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Contents

  • Essentials
    • Spectre Orientation Department
      • Start New Career
      • Mission Computer
      • Military Specialization
      • Morality
      • Dialogue
      • Fraternization
      • Transportation
      • Galatic Ecomomy
      • Mini-Games
    • Combat
      • Command Structure
      • Talents and Abilities
      • Requesitions
      • Manufacturer Showcase
      • Known Resistance
    • Planetary Database
      • Planets A-J
      • Planets K-Z
    • Appendix I-PC Achievements
      • Appendix I-PC Achievements
    • Appendix II-Merchants
      • Appendix II-Merchants
  • Walkthrough
    • Specture Missions: Introductions
      • Specture Missions
    • Prologue: Normandy and Eden Prime
      • The Normandy
      • Eden Prime
      • Objective 1: Speak with Captain Anderson
      • Objective 2: Head to the Dig Site
      • Objective 3: Find the Beacon
      • Objective 4: Speak with Joker
    • Chapter 1: The Citadel
      • Assignments
      • Objective 1: Attend the Council Hearing
      • Objective 2: Speak with Harkin or Barla Von
      • Objective 3: Take Down Fist; Save the Quarian
      • Objective 4: Reconvene with the Council
    • Chapter 2: Finding Liara
      • Assignments
      • The Normandy Revisited
      • Objective 1: Locate the Planet with Ruins
      • Objective 2: Land and Explore Planet Therum
      • Objective 3: Investigate Archeological Site
      • Objective 4: Escape to the Normandy
    • Chapter 3: Noveria
      • Assignments
      • The Normandy Revisited
      • Noveria
      • Objective 1: Visit Noveria; Speak to Anoleis
      • Objective 2: Access Port Hanshan's Garage
      • Objective 3: Investigate Peak 15
      • Objective 4: Confront Benezia; Escape Noveria
      • Showdown: Matriarch Benezia
    • Chapter 4: Feros
      • Assignments
      • The Normandy Revisited
      • Feros
      • Objective 1: Visit Feros; Secure the Tower
      • Objective 2: Cross the Skyway
      • Objective 3: Investigate ExoGeni
      • Objective 4: Destroy the Thorian
    • Chapter 5: Virmire
      • Assignments
      • The Normandy Revisited
      • Virmire
      • Objective 1: Visit Virmire; Reach the Camp
      • Objective 2: Infiltrate Saren's Base
      • Objective 3: Disable the AA Tower
      • Objective 4: Set the Nuke; Flee Virmire
    • Chapter 6: Lockdown
      • Assignments
      • The Normandy Revisited
      • The Citadel Revisited
      • Objective 1: Return to the Citadel
      • Objective 2: Speak with the Council
      • Objective 3: Meet with Captain Anderson
      • Objective 4: Steal the Normandy
    • Chapter 7: Ilos
      • Assignments
      • The Normandy Revisited
      • Ilos
      • Objective 1: Visit Ilos; Investigate Ruins
      • Objective 2: Disable the Security System
      • Objective 3: Enter Archives; Pursue Saren
      • Objective 4: Access the Conduit
    • Chapter 8: Endgame
      • The Citadel Besieged
      • Objective 1: Get Your Bearings
      • Objective 2: Scale the Tower
      • Objective 3: Break the Cycle
      • Objective 4: Usher a New Era
    • Spectre Assignments: First Citadel Visit
      • Citadel Maps
      • Citadel Assignments
    • Spectre Assignments: Noveria and Feros
      • Noveria Maps
      • Noveria Assignments
      • Feros Maps
      • Feros Assignments
    • Spectre Assisngments: Uncharted Worlds and A Return to the Citadel
      • Uncharted Worlds
      • Return to the Citadel
    • Spectra Assignments: Virmire and Citadel Lockdown
      • Virmire Assignments
      • Citadel: Lockdown Assignments
    • Spectre Assignments: Miscellaneous Assignments
      • Background Assignments
      • Alignment Assignments
      • Squad Member Assignments
      • Collection Assignments

Mass Effect (PC) Guide › Essentials › Combat

Known Resistance

The known galaxy plays host to a wide variety of adversarial forces. Here are summaries of those documented from numerous conflicts with the Alliance. Other entries are based purely on speculation from field operatives.

Note

Please note: conflict-specific enemy data is reserved for the walkthrough sections of this guide.

For Alliance training purposes, resistance units are classified in standardized ways to assist in your assimilation of their documented characteristics.

Enemy Ranks (from easiest to most challenging when faced in combat:

  • Minion
  • Elite
  • Sub-Boss
  • Boss
  • Elite Boss

Enemy Unit Tactics:

Specific units are prone to certain behaviour and tactics. The summaries contained herein list observed tactics, but enemy units may not consistently utilize all tactics in all situations.

Flanker: Possesses the ability to move quickly around the environment to advantageous positions; includes geth recon drones and sappers.

Tank: These are elite or higher units with high survivability. They distract allies or remove useful cycles from squad members who engage them.

These units don’t have high powered weapons but are capable of withstanding extensive combat damage. Examples include krogan warlords or krogan battlemasters.

Spoiler: These units attempt to ruin a squad’s capability to fight at peak efficiency by utilizing attacks or abilities that affect weapon stability, cause recurring toxic damage, or shut down tech and biotic powers. Units include geth hopper variants and asari commandos.

Killer: This unit type is designed to punish opponents with massive amounts of damage.

Left unchecked in combat, they represent a very real threat to small squads through continued use of their highly varied special abilities. Examples include geth shock troopers, armatures, and destroyers.

Support: Enemy support units that are able to improve combat performance or survivability for others within their numbers.

Eliminating these units removes significant combat support for the opposition. Examples include geth repair drones and juggernauts.

Siege: Rush assault units that are able to quickly bypass allied cover or shields and deal damage directly to the individual.

Their presence often forces allied units to abandon cover and seek a better position, effectively flushing them out for other enemy units to engage them in the open.

Examples include geth armature, asari commando, and biotic fanatics.

Traitor Forces

Asari Commando

Type: Sub-Boss

Tactics: Killer, Siege

Resistances: Biotics and Tech

Weaknesses: None

Powers: Warp, Barrier, Throw, Lift, Marksman

Notes: A rogue company of commandos under the command of Matriarch Benezia has broken away and is now actively working with the geth and Sovereign

Tip

Asari commandos (and krogan battlemasters) are tough when they get their barriers up. Use the squad’s abilities, grenades, or even Hammerhead/Sledgehammer Ammo to incapacitate them before they get the chance to activate their kinetic barriers!

Saren

Type: Boss

Tactics: Flanker, Tank, Killer, Spoiler

Resistances: Biotics (Physics Immune), Combat, Tech

Weaknesses: None

Powers: Shield Boost, Disruption Rocket, Sabotage, Damping, Hover

Tip

Enemies that fly under their own power are immune to biotic attacks such as Lift, Throw, and Singularity that would otherwise affect a the gravity surrounding an individual.

The Avatar

Type: Boss

Tactics: Flanker, Tank, Killer, Spoiler

Resistances: Tech, Combat, Biotics

Weaknesses: None

Powers: Wall Jump, Carnage, Sabotage Beam, Overload Beam, Damping Beam

Matriarch Benezia

Type: Boss

Tactics: Killer, Siege, Spoiler

Resistances: Biotics and Tech

Weaknesses: None

Powers: Warp-Throw, Barrier, Lift, Stasis, Marksman

Notes: Instead of Warp and Throw, Benezia has a Warp-Throw ability that does both if it hits the player.

Alliance Heavy Turret

Type: Elite

Tactics: Killer, Tank

Resistances: Biotics (Physics Immune), Combat

Weaknesses: Tech

Powers: None

Notes: Attached to the ground, so they are immune to Throw, Lift, and Singularity. These are the two small turrets Fist uses in his fight.

Kaira Stirling

Type: Sub-Boss

Tactics: Killer

Resistances: Biotics

Weaknesses: None

Powers: Warp, Lift, Barrier, Carnage

Fist

Type: Sub-Boss

Tactics: Tank, Killer

Resistances: Combat

Weaknesses: None

Powers: Marksman, Shield Boost, Immunity

Turian Assassins

Type: Elite

Tactics: Siege, Flanker

Resistances: Tech,

Weaknesses: Biotic, Combat

Powers: Carnage, Immunity

Krogan

Krogan Trooper

Type: Elite

Tactics: Tank

Resistances: Combat, Biotics

Weaknesses: Tech

Powers: Immunity, Shield Boost, Krogan Regeneration, Melee Attack, Overkill

Notes: Krogan often charge into melee range if you wound them or approach them too closely.

Tip

Krogan (and asari) enemies are resistant to biotic skills such as Throw, Singularity, and Stasis, however if they’re first caught by Lift and suspended in midair, their resistances are essentially nullified.

Krogan Warlord

Type: Sub-Boss

Tactics: Tank, Killer

Resistances: Combat, Biotics

Weaknesses: Tech

Powers: Immunity, Shield Boost, Krogan Regeneration, Carnage, Melee Attack, Overkill

Krogan Battlemaster

Type: Sub-Boss

Tactics: Tank, Killer, Siege

Resistances: Combat, Biotics

Weaknesses: None

Powers: Barrier, Krogan Regeneration, Carnage, Lift, Warp, Melee Attack

Tip

Use Lift to suspend a krogan in midair; if it’s reduced to 0 health while suspended, it won’t be able to use the infamous krogan regeneration ability.

Jax (Criminal)

Type: Sub-Boss

Tactics: Tank, Killer

Resistances: Combat

Weaknesses: None

Powers: Krogan Regeneration, Krogan Smash

Undead

Reaper Husk

Type: Minion

Tactics: Siege, Tank

Resistances: Combat

Weaknesses: Tech, Biotics

Powers: Tesla Pulse (Ignores target’s cover), Melee Attack

Notes: Tesla Pulse ability does extra damage against shields. Husks still count as organic creatures.

Tip

Always know where you enemies are at—peering out from the safety of cover is always a good tactic but be speedy about it, some enemies will quickly flank you, especially if you are in a cave or open battlefield.

Tip

Husks are mostly synthetic, however they’re still organic enough to be susceptible to the Neural Shock ability but not synthetic enough to be harmed by AI Hacking.

Thorian Creeper

Type: Minion

Tactics: Tank, Siege

Resistances: Combat

Weaknesses: Biotics

Powers: Vomit Attack (short-range, extremely toxic cone that lowers target’s damage resistance), Melee Attack

Notes: Toxic Vomit slows healing; it doesn’t make you more vulnerable to future attacks.

Tip

Equip the entire squad with shotguns regardless of their Talent ranks. The force behind a shotgun blast is enough to knock down the creepers and keep them from surrounding the squad.

It’s like shooting ducks in a barrel when the creepers are constantly trying to get up off the ground.

Rachni

Rachni Brood Warrior

Type: Sub-Boss

Tactics: Tank, Siege, Support

Resistances: Biotics, Tech

Weaknesses: Combat

Powers: Melee Attack, Acid Spit (ranged attack that lowers your damage resistance), Warp, Stasis, First Aid

Rachni Soldier

Type: Elite

Tactics: Tank, Killer

Resistances: Tech, Biotics

Weaknesses: Combat

Powers: Melee Attack, Acid Spit

Tip

Surviving against rachni soldiers on harder difficulties can be a very difficult task considering rachni toxic attacks go right through the squad’s shields.

The best way to counteract this is to equip armor mods that boost the squad’s toxic resistance, and also stay on the move to avoid their melee attacks.

Rachni Worker

Type: Minion

Tactics: Killer

Resistances: None

Weaknesses: Combat

Powers: Explosive Attack

Tip

Workers often attack en masse and make suicide runs toward the squad. Use assault rifles to spray down the area with numerous shots and take out the easy-to-kill insects before they get within range and explode.

Geth Forces

Stealth Forces

Geth Sapper

Type: Minion

Tactics: Flanker, Spoiler

Resistances: None

Weaknesses: Biotics

Powers: Wall Jump, Radiation Burst, Sabotage Beam, Radar Jamming 3

Notes: Sabotage Beam overheats the weapons of one enemy. Radiation Burst is a gun that does toxic damage. (Toxic damage slows healing.)

Tip

The easiest way to kill hopper-class geth is to use Throw or Lift on them as they prowl the peripheral areas of the battle—most of the time the fall damage will be what kills them.

Geth Stalker

Type: Elite

Tactics: Flanker, Spoiler

Resistances: Tech

Weaknesses: Biotics

Powers: Wall Jump, Sabotage Beam, Overload Beam, Damping Beam, Radar Jamming 7

Notes: Sabotage Beam overheats the weapons of one enemy. Overload Beam damages the shields of one enemy.

Damping Beam resets the Tech/Biotic power cooldowns, of one enemy. Stalkers don’t have any gun or direct-damage attack[em]they just disable targets

Tip

If you don’t have Throw or Lift to kill hopper-class geth, use the arrow keys to give orders to the squad to kill them.

Geth Ghost

Type: Elite

Tactics: Flanker, Killer

Resistances: Tech

Weaknesses: Biotics

Powers: Wall Jump, Sniper Beam, Overload Blast, Radar Jamming 5

Notes: These are black hoppers. They flank enemies and quickly take them down with their Sniper Beam. Overload Blast is an improved version of the Overload Beam, with splash damage

Tip

Rifle butting works very well on weaker enemies such as geth troopers. Powerful enemies have to be wounded first before you can hurt them with melee attacks.

Troopers

Geth Trooper

Type: Minion

Tactics: Tank

Resistances: None

Weaknesses: Biotics, Tech

Powers: Geth Barrier, Shield Boost

Notes: The geth have more shields and less health than equivalent organic soldiers, which makes then very vulnerable to attacks that bypass shields

Geth Rocket Trooper

Type: Minion

Tactics: Killer

Resistances: None

Weaknesses: Biotics

Powers: Disruption Rocket, Scram Rocket

Notes: Disruption Rocket is short range (<100m) with heavy splash damage. Scram Rocket is long range (100-400m) with much less splash

Tip

Learn to spot rocket troopers first during a conflict. Take them out fast to prevent massive area-of-effect damage from their rockets.

Geth Shock Trooper

Type: Elite

Tactics: Tank, Killer

Resistances: None

Weaknesses: None

Powers: Geth Barrier, Carnage, Shield Boost

Geth Sniper

Type: Minion

Tactics: Killer

Resistances: None

Weaknesses: Biotics

Powers: Sniper Beam, Radar Jamming 1

Notes: When you see the red sniper beam, you have a few seconds to duck behind cover before they fire

Tip

Geth snipers are experts at one-shot kills; keep your head down when you see their laser sights scanning the battlefield and use the Sabotage Talent to prevent them from getting any shots off long enough to eliminate them.

Heavy Troops

Geth Destroyer

Type: Elite

Tactics: Killer, Siege

Resistances: Combat

Weaknesses: Tech

Powers: Charge, Melee Attack, Carnage

Tip

Geth destroyers (and most krogan) prefer to fight in close combat. Keep them at bay with biotic abilities. Master Damping also stuns them for a few seconds.

Geth Juggernaut

Type: Sub-Boss

Tactics: Killer, Siege

Resistances: Combat, Biotics

Weaknesses: None

Powers: Auto Disruption Rocket

Notes: Disruption Rocket can fire twice between reloads. (It’s a distortion Rocket, so short range heavy splash damage

Geth Prime

Type: Boss

Tactics: Tank, Support, Spoiler

Resistances: Combat, Tech

Weaknesses: None

Powers: Combat VI, Overload, Damping, Shield Boost, Geth Barrier, Radar Jamming 9

Notes: Combat VI boosts the combat abilities of all nearby Geth through their networked intelligence. They’ll shoot more often, more accurately, and do more damage

Tip

When the squad is charged by a heavy geth trooper or even a krogan, use the Lift Talent just before they make contact.

The momentum the charging enemy has quickly amassed will send them flying off into distant obstacles, likely with a drop that kills them in the resulting impact, or they may just continue to rise and float off into space.

Either way, you don’t have to worry about them again.

Drones

Geth Recon Drone

Type: Minion

Tactics: Flanker

Resistances: Biotics (Physics Immune)

Weaknesses: Tech

Powers: Hover

Notes: The mass effect field used by Drones to hover makes them immune to Throw, Lift, and Singularity. They do possess light shielding

Geth Assault Drone

Type: Elite

Tactics: Flanker, Killer

Resistances: Combat, Biotics (Physics Immune)

Weaknesses: Tech

Powers: Hover

Geth Rocket Drone

Type: Elite

Tactics: Flanker, Killer

Resistances: Combat, Biotics (Physics Immune)

Weaknesses: Tech

Powers: Disruption Rocket, Hover

Geth Repair Drone

Type: Minion

Tactics: Support, Flanker

Resistances: Biotics (Physics Immune)

Weaknesses: Tech

Powers: Hover, Repair

Armatures

Geth Armature

Type: Sub-Boss

Tactics: Tank, Siege, Killer

Resistances: Combat

Weaknesses: None

Powers: Siege Pulse

Notes: Siege Pulse has a large splash-damage effect

Tip

Against geth armatures, using cover when on foot is the single most effective tactic you have going for you.

These metal quadrupeds don’t move around the battlefield too much and their ranged attacks can’t reach you if you’re hiding behind cover such as large boulders or walls.

Geth Colossus

Type: Boss

Tactics: Tank, Killer, Siege

Resistances: Combat

Weaknesses: None

Powers: Siege Pulse

Tip

The colossus may be a massive adversary on foot but when the squad is in the Mako, it’s not so imposing.

Drive into the colossus at high speed to knock the metal quadruped off its feet, then blast it freely with the cannon before it rights itself.

Alliance Assault Drones

Type: Elite

Tactics: Flanker, Killer

Resistances: Biotics (Physics Immune), Combat

Weaknesses: Tech

Powers: Hover

Note: Basically the same as the Geth Assault Drone, but with less shielding and more armor. Advanced versions exist with more armor and shielding.

Alliance Rocket Drone

Type: Elite

Tactics: Flanker, Killer

Resistances: Biotics (Physics Immune), Combat

Weaknesses: Tech

Powers: Hover, Disruption Rocket

Notes: Basically the same as the Geth Rocket Drone, but with less shielding and more armor. Advanced versions exist with more armor and shielding, and armed with an assault gun in addition to the rockets.

Geth Heavy Turret

Type: Sub-Boss

Tactics: Tank, Killer

Resistances: Combat, Biotics (Physics Immune)

Weaknesses: Tech

Powers: Disruption Rocket, Scram Rocket

Notes: Disruption Rocket is short range (<100m) with heavy splash damage. Scram Rocket is long range (100-400m) with much less splash.

Attached to the ground, so they are immune to Throw, Lift, and Singularity. Geth version has more shields, Alliance version has more armor

Beasts

Thresher Maw

Type: Boss

Tactics: Tank, Killer, Siege

Resistances: Combat, Biotics (Physics Immune), Tech

Weaknesses: None

Powers: Melee Attack, Long Range Acid Spit

Tip

Your first encounter with a thresher maw could be a complete disaster, however, to make the conflict much easier, drive around the thresher in the Mako and find the optimal distance where Maw can’t reach you.

When you find the sweet spot, where the Maw doesn’t retreat underground, just sit there and keep firing the cannon at its head.

Every time it spits acid, wait for it to get in range, then hit the jump jets to avoid the incoming attack.

Don’t move around after you find the right spot for your attack, as moving increases the chances the thresher will dive back underground and come up right underneath the Mako.

Varren

Type: Minion

Tactics: Siege, Killer

Resistances: None

Weaknesses: None

Powers: Melee Attack

Humanoids

Thug

Type: Minion

Tactics: Tank

Resistances: None

Weaknesses: Biotics, Tech

Powers: None

Notes: Criminals, scientists, and civilians. Typically Human, Turian, or Salarian. Pistol or Shotgun, No Armor.

Soldier

Type: Minion, Elite, Sub-Boss

Tactics: Tank

Resistances: Combat

Weaknesses: Tech

Powers: Overkill, Shield Boost, Immunity (E), Health Regen (E), Carnage (SB)

Notes: Guards, Mercenaries, Pirates, Criminals and Assassins. Typically Human or Turian. Assault Rifle, Shotgun, Heavy Armor.

Sniper

Type: Minion, Elite

Tactics: Tank, Killer

Resistances: Combat

Weaknesses: Tech

Powers: Sniper Beam, Adrenaline Burst, Shield Boost (E)

Notes: Guards, Mercenaries, and Pirates. Typically Human, Turian or Salarian. Sniper Rifle, Pistol, Light Armor.

Rocket Soldier

Type: Minion, Elite

Tactics: Tank, Killer

Resistances: Combat

Weaknesses: Tech

Powers: Disruption Rocket, Scram Rocket, Shield Boost, Immunity

Notes: Guards, Mercenaries, and Pirates. Typically Human or Turian. Assault Rifle, Heavy Armor.

Infiltrator

Type: Minion, Elite, Sub-Boss

Tactics: Killer, Spoiler

Resistances: Tech

Weaknesses: None

Powers: Sniper Beam, Overload, Sabotage, Shield Boost (E), Damping (SB)

Notes: Mercenaries, Pirates, Criminals and Assassins. Typically Human, Turian, or Salarian. Sniper Rifle, Pistol, Medium Armor.

Engineer

Type: Minion, Elite, Sub-Boss

Tactics: Spoiler, Support

Resistances: Tech

Weaknesses: Combat

Powers: Overload, Sabotage, First Aid, Damping (E), Neural Shock (SB)

Notes: Mercenaries, Pirates, Criminals, Scientists and Assassins. Typically Human or Salarian. Pistol, Light Armor.

Vanguard

Type: Minion, Elite, Sub-Boss

Tactics: Killer, Siege

Resistances: Biotics

Weaknesses: None

Powers: Carnage, Warp, Barrier (E), Lift (SB)

Notes: Mercenaries, Pirates, and Biotic Terrorists. Typically Human or Asari. Pistol, Shotgun, Medium Armor.

Adept

Type: Minion, Elite, Sub-Boss

Tactics: Killer, Siege

Resistances: Biotics

Weaknesses: Combat

Powers: Lift, Throw, Warp, Barrier (E), Stasis (SB)

Notes: Mercenaries, Pirates, and Biotic Terrorists. Typically Human or Asari. Pistol, Light Armor.

Sentinel

Type: Minion, Elite, Sub-Boss

Tactics: Support, Spoiler

Resistances: Biotics, Tech

Weaknesses: Combat

Powers: Barrier, First Aid, Throw, Sabotage (E), Neural Shock (SB)

Notes: Mercenaries, Pirates, Scientists, and Biotic Terrorists. Typically Human or Asari. Pistol, Light Armor.

Miscellaneous

Chorban

Type: Elite

Tactics: Tank

Resistances: Biotics

Weaknesses: Combat

Powers: None

Notes: Ambitious and misguided scientist

Chorban’s Guards

Type: Minion

Tactics: Flanker, Support

Resistances: None

Weaknesses: Combat, Biotics, Tech

Powers: None

Notes: Hired guns

Colonist on Feros

Type: Minion

Tactics: None

Resistances: None

Weaknesses: Combat, Tech, Biotics

Powers: None

Notes: Victims of circumstance

Dr. Saleon

Type: Minion

Tactics: None

Resistances: None

Weaknesses: Biotic, Tech, Combat

Powers: None

Notes: Criminal scientist; Dr. Saleon dies in one shot.

Helena Blake

Type: Boss

Tactics: Siege, Killer

Resistances: Biotic

Weaknesses: Tech, Combat

Powers: Throw, Barrier

Notes: Crime boss

Lord Darius

Type: Boss

Tactics: Seige, Tank

Resistances: Tech

Weaknesses: Biotics

Powers: Carnage, Health Regen

Mercenaries

Type: Minions

Tactics: Flanker, Killer, Siege

Resistances: Tech

Weaknesses: Biotics

Powers: Immunity, Carnage

Notes: You will encounter several types of Mercenary units, to include different races as well.

Pirates

Type: Minion to Sub-Boss

Tactics: Includes Tanks, Spoilers, Killers, and Siege troops

Resistances: Differs

Weaknesses: Differs

Powers: Includes power from all specialization classes

Notes: Pirates employ various species including Humans, Turians, Salarians, and Krogan.

Nodacrux Scientists

Type: Minion

Tactics: None

Resistances: None

Weaknesses: Combat, Tech, Biotics

Powers: None

Notes: Exogeni black ops researcher

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