • Starting the Game
    • Prologue: Hyperion
    • Mission 1: Planetside
    • Mission 2: A Better Beginning
    • Mission 3: A Trail of Hope
    • Mission 4: Hunting the Archon
    • Mission 5: The Journey to Meridian
    • Mission 6: Meridian–The Way Home
    • Summary of Key Choices
  • Exploring the Heleus Cluster
    • The Heleus Cluster
    • Heleus Cluster Navigation Tables
    • UNC Maps
      • Eos
      • Voeld
      • Kadara
      • Elaaden

Mass Effect: Andromeda Collector's Edition Guide › Multiplayer › Multiplayer Enemies

Remnant

“The Remnant” is the umbrella term for the technological remains of an advanced species that abandoned the Heleus Cluster about 600 years ago. Remnant sentry bots—ranging from small Observers to gigantic Behemoths—keep vigil over devices capable of altering entire planets, maintaining and zealously defending their creators’ work.

The Remnant are not sentient and never will be. Unlike the geth, they are automatons left running when their creators left. The reasons for their creators’ departure, and whether they will return, remain a mystery.

All Remnant units take additional damage from electric attacks, and less damage from fire-based attacks. Cryo attacks slow Remnant and cause them to take additional damage from all sources.

Assembler

Gains its name from its ability to construct Breachers, which can swarm players. This makes the Assembler a priority target.

Combat Behavior

The Assembler prefers to fight from mid-range, briefly peeking up from cover to shoot and assemble Breachers. It fires its regular attack in small bursts before returning to cover. Quickly move in or use area-of-effect attacks to eliminate Assemblers behind their cover, preventing them from building a swarm of Breachers.

Special Behavior

Caltrops: At close range, the Assembler drops a cluster of small explosives at its feet and attempts to evade enemies. These explosives detonate after a short delay.

Breacher “Egg”: The Assembler throws a grenade that, on impact, constructs a Breacher. Each Assembler can only spawn one Breacher at a time. Unlike with standard grenades, the Assembler doesn’t attempt to land the egg on you. Instead, it aims to land the egg in front of you or on your flanks. This allows you to engage it before it invades your space.

Fighting Tactics

The red “eye” in the center of the Assembler’s head allows for one-shot kills by most heavy sniper rifles. It’s best to kill an Assembler as fast as possible to disable the remnant ability to produce their only melee/rusher type unit. This will allow you to safely stay behind cover without little worry about units sneaking up on you.

Breacher

Once assembled with the help of the Assembler, the Breacher is a relentless enemy with little regard for its own safety. It continues to advance even when heavily damaged—nothing can turn it from its objective of destroying the player.

Combat Behavior

The Breacher immediately rushes the closest player. Closing distance quickly, it seeks to flank. The Breacher can fly over cover, allowing it to rapidly close in from almost any angle. Once in range, the Breacher uses devastating melee attacks and is capable of a Sync Attack.

Special Behavior

Sync Attack: The Breacher uses its engine to burst forward, rushing at its target. While charging its engine for the attack, it can slowly turn, allowing it to make a last-second adjustment when aiming.

Self-Destruct: The Breacher can decide to self-destruct. A change in color signals this ability, followed by a charge at the nearest player. If the Breacher is killed during the charge, it unleashes an area-of-effect blast wherever it dies that deals damage to any player within that area. If it spends too much time in suicide mode, the Breacher detonates without any help from the player.

Fighting Tactics

If Assemblers are kept in check, the Breacher is a unit you will rarely encounter. If you find yourself pinned down by multiple units, the Assembler will likely create a few Breachers to remove you from cover. Breachers can be created anywhere, allowing them to quickly flank you from seemingly out of nowhere. Listen for the sound of them being created. This sound will play for a short time while the Breacher is manufactured from the small “grenade” that is deployed by the Assembler. Since Breachers do not have a ranged attack, any weapon will generally give you an advantage. Use shotguns at close range to take the tactical advantage.

Nullifier

A large Remnant unit that can flush the player out of cover. It moves quickly but needs to stop to fire its weapon.

Combat Behavior

In combat, the Nullifier quickly approaches to mid-range, then plants itself like a turret.

Once planted, the Nullifier cannot move, but it can fire its energy mortar, which flies through any form of cover until it hits the player. This attack takes a short time to charge, during which the Nullifier’s aiming lasers turn from blue to red. This gives you time to dodge the attack at the expense of leaving your cover for a moment.

When the Nullifier enters siege mode, it projects a large shield in front of itself. The shield protects all but a small portion of its weak point and leaves its head open for attack. Thanks to its slow attack rate, you can engage a Nullifier from a medium distance without much risk; the distance allows you ample time to dodge attacks. However, this tactic leaves you open to attacks from other enemies, so only use it when the Nullifier is without support.

The Nullifier is also capable of a melee, during which it attacks close-proximity enemies with its legs.

Special Behavior

Siege Mode: When in siege mode, the Nullifier projects an invulnerable barrier protecting all but its head. Movement is impossible when it’s engaged in siege mode, allowing the player to evade and maneuver around the Nullifier with ease. The Nullifier can only use its ranged attack when in siege mode; it’s vulnerable to ranged attacks when on the move.

Observer

Remnant suppressor unit. Flies and prefers to stay at mid-to-long range, where it can most safely attack. Drives players into cover with its beam attack.

Combat Behavior

The Observer hangs back, preferring to stay at mid-to-long range. Observers are quick but don’t move much once they get into position. They’re fragile and can’t take much punishment.

Observers commonly appear on your flank. They make themselves known with a few robotic noises before unleashing their laser attacks.

Special Behavior

Air Force Recovery: Observers can recover from disabling biotic effects in midair.

Fighting Tactics

You will commonly find an Observer hovering over the battlefield, taking its time to select a target to pin down behind cover. The Observer may be fast, but it tends to stay behind other Remnant if the choice is given.

The Observer’s beam deals continuous damage as it fires its laser out of its weak point. When the Observer’s shield is down, you can temporarily ragdoll it with a concussive style or biotic attack. This allows you to quickly stop its beam while you finish it off before it has a chance to regenerate its shield.

Destroyer

Largest Remnant unit. Command-and-control unit capable of heavily suppressing the player with its twin turrets as it advances. Serves as a centerpiece for the Remnant forces.

Combat Behavior

The Destroyer is a mobile weapons platform. It slowly advances on its target, only stopping to fire its many guns. At melee range it can unleash an energy field that hits targets even behind cover. This monster of a machine features three guns—its main gun and two turrets, each of which is capable of zeroing in on a separate target. The guns only fire when the main gun picks a viable target, and when it attacks, all three guns fire.

Its main gun is indestructible and fires heavy beams, much like rockets, that deal high area-of-effect damage. Using its main gun exposes its core, allowing for critical hits to its weak point.

Special Behavior

Turrets: The Destroyer has two turrets that attack independently with rapid-fire laser blasts, enabling it to keep more than one target pinned down. Unlike the main gun, these turrets can be destroyed. Destroying the turrets deals heavy damage, but also changes the behavior of the Destroyer. Destroying one turret decreases the time the Destroyer takes between attacks. Destroying both turrets doubles the Destroyer’s movement speed, making it much harder to evade, and cover more difficult to maintain. It also allows the Destroyer more melee attacks.

Energy Dome: When in melee range, the Destroyer emits a burst of energy that hits targets all around, even through cover. This attack deals heavy damage, so keep your distance at all times when fighting this powerful foe.

Fighting Tactics

Each Destroyer turret has independent health and shield values from the main body. Taking out a Destroyer’s turrets deals a heavy amount of damage to the unit’s main body, making these great targets to focus on before unleashing your attack on its body.

The Destroyer’s shield sets this unit apart from the other heavy units. Once the shield is down, prime the Destroyer with some fire damage. Once primed, it will cause damage over time to the Destroyer. During this time, there’s no need to worry about the shield regenerating, allowing you to seek alternate cover or reload your arsenal.

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