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8[[WMG:[[center:[-''Franchise/MassEffect'' '''[[Characters/MassEffect Main Character Index]]'''\
9'''VideoGame/MassEffect1:''' [[Characters/MassEffectCommanderShepard Commander Shepard]] | [[Characters/MassEffect1PartyMembers Party Members]] ([[Characters/MassEffectKaidanAlenko Kaidan Alenko]] | [[Characters/MassEffectAshleyWilliams Ashley Williams]] | [[Characters/MassEffectGarrusVakarian Garrus Vakarian]] | [[Characters/MassEffectLiaraTSoni Liara T'Soni]] | [[Characters/MassEffectTaliZorah Tali'Zorah]] | [[Characters/MassEffectUrdnotWrex Urdnot Wrex]]) | [[Characters/MassEffect1Antagonists Antagonists]] | [[Characters/MassEffect1Npcs NPCs]]\
10'''VideoGame/MassEffect2:''' [[Characters/MassEffect2EarlyPartyMembers Early Party Members]] ([[Characters/MassEffectMirandaLawson Miranda Lawson]] | [[Characters/MassEffectJack Jack]]) | [[Characters/MassEffect2LatePartyMembers Late Party Members]] | [[Characters/MassEffect2SecretPartyMembers Secret Party Members]] | [[Characters/MassEffect2MainAntagonists Main Antagonists]] | [[Characters/MassEffect2SecondaryAntagonists Secondary Antagonists]] | [[Characters/MassEffect2NormandyCrew Normandy Crew]] | [[Characters/MassEffect2CouncilSpaceNPCs Council Space NPCs]] | [[Characters/MassEffect2NonCouncilSpaceNPCs Non-Council Space NPCs]]\
11'''VideoGame/MassEffect3:''' [[Characters/MassEffect3PartyMembers Party Members]] | [[Characters/MassEffect3AntagonistsAndNpcs Antagonists and NPCs]] | '''Multiplayer Characters'''\
12'''VideoGame/MassEffectAndromeda:''' [[Characters/MassEffectAndromedaPathfinderRyder Pathfinder Ryder]] | [[Characters/MassEffectAndromedaPartyMembers Party Members]] | [[Characters/MassEffectAndromedaCrewOfTheTempest Crew of the Tempest]] | [[Characters/MassEffectAndromedaTheAndromedaInitiative The Andromeda Initiative]] | [[Characters/MassEffectAndromedaTheKett The Kett]] | [[Characters/MassEffectAndromedaTheAngara The Angara]] | [[Characters/MassEffectAndromedaOtherCharacters Other Characters]] | [[Characters/MassEffectAndromedaMultiplayerCharacters Multiplayer Characters]]-]]]]]
13
14This page is for listing tropes associated with playable characters appearing in the multiplayer portion of ''VideoGame/MassEffect3'', and the enemies you must fight.
15----
16[[foldercontrol]]
17
18!!Playable Characters
19[[folder:General]]
20!Tropes Applying To All Characters
21* ActionGirl: The female characters, of course. Debatable for asari, however, considering [[OneGenderRace their "gender"]].
22* BadassCrew: When playing as a team of course.
23* BattleCry: Most of the characters have one for their respective homeworld.
24** "For Earth!" - Human
25** "For Palaven!" - Turian
26** "For Thessia!" - Asari
27** "For Tuchanka!" - Krogan
28** "For Rannoch!" - Quarian
29** "For Irune!" - Volus
30* TheCameo: Several of the multiplayer characters appear on leave in the Citadel DLC.
31* ElitesAreMoreGlamorous: The in-game description states that the Alliance is recruiting anyone and everyone, regardless of race, to combat the Reapers. As the teams were originally organized and lead by N7 personnel, the teams have come to be known as "N7 Special Ops"; Alliance Command has allowed them to keep the name in acknowledgement of the positive effect it has on morale.
32* MadeOfIron: [[AntiFrustrationFeatures For gameplay purposes]], they ''cannot'' die unless the entire team gets wiped out. They can be revived from any injury no matter how dire, from getting pumped full of lead to getting blown up by rockets. Even if they bleed out or get taken out by a [[OneHitKO sync-kill]] (which can range from getting impaled by a Phantom's blade, to having a Banshee's ''arm'' shoved through their torso, to getting crushed by an Atlas, smashed by a Brute or stabbed by a Praetorian), they'll just get back on their feet for more as soon as the current wave ends like nothing happened.
33* MultinationalTeam: One can play as pretty much any non-extinct, non-completely enslaved, post-spaceflight race short of Elcor, Rachni, or Hanar (yes, even the Volus).
34* OneManArmy:
35** Should the player decide to run solo. Even on Bronze difficulty, you're required to rack up a body count of close to two hundred enemies.
36** Even while in a team, each player will inevitably rack up a significant killcount before the mission ends.
37* RagtagBunchOfMisfits: Those that aren't professional soldiers.
38* RegeneratingShieldStaticHealth: Everyone save for the vorcha and the Krogan Warlord, who have regenerating shields, regenerating health.
39* SuspiciouslySimilarSubstitute: A large variety, showing for many of the characters in the series, playable and not. See the specific characters for more information.
40
41!Tropes Applying To Specific Races and Racial Subgroups
42* {{Acrofatic}}: Despite being 4 feet tall and chubby, volus can sprint just as fast as humans, and perform combat rolls almost as quickly as them too. [[JustifiedTrope Justified]] because the Volus' short size is due to their homeworld having a very strong gravity, meaning that their bulk is mostly compressed muscle.
43* AxCrazy: The Vorcha. Also likely the Krogan in a different way.
44* BeehiveBarrier: Volus can generate a shield in lieu of a heavy melee. The Geth Juggernaut Soldier also has access to one as a class power, which can be upgraded to be larger and damage any enemy that walks through it.
45* BloodKnight: Krogan and vorcha. The former's Rage is an indication of their behavior, whereas the Bloodlust ability on the latter emphasizes theirs.
46* BoringButPractical: The basic human characters. More limited in what they can do than the others, yet still easy to learn.
47* BuffySpeak: Due to their poor grasp of English, the vorcha don't call the enemies by their actual names, instead using simpler terms.
48-->Big Monster! (Brutes)\
49[[MemeticMutation Big Machine]]! (Geth Prime/Atlases)
50* CastFromHitPoints:
51** An asari, N7 biotic-based combatant's or Turian Cabal's dodge will drain their barrier.
52** A normal-sized geth's heavy melee drains its shields.
53* CripplingOverspecialization: A [[DownplayedTrope downplayed]] example with the geth. A typical geth can withstand as much absolute damage as a typical human. However, most of that absorption comes from their shields, with their synthetic frames being more fragile than an organic one. Normally this is not much of an issue, but when certain attacks are better at stripping shields than they are at doing physical damage, the geth are at a disadvantage. Certain geth characters, such as the Geth Juggernaut, still have more shields than physical robustness, but [[SuperToughness their total of both is higher than most]].
54* DualWielding: Turians use dual omni-blades as the typical heavy melee. The only exception is the Cabal Vanguard, who uses her poisoned gauntlets instead of omni-blades, dealing massive damage while also poisoning her target.
55* ElementalPunch: Drell use a biotic variant as their heavy melee, as do Adept Humans. Some Vanguard characters also do this.
56* TheFaceless: All human characters wear suits of armor that cover their whole bodies. Same goes for turians of the 26th Armiger Legion (Havoc, Ghost, Saboteur). Most krogan (shamans, battlemasters, and warlords) also go with covered faces. Same for Quarians and Volus, but that's par for the series.
57* FlamingSword: Regardless of class, male quarians always use incendiary omni-blades. The N7 Shadow's level 6 evolution in the Sword Mastery tree allows turns her sword into one, with the additional benefit of increased damage against armor.
58* FragileSpeedster: The drell characters are all faster and more agile than others, but have extremely low barriers/shields.
59* GenderIsNoObject: At first only humans allowed one to play as both sexes. Eventually the quarians and turians added members of the opposite sex.
60* GlassCannon: The drell universally have high-damage abilities and combo potential, but have extremely low barriers/shields.
61* HeelFaceTurn: Some of the Project Phoenix troops defected from Cerberus, leading to the Project Phoenix Adept and Vanguard classes. As well as the extremely powerful Awakened Collectors who managed to break free of the Reapers.
62* HealingFactor: Vorcha can regenerate health passively.
63* ImprobableAimingSkills: Turian characters can get a bonus to weapon stability, making them much more accurate with their weapons.
64* InvisibilityCloak: Volus can turn invisible in lieu of a light melee, though it doesn't last as long as the Infiltrator's cloak.
65* {{Jetpack}}: Turians of the 26th Armiger Legion (Havoc, Ghost, Saboteur) have them.
66* LaughingMad: Krogan will laugh maniacally when they activate Rage.
67* LargeHam: Some characters from any race can fall into this, but every one of the krogan and vorcha fits.
68* McNinja: Drell are very quick and use martial arts in their fighting styles, hinting at a form of this. The N7 Shadow Infiltrator, being a GoodCounterpart to the Cerberus Phantoms, takes it even further.
69* TheMedic: Volus characters have an ability called Shield Boost that lets them recharge the shields of their allies and themselves.
70* MistreatmentInducedBetrayal: Realizing that The Illusive Man was going to have them Indoctrinated, the Cerberus Phoenix members joined the Alliance.
71* NoHoldsBarredBeatdown: Krogan characters enter a rage whenever they kill enemies with melee attacks in quick succession. A basic krogan needs to perform 3 melee kills in 30 seconds, but a skill reduces this number to 2 if chosen. The Warlord needs one less melee kill than other krogans before entering a rage.
72* OffWithHisHead: Vorcha, batarian, and sword-based heavy melee will decapitate an enemy if it kills them. Useful against Abominations, as they explode if not killed by a headshot.
73* OnlyInItForTheMoney: Volus' battle quotes seem to indicate this.
74* PhlebotinumRebel: The Project Phoenix troops, as defectors from Cerberus. Also, in an involuntary way, the Awakened Collectors.
75* PistolWhipping: Batarians have a unique melee combo with rifles where they grab the gun by the barrel and use it as a club.
76* PowerFist: The Batarian heavy melee "enforcement gauntlets" - the most powerful heavy melee attack. Now with a piece of gear, other characters can use it too.
77* PunchedAcrossTheRoom: Krogan and batarians have heavy melee attacks that knock infantry troops far back.
78* PurelyAestheticGender:
79** Basic human characters comes in both sexes, although there's no gameplay differences between them.
80** Averted for Quarian and Turian characters.
81* QuitYourWhining: Said almost word for word by any krogan character when reviving a downed ally.
82* RoundhouseKick: Included in one of a drell's light melee combo. Also used by the Alliance Infiltration Unit.
83* SetBonus: Geth characters who invest points in the Networked AI power will gain additional damage from using geth-manufactured weapons. The same goes for Awakened Collectors with Collector (or Prothean) weapons.
84* ShockAndAwe: Geth heavy melee will electrocute enemies continuously when active.
85* ShotgunsAreJustBetter: For Krogan anyway. Several krogan classes can evolve their powers to reduce the weight of (and thus speed up ability cooldown times when using) shotgun-class weapons.
86* SquishyWizard: Volus characters. ''All'' volus characters. They have moderate shields on par with many characters, but the absolute lowest health in the game, at only a quarter of that [[HumansAreAverage of a human]].
87* SpyCatsuit: All asari bar justicars.
88* TakeCover: Averted with the volus, Geth Juggernauts and Krogan Warlords but available on others.
89* UnnecessaryCombatRoll: With a couple exceptions, all races but the krogan, non-Armiger turian, and batarian have some form of dodging ability, usually in the form of a combat roll.
90* UseYourHead: Krogan like to headbash their enemies as their standard melee.
91* WolverineClaws: The vorcha use omniblade versions of these in their "Vorcha Pounce", and the Turian Cabal has poisoned ones.
92* XRayVision: The normal-sized geths' Hunter Mode allows them to see enemy targets through walls. The Geth Scanner, a piece of Gear, allows other characters to get this bonus.
93** The geth-manufactured Javelin SniperRifle also has a limited ability to do this when looking through the scope, enabling the user to exploit its natural anti-material qualities to accurately hit targets through cover. Naturally, geth with Hunter Mode and Networked AI get a big SetBonus when using it.
94* WalkingArmory: Batarians get a bonus to ammo capacity as part of their racial bonus.
95* YourHeadASplode: If a batarian's heavy melee kills a non-BossInMookClothing enemy, this is the result.
96[[/folder]]
97
98[[folder:The Soldiers]]
99!!General Soldiers
100Soldiers are renowned for their impressive fire support, flexibility, and speed.
101
102* BoringButPractical: Their basic strategy boils down to shooting everything up and tanking damage. Doesn't stop them from being effective, though.
103* TheGunslinger: Compared to the other classes, they're a lot more versatile when it comes to using weapons.
104
105!!Human Soldier
106Alliance soldiers are renowned for their impressive fire support, flexibility, and speed. Humans have quickly integrated new technology into their combat gear and can unleash VI's, drones, and artillery on the battlefield.
107----
108* BlownAcrossTheRoom: Concussive Shot versus unshielded and unarmored enemies.
109* BoringButPractical: More so than any other character; this is more or less your typical, garden variety third person shooter character. Frag Grenade also has one of the highest damage outputs for a single ability. Adrenaline Rush is also a straightforward weapon damage boost for a few seconds.
110* BottomlessMagazines: Adrenaline Rush instantly refills the current thermal clip; on certain weapons with high capacities, Adrenaline Rush can finish cooling down before it's possible to empty the clip, meaning the player will never need to reload.
111* HomingProjectile: Concussive Shot can home in a little.
112* SuperReflexes: Adrenaline Rush. Though it doesn't have a {{bullet time}} effect as in single player (for obvious reasons), it does give the player a significant weapon damage boost.
113* ThrowDownTheBomblet: One of their abilities is to toss Frag Grenades.
114
115!!Battlefield 3 Soldier
116Alliance soldiers are renowned for their impressive fire support, flexibility, and speed. Humans have quickly integrated new technology into their combat gear and can unleash VI's, drones, and artillery on the battlefield. Originally a limited edition character exclusive to players who have an online pass for both Mass Effect 3 and Battlefield 3, but is now a Rare drop in the store.
117----
118* BoringButPractical: As noted in the description they are basically a copy of the standard Human Soldier, but with Carnage instead of Concussive Shot.
119* CombinationAttack: By following up Carnage with a Frag Grenade quickly enough, they can create their own fire explosions.
120* HomingProjectile: Carnage can home in a little.
121* LudicrousGibs: Carnage tends to do this if it's the killing blow. It makes it useful for denying Cannibals anything to feed on.
122* SuperReflexes: Adrenaline Rush. Though it doesn't have a {{bullet time}} effect as in single player (for obvious reasons), it does give the player a significant weapon damage boost.
123* SuspiciouslySimilarSubstitute: Quite similar to James Vega in terms of abilities, especially when using incendiary ammo and assault rifles, and wears the same armor (N7 Defender).
124* ThrowDownTheBomblet: Can use Frag Grenades.
125
126!!Turian Soldier
127Turians receive the best military training in the galaxy. Their proficiency with a wide range of weapons, as well as their unmatched focus and determination, make up for their lack of speed and agility. They are a redoubtable ally on any battlefield.
128----
129* BlownAcrossTheRoom: Concussive Shot versus unshielded and unarmored enemies.
130* DamageIncreasingDebuff: Proximity Mine can be specced to temporarily increase the damage targets take.
131* HomingProjectile: Concussive Shot can home in a little.
132* ImprobableAimingSkills: Using the Marksman ability, combined with their racial weapon stability bonus, allows the Turian Soldier to rapidly fire a normally inaccurate weapon (i.e. Revenant or Typhoon) with pinpoint accuracy.
133* LandMineGoesClick: Averted with Proximity Mine.
134* MoreDakka: The Marksman skill can also increase rate of fire in addition to reducing recoil and increasing accuracy, making turian soldiers popular choices for carrying high-capacity, heavy kick-back, fully automatic weapons since the power mitigates their major disadvantages.
135* SuspiciouslySimilarSubstitute: Of Garrus, with Overload swapped out for Marksman. The parallel is stronger when using assault rifles and armor piercing ammo.
136* TrapMaster: Proximity Mine.
137
138!!Krogan Soldier
139Armored like a tank--and as slow as one--an angry krogan has more going for it than the species' infamous belligerence. It should come as no surprise that a krogan dishes out as much punishment as they're able to take on the battlefield.
140----
141* TheBerserker: As with all krogan, he goes into a battle rage when he takes down three (or two, with the right upgrade) enemies in melee. this increases his toughness, speed, and melee damage.
142* BoisterousBruiser: He's one of the loudest and most cheerful of all the Soldier classes, laughing with glee as he punches enemies and goes berserk.
143* CombinationAttack: You can combo Inferno Grenade and Carnage for a fire explosion, dealing massive damage to armor.
144* HomingProjectile: Carnage can slightly track its target.
145* KillItWithFire: Inferno Grenade and Carnage.
146* LudicrousGibs: Carnage tends to do this if it's the killing blow. It makes it useful for denying Cannibals anything to feed on.
147* LightningBruiser: Their potent, area-of-effect power combo gives them great damage, they've got Krogan increased health and Fortification for defense and can still run pretty quickly (though not dodge).
148* MegatonPunch: Specc'd entirely into melee, and with the right build, the Krogan Soldier can literally punch enemies across the map if he's berserking and purges his Fortification armor right before he hits them. If he hits them at an elevated position or on a ramp, he can literally launch them into the sky.
149* PunchedAcrossTheRoom: Their melee attacks can send unprotected enemies flying pretty far.
150* SuspiciouslySimilarSubstitute: Of Grunt (with Wrex's head).
151
152!!Batarian Soldier
153Batarians are large brawlers that use nets and spiked weapons to capture targets...or to bleed them dry on the battlefield. If an opponent gets too close, a batarian enforcer bludgeons them with spiked armor and enforcement gauntlets. Included as part of the Resurgence DLC.
154----
155* BadassBandolier: Sports a grenade belt.
156* FlechetteStorm: The "Ballistic Blades" fire blades from the arms.
157* InstantArmor: Blade Armor.
158* KillItWithFire: Inferno Grenade.
159* LightningBruiser: Compared to humans, the Batarian soldier is much tougher and runs faster, but can't dodge.
160* LudicrousGibs: Ballistic Blades specced with Explosive Blades does this if it lands a killing blow.
161* PunchedAcrossTheRoom: Their heavy melee can send unprotected enemies flying pretty far.
162* ShouldersOfDoom: Especially when Blade Armor is equipped.
163* StuffBlowingUp: Ballistic Blades can be specced to explode after a couple of seconds, dealing heavy damage at the cost of stopping its bleed effect.
164
165!!Vorcha Soldier
166A vorcha's resilience and malleable DNA allow them to evolve and adapt to any situation, making them formidable opponents on the battlefield. Their lightning-quick pounce is a direct result of their societally ingrained bloodlust. Included as part of the Rebellion DLC.
167----
168* ArmCannon: Of the flamethrower variety.
169* BloodKnight: More feral and less boisterous than the Krogan, but still there.
170* BadassBandolier: One of the only torso pieces of armor.
171* CombinationAttack: Can create his own fire explosions with Flamer to prime the target, followed by Carnage.
172* FireBreathingWeapon: Arm-mounted "Flamer" flamethrowers.
173* HealingFactor: When under the effects of Bloodlust.
174* HomingProjectile: Carnage can track a target a little.
175* LudicrousGibs: Carnage is capable of these.
176* SuspiciouslySimilarSubstitute: Of the Blood Pack Pyro from the second game.
177* UnstoppableRage: The Bloodlust power, which boosts damage and regeneration for several seconds after a kill.
178* VideogameFlamethrowersSuck: Averted. Flamer does a ''lot'' of damage if you let it run through and spec it for reach and damage, and you can improve it further with Bloodlust's power damage bonus.
179* WolverineClaws: Its melee attack, which takes this form rather than the more common BladeBelowTheShoulder.
180
181!!N7 Destroyer Soldier
182The Destroyer's T5-V Battlesuit gives these strong-but-slow soldiers mech-like protection. Driven by eezo-assisted actuators, these frontline troopers carry heavy weapons onto the battlefield. Included as part of the Earth DLC.
183----
184* TheBigGuy: Of the N7 ensemble.
185* BoringButPractical: The vanilla Human Soldier is a credible weapons platform which some still swear by, but as with other N7 kits, the Destroyer takes the basic formula and turns it up to eleven.
186* CallingYourAttacks: When DEPLOYING DEVASTATOR MODE and MISSILE SYSTEMS ENGAGED!!!
187* CastFromHitPoints: Hawk Missile Launcher lowers his maximum shielding.
188* HomingProjectile: Hawk Missile Launcher can track targets.
189* ImmuneToFlinching: While in Devastator Mode.
190* InfinityPlusOneSword: The N7 Typhoon was clearly made for the Destroyer whose dakka-enhancing abilities make it one of the highest sustained DPS weapons in the game. Few other character kits can use it effectively and none as devastatingly.
191* LargeHam: When DEPLOYING DEVASTATOR MODE!!!
192* MacrossMissileMassacre: Hawk Missile Launcher can be upgraded to launch three missiles and increase its rate of fire; if you do, you can quickly launch lots of missiles in succession.
193* MightyGlacier: While using Devastator Mode, they take a penalty to movement speed and are unable to dodge. It also makes them immune to staggering.
194* MoreDakka: Devastator Mode increases weapon damage, firing rate, and magazine size.
195* PaletteSwap: For the main campaign's Terminus Armor-equipped player character.
196* PoweredArmor: The T5-V Battlesuit.
197* RetractableWeapon: The Destroyer's light melee involves a switchblade-like unfolding effect.
198* {{Roboteching}}: Hawk Missile Launcher's missiles.
199* SergeantRock: "ON YER FEET, N7!"
200* ShockwaveStomp: His heavy melee.
201* ShoulderCannon: The Hawk Missile Launcher is mounted on the Destroyer's right shoulder. It's pretty small, as far as cannons go, but it fires often enough to deal out good damage nonetheless.
202* ThrowDownTheBomblet: Multi-Frag Grenade can launch multiple frag grenades at once.
203* UnnecessaryCombatRoll: Played straight and subverted. Normally a Destroyer can dodge, but while using Devastator Mode they lose the ability.
204
205!!Turian Havoc Soldier
206Havoc soldiers are a part of the turian's lethal 26th Armiger Legion, a respected and feared frontline assault squad. On the battlefield, the 26th use propulsion packs built into their armor to launch lightning-quick airstrikes on unsuspecting foes. Included as part of the Retaliation DLC.
207----
208* FoeTossingCharge: Havoc Strike allows the Havoc Soldier to jet across the map in under a second in order to deliver a powerful melee attack.
209* GroundPound: For a heavy melee, he jumps in the air and drives an omni-blade into the ground inflicting area of effect damage.
210* HealThyself: The Stimulant Pack, which instantly regenerates shields and provides a damage bonus at the expense of a grenade charge.
211* HomingProjectile: Cryo Blast can arc in mid-air.
212* JetPack: Like all Armiger units, although the Havoc is the only one that uses it for direct offense.
213* SuspiciouslySimilarSubstitute: Pretty much a soldier variant of most Vanguard classes, what with Havoc Strike and Stimulant Pack behaving like Biotic Charge's dual benefits split into two.
214
215!!Geth Trooper Soldier
216The geth are a humanoid race of networked AIs that were created by the quarians 300 years ago as tools of labor and war. Having since won their freedom from their creators, the geth have proven they are able to reason, analyze situations, and deploy tactics as well as any organic race so long as they remain networked with other geth. Included as part of the Retaliation DLC.
217----
218* ArmCannon: An arm mounted flamethrower.
219* BarrierWarrior: Packing Fortification, to compensate for its low health.
220* FireBreathingWeapon: Did we mention the arm-mounted flamethrower?
221* GlassCannon: If Fortification is not evolved for maximum protection, a shield-less Geth is a dead Geth.
222* GoodCounterpart: To the Geth Pyro. Both receive reduced damage thanks to Fortification and both carry flamethrowers.
223* LightningBruiser: Can use a combination of Fortification and Flamer, making it highly resilient while still being able to deal a ton of damage - in close quarters at least. Also, unlike the [[MightyGlacier Juggernaut]], he can run.
224* VideogameFlamethrowersSuck: Averted. Flamer does a ''lot'' of damage if you let it run through and spec it for reach and damage, and you can improve it further with power damage evolutions to Fortification and Hunter Mode.
225
226!!Quarian Marksman Soldier
227The Quarian Marksman is a pugnacious tactician that, after assessing the situation, will soon blister the field with explosives to pick off enemies from a distance. Included as part of the Retaliation DLC.
228----
229* BoomHeadshot: Due to various buffs from their skills, they can have the highest bonus to headshot damage of all the classes.
230* DamageIncreasingDebuff: Tactical Scan's primary effect.
231* EnemyScan: Tactical Scan highlights an enemy's location through walls, and can increase damage dealt to them and slow them down.
232* ImprobableAimingSkills: Marksmen can increase their accuracy.
233* MoreDakka: Marksman's secondary effect increases firerate.
234* NoticeThis: In addition to making its target take more damage, Tactical Scan makes its victim glow red, and can be seen by any player from anywhere on the map. Useful for directing teammates to high-priority targets. A potential upgrade also temporarily reveals the position of all enemies around the initial target.
235* SeeTheInvisible: Tactical Scan's second property.
236* SetAMookToKillAMook: Sabotage.
237* SuspiciouslySimilarSubstitute: Of Kal'Reegar.
238
239!!Geth Juggernaut Soldier
240The Geth Juggernaut is a heavy geth infantry platform. Like the Geth Prime, it towers above ground forces as an intimidating presence on the battlefield. Included as part of the Reckoning DLC.
241----
242* AgonyBeam: Their heavy melee. It effectively performs a NeckLift on any unarmored enemy, rendering them completely immobile and helpless until they die or the attack ends.
243* ArmorPiercingAttack: Geth Turret can be specced to deal increased damage to armor.
244* BarrierWarrior: One of the Juggernaut's main skills is to deploy a hexagonal barrier that absorbs incoming damage. Useful, given the size of the Juggernaut and its inability to use full cover. It can even be modified to deal damage to enemies that come into contact with it.
245* CallBack: Juggernauts and Hex Shields have not been seen since ''VideoGame/MassEffect1''.
246* CombatMedic: Regardless of specialization, the Geth Turret restores shields to nearby allies.
247* DeadlyForceField: Hex Shield releases a shockwave that damages enemies when spawned, and it can also be upgraded to damage anyone who walks through it.
248* DeployableCover: Hex Shield.
249* DroneDeployer: Via the Geth Turret.
250* FireBreathingWeapon: Geth Turret can be specced to include a flamethrower.
251* GoodCounterpart: Ostensibly of the Geth Prime, depending on the setup. Juggernauts don't get the Combat Drone, but they do have the Turret.
252* HomingProjectile: Siege Pulse will arc in mid-air to hit a target.
253* ImmuneToFlinching: Has the highest native stun resistance in the game.
254* ImplacableMan: They cannot TakeCover, [[NoSell are immune]] to [[OneHitKO instant kills]] (a property not shared with any other class), recharge their DeflectorShields by closing to melee range, and are the most Mighty and Glacial of the {{Mighty Glacier}}s. They fit this by default.
255* TheJuggernaut: Played right, the Geth Juggernaut will really live up to its namesake.
256* LargeAndInCharge: Is a geth command unit, and one of the biggest characters in the game. Juggernauts can casually shoot over the heads of normal-sized teammates if need be.
257** They can also give a buff to all allies in their vicinity, like Primes in ''Franchise/MassEffect''.
258* LifeDrain: Their heavy melee will drain enemy shields/barriers/armor/health (so, everything) in order to restore the Juggernaut's barriers. [[FridgeBrilliance Makes sense when you consider every enemy they face is a cyborg in one way or another.]] Also note that this is the exact opposite of other geth troops, whose heavy melee drains their shields instead of replenishing them.
259* LuckilyMyShieldWillProtectMe: While they cannot tuck up behind a wall, they can create a mass effect Hex Shield which can block damage and is large enough for them to position themselves behind.
260* MightyGlacier: Can't run, can't dodge, can't take cover, but can take more damage than most characters by default, and can add damage resistance and healing turrets if they wish. One build option emphasizes this, trading offence for a big boost to defense. This also makes their melee attacks fairly powerful, encouraging them to get into the thick of things.
261* NeckLift: Their heavy melee lifts and electrocutes enemies, immobilising humanoids (including [[DemonicSpiders Phantoms]]). Players refer to this as the [[PsychicStrangle Force Choke]].
262* NoSell: They are the only multiplayer class immune to sync-kills (i.e. OneHitKO). [[MightyGlacier Not that they even could dodge them if they tried]].
263* ShockAndAwe: Hex Shield can be electrified.
264* StatusBuff: Squad Command, one of the final evolutions of their Hardened Platform passive, gives all squadmates near the Jug a damage boost. Sadly, it [[NoSelfBuffs doesn't affect the Juggernaut himself]].
265* StoneWall: Power Transfer, one of the final evolutions of their Hardened Platform passive, turns the Juggernaut into this. It reduces their damage output, but increases their health and shields and the shields restored by their heavy melee.
266* TakeCover: Averted. They cannot take cover. Understandable, since their size would make most cover impractical.
267* TheTurretMaster: The Geth Turret.
268* UnnecessaryCombatRoll: [[RuleOfThree Averted.]]
269* VerticalMechaFins: Averted. Despite being a command unit the Juggernaut does not sport any.
270* WalkingArmory: Their class power grants them extra ammo capacity.
271[[/folder]]
272
273[[folder:The Adepts]]
274!!General Adepts
275Specializing in crowd control, Adepts are an essential asset on the field, allowing for a wide range of combat options which otherwise would not be available.
276----
277* CombinationAttack: Much of their damage output comes from chaining two powers and causing a biotic explosion. Some need a team-mate to do this, others can do it on their own.
278* FullContactMagic: Via biotics.
279* GravityMaster: Many of the skills of an Adept dip into this.
280* MindOverMatter: Many others dip into this instead.
281* SquishyWizard: Typical for most adepts. Their very precise biotics require comfortable freedom of movement to control, and thus they tend to wear comparatively light armor. Even so, some are more or less squishy than others.
282
283!!Human Adept
284Human adepts specialize in biotic crowd control, a valuable and renowned asset on the battlefield. Allies often share stories of how an enemy soldier, sneaking from behind to deliver a fatal blow, could suddenly end up floating above their squadron.
285----
286* BoringButPractical: Along with the other human classes, the Human Adept's abilities aren't as impressive as others within the same class. It's still one of the most effective Adepts due to its versatility, and their moveset makes it easy to set up and detonate biotic explosions.
287* CombinationAttack: The class excels at doing this. Singularity followed by Warp or Shockwave can trigger a biotic explosion, while Singularity's Detonate upgrade can possibly detonate a second one without having to re-prime.
288* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
289* DamageOverTime: Warp continues to damage enemies for a short time after it hits.
290* EnergyBall: Warp.
291* HomingProjectile: Singularity and Warp can curve to hit targets.
292* PowerPalms: Their heavy melee forces out a powerful blast of biotic energy from the hands.
293* TakeCover: Subverted. Shockwave goes through cover, so it can hit bunkered down enemies, or through walls when you're on the back foot.
294* TookALevelInBadass: When Singularity was buffed to allow detonations even on protected enemies walking nearby. Before that, their range against stronger foes was rather limited, since Shockwave was needed to detonate.
295* UnrealisticBlackHole: Singularity creates a miniature black hole that... dangles enemies.
296
297!!Drell Adept
298Though drell may lack the rugged durability of other races, they are lightning fast and deadly accurate. Drell are to be feared on the battlefield.
299----
300* BarrierWarrior: Can use Reave to increase his own damage resistance.
301* CombinationAttack: Can create their own biotic explosions with Pull or Reave, followed by a cluster grenade.
302* TheComputerIsALyingBastard: The description for one cluster grenade upgrade reads "raise damage to lifted targets" but it actually applies to any biotic effect, including the drell's own Reave (though only one cluster will get the boost) meaning it can be used on enemies immune to lifting.
303* FragileSpeedster: As usual for the drell, he has the highest running speed but absolutely pathetic shielding.
304* GlassCannon: Reaving then hitting an enemy with a damage-specced cluster grenade (triggering a biotic explosion) deals massive damage, but like other drell they are a FragileSpeedster.
305* HomingProjectile: Pull can arc towards targets.
306* LightningBruiser: If you evolve Reave for defense, your drell can become this.
307* MindOverMatter: Has access to Pull.
308* RecursiveAmmo: Cluster Grenades.
309
310!!Asari Adept
311Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield.
312----
313* CombinationAttack: Using Warp then Throw lets them trigger biotic explosions without help from another character.
314* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
315* DamageOverTime: Warp continues to damage enemies for a short time after it hits.
316* EnergyBall: Warp.
317* FlashStep: The way they dodge.
318* HomingProjectile: Throw and Warp can turn slightly to hit targets.
319* TheParalyzer: The "Stasis" skill freezes unarmored opponents in place.
320* SuspiciouslySimilarSubstitute: Of Liara. The parallel is stronger when using warp ammo and pistols.
321
322!!Asari Justicar Adept
323Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield. Included as part of the Resurgence DLC.
324----
325* BarrierWarrior: Biotic Sphere can protect her and her squadmates, while Reave reduces the damage she takes.
326* BeehiveBarrier: Biotic Sphere.
327* CombinationAttack: Reave followed by Biotic Sphere with the "Warp Effect" evolution (or the other way around) creates a biotic explosion without assistance. Pull and Reave can also be used together for the same effect.
328* DamageOverTime: Reave (and Biotic Sphere with the Warp Effect evolution) continues to damage enemies for a short time after it hits. Her class bonus to power duration encourages this.
329* DeadlyForceField: Biotic Sphere damages any enemies that enter it, and an upgrade can allow it to inflict a Warp Effect on any enemies that walk in.
330* HomingProjectile: Pull can arc towards targets.
331* MechanicallyUnusualClass: Unlike the other asari classes, instead of getting a power damage bonus for her class ability, she gets a power duration bonus instead.
332* MindOverMatter: Can use Pull.
333* NonStandardCharacterDesign: Is unique among the asari in that she wears armor instead of a SpyCatsuit. Her face structure is also different from the other asari.
334* SphereOfDestruction: Biotic Sphere is something of this, damaging enemies in it and being susceptible to set up [[StuffBlowingUp biotic explosions]].
335* SuperToughness: Among the asari, since she possesses two powers that lower damage taken (Biotic Sphere and Reave). Shares the title with the Valkyrie.
336* SuspiciouslySimilarSubstitute: Of Samara, wearing Liara's alternate armor. They are excellent Assault Rifle users (thanks to their rather high durability), and the Sphere is similar to the one Samara can use in the [[VideoGame/MassEffect2 Collector Base]].
337
338!!Project Phoenix (Ex-Cerberus) Adept
339Phoenix operatives are highly skilled combat and biotic specialists. Their ability to manipulate Cerberus lash and stasis technology, backed up by their powerful skills, make them invaluable assets on the battlefield. Included as part of the Rebellion DLC.
340----
341* ArmorPiercingAttack: Lash can be specced to be able to pull unarmored enemies, even if their shields/barriers are still up.
342* CombinationAttack: Can create their own biotic explosions with Singularity, followed by Lash or Smash.
343* DefectorFromDecadence: They defected to the Alliance to help fight the Reapers when Cerberus choose not to help.
344* DifficultButAwesome: Smash has a long animation and extremely short range, but can deal some serious damage.
345* GoodCounterpart: To the Dragoons.
346* HomingProjectile: Singularity and Lash can curve to hit targets.
347* LagCancel: An odd case. You can exit the Smash ability's animation by dodging near the start. However the ability will still take effect, doing damage like normal.
348* MistreatmentInducedBetrayal: They abandoned Cerberus after realizing that the Illusive Man was going to indoctrinate all of them.
349* RedemptionPromotion: They are far more powerful as a playable character than as an enemy.
350* ScrewThisImOuttaHere: They used to be loyal to Cerberus. Then they realized that part of their training involved becoming [[MindRape indoctrinated]] and turned into a HumanoidAbomination, leading them to get the ''Hell'' out of there and joining the Alliance.
351* StaticStunGun: They use an electroshock baton for their light melee.
352* StillWearingTheOldColors: He's still wearing his Dragoon Armor, with the Cerberus symbols. Justified as his biotic whips appear to be built into it.
353* TakeCover: Smash gets around enemies who do this.
354* UnrealisticBlackHole: Singularity creates a miniature black hole that... dangles enemies.
355
356!!N7 Fury Adept
357Fury operatives use implants to fuel biotics and their incredible movement speed. These operatives wind an unpredictable path on the battlefield, moving in and out of combat before returning to unleash a sweeping biotic attack on their unsuspecting targets. Included as part of the Earth DLC.
358----
359* BattleAura: Weaponized with Annihilation Field.
360* CloseRangeCombatant: Annihilation Field encourages you to get up close and personal with any enemies.
361* CombinationAttack: Dark Channel or Annihilation Field followed by Throw will create a biotic explosion. She's built for them.
362* CoolMask: And extremely creepy.
363* DamageOverTime: Dark Channel damages enemies over time for a while, and spreads to another nearby enemy when the target dies.
364* DarkIsNotEvil: Her character model is sinister looking, her signature power is basically a portable [[VideoGame/GearsOfWar kryll swarm]], and she seethes with dark energy. The Fury is still, however, an elite protector of Earth.
365* FullContactMagic: An unusual close-combat ability means they deal most damage by getting close to enemies, having their annihilation field prime an enemy then using a throw to detonate. By quickly moving away and back they can then do this repeatedly - [[GlassCannon if they are still alive]].
366* GlassCannon: Compared to the Asari Valkyrie. The Fury is much faster when it comes to creating explosions (with the lower cooldown of Throw over Warp and the access to Dark Channel), however the Valkyrie can get a welcome 50% damage protection from Tech Armor.
367* HomingProjectile: Throw can turn slightly to hit targets.
368* InTheHood: Much like Kasumi's. Made extra creepy by the flat, featureless mask with large glowing lenses for eyes.
369* OneSteveLimit: Averted in French, since the Banshees share their name ("Furie").
370* PowerGlows: As befitting a biotic, but Annihilation Field surrounds her with a strange, spidery glowing aura.
371* SpyCatsuit: Again, like Kasumi. Though her moveset does seem to be primarily acrobatic, so it is at least somewhat practical.
372* SuspiciouslySimilarSubstitute: She appears to be Kasumi with biotic powers.
373* TeleportSpam: Rather than a standard combat roll or hop, the Fury has a short-range half-teleport half-acrobatic move that can take her through walls if done right. Also, her melee attacks involve teleporting to her target with every strike. Regardless of whether or not it's already in front of her.
374* ThanatosGambit: The Fury can kill enemies with Annihilation Field even when she's incapped. It differs from other [=DoT=] powers in that it can be cast on nearby enemies when the Fury is down.
375
376!!Krogan Shaman Adept
377Armored like a tank--and as slow as one--an angry krogan has more going for it than the species' infamous belligerence. It should come as no surprise that a krogan dishes out as much punishment as they're able to take on the battlefield. Included as part of the Retaliation DLC.
378----
379* BarrierWarrior: Downplayed, but they do have the Barrier skill on top of being... [[MadeOfIron well, Krogan.]]
380* CombinationAttack: Can create their own biotic explosions with Warp followed by Shockwave.
381* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
382* DamageOverTime: Warp continues to damage enemies for a short time after it hits.
383* EnergyBall: Warp.
384* TheFaceless: The armor does not show a face.
385* HomingProjectile: Warp can arc to hit targets.
386* SquishyWizard: Notable for [[AvertedTrope averting this]] while most Adepts play it straight. Their base HP and Barriers are twice that of the Human Adept's. When combined with their passive tree granting larger improvements to HP and Barrier strength, the Krogan Rage ability, and their Barrier power, they can soak up a lot more damage than other Adepts.
387* TakeCover: Shockwave counters enemies who do this.
388
389!!Batarian Slasher Adept
390Batarians are large brawlers that use nets and spiked weapons to capture targets...or to bleed them dry on the battlefield. If an opponent gets too close, a batarian enforcer bludgeons them with spiked armor and enforcement gauntlets. Included as part of the Retaliation DLC.
391----
392* ArmorPiercingAttack: Lash can be specced to be able to pull unarmored enemies, even if their shields/barriers are still up.
393* CombinationAttack: Can create their own biotic explosions with Lash followed by Warp. Or Warp followe by Lash. Better yet, both powers can be species to increase the power of detonation by fifty percent.
394* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
395* DamageOverTime: Warp continues to damage enemies for a short time after it hits.
396* EnergyBall: Warp.
397* HomingProjectile: Warp and Lash can turn slightly to hit targets.
398* RecursiveAmmo: The Cluster Grenades.
399
400!!Volus Adept
401Volus are cagey support specialists that use the most technologically advanced power armor credits can buy. Not to be underestimated, the diminutive volus adept more than makes up for its size with biotic abilities that are nothing short of godly. Included as part of the Retaliation DLC.
402----
403* AscendedMeme: Of Niftu Cal, the "Biotic God" from ''2''.
404* CombatMedic: Shield Boost can restore their own shields, as well as the shields of anyone near them.
405* EnergyBall: The "Biotic Orbs" of Volus characters.
406* HealThyself: They can use Shield Boost to restore their own shields.
407* HomingProjectile: Biotic Orbs can turn mid-air to hit enemies.
408* TheParalyzer: The "Stasis" skill freezes unarmored opponents in place.
409
410!!Awakened Collector Adept
411When the Reaper-killer known as Leviathan fought the Collectors, it severed their connection to Harbinger with a thrall device. Most Collector forces died as a result, but a few survived. Now, these rare individuals fight for the memory of their people, a proud race broken by the Reapers.
412
413Protheans appointed avatars to embody and model a single virtue for their society. The Awakened Collectors' virtue is vengeance. Included as part of the Reckoning DLC.
414----
415* TheAtoner: Used to help the Reapers in their harvesting. Now they help the other races to save this cycle in both this and a race-wide RoaringRampageOfRevenge.
416* BladeBelowTheShoulder: Gets the third kind when they grab an enemy behind cover.
417* BrainwashedAndCrazy: [[ZigZaggingTrope Zigzagged]] but ultimately [[AvertedTrope averted]]. They were originally Indoctrinated by the Reapers, but Leviathan tried to Enthrall them. Most Collectors died from the attempt, but the few that survived regained their sentience.
418* CombinationAttack: Dark Sphere or Dark Channel can be followed up with Seeker Swarm for a biotic explosion.
419* DamageOverTime: Dark Channel and Dark Sphere damage enemies over time for a while, with the former having the additional effect of spreading to another nearby enemy when the target dies.
420* {{Deprogramming}}: Performed [[HeelFaceBrainwashing (unintentionally)]] by the Leviathans.
421* EnergyBall: Dark Sphere.
422* GameBreakingBug: Dark Sphere doesn't always work right: it will sometimes refuse to actually cast after the animation, and sometimes it triggers its cooldown when casting instead of when detonating like its supposed to, in which case the cooldown must be waited for ''again'' if its detonated. Either bug can severely derail the player's plan of attack.
423* GoodWingsEvilWings: Insectoid wings to be exact.
424* GlowingEyes: Its eyes glow shock-green while in ascension mode, and otherwise brightly glow whatever color the "Lights" option is set to on the appearance menu, [[AvertedTrope unless they're made black.]]
425* HeelFaceBrainwashing: DoubleSubverted. The Leviathan were trying to brainwash them into becoming their own drones, the attempt failed and killed most of them, but the survivors did willingly join the good guys.
426* HeelFaceTurn: The Collectors used to be mooks for the Reapers; the only ones left gladly turned on their former masters.
427* HeroicRROD: Ascension Mode. Increases recharge rates and damage dealt, but also increases damage taken.
428* HoistByHisOwnPetard: As Husks fighting their assimilators.
429* HomingProjectile: Seeker Swarm will track its targets.
430* MechanicallyUnusualClass: Adepts are generally [[SquishyWizard squishy classes]] who rely on spamming their biotics. The Collector is an Adept with not one but ''two'' powers that have a six or seven second cooldown time, and that's with a maximum bonus from carrying light weapons. Effective use means taking advantage of those powers' unusual mechanics to make the cooldown times irrelevant, one way or another. A build that's meant to take advantage of the Collector's SetBonus weapon trait will play much more like a Soldier than a dedicated caster.
431* NoMouth: Like all Collectors, giving it TheVoiceless trait.
432* OrbitingParticleShield: Seeker Swarm can be specced to reduce the damage you take.
433* PainfullySlowProjectile: Dark Sphere.
434* PowerFloats: This happens when they enter Ascension Mode, briefly floating in mid-air during the animation.
435* RoaringRampageOfRevenge: All of them have taken on the aspect of vengeance.
436* SetBonus: They deal extra damage with Collector or Prothean weapons.
437* SuspiciouslySimilarSubstitute: Of Javik.
438* TheSwarm: Can summon a Seeker Swarm.
439* TrapMaster: Dark Sphere will stick to a floor or wall for a few moments and effect any enemies that walk by it until it dissipates or you detonate it.
440* VillainOverride: Inverted, [[EnemyMine sort of]], and then averted. [[EldritchAbomination The Leviathans]] tried to Enthrall them from [[MechanicalLifeforms the Reapers]], but the end result was {{Deprogramming}}. Well, most of them died.
441* VolcanicVeins: Their entire body begins to glow when Ascension Mode is active.
442[[/folder]]
443
444[[folder:The Engineers]]
445!!General Engineers
446A support specialist focusing on setting up ambushes and providing support fire, the Engineer can also destroy enemy tech.
447----
448* TheEngineer: Combat Engineer, of course.
449* DroneDeployer: Many of them use turrets or drones.
450* FlamingSword: The heavy-melee is typically a flaming punch.
451
452!!Human Engineer
453Human engineers are support specialists that set up ambushes, provide fire support, and destroy enemy tech. Their value is not lost on an ally when a battlefield is cleared of turrets.
454----
455* ActionBomb: Combat Drone can be specced to explode upon being destroyed.
456* AttackDrone: Combat Drone.
457* ChainLightning: Overload can be specialized as "Chain Overload". Also played straight as one of the specializations for Combat Drone.
458* CombinationAttack: One of the few classes that can consistently set up and detonate multiple types of combos on their own (Overload then Incinerate will produce a Tech Burst while Incinerate then Overload will produce a Fire Explosion.)
459* DroneDeployer: Combat Drone's short cooldown allows it to be summoned really quickly.
460* HomingProjectile: Incinerate can arc in mid-air.
461* KillItWithFire: Incinerate
462* ShockAndAwe: Overload.
463* SpaceMarine: Is identical in appearance to the Alliance Marines seen in single player mode.
464
465!!Salarian Engineer
466Salarian engineers specialize in providing long-range cover fire and debuffing targets. These agile combatants are deadly and difficult to detect on the battlefield, particularly once they bring their decoy ability into play.
467----
468* CombinationAttack: Incinerate can be followed up with Energy Drain for a fire explosion (but only against shielded/synthetic enemies), while Energy Drain followed by Incinerate creates a tech burst (again, only against shielded/synthetic enemies).
469* DoppelgangerSpin: Decoy.
470* HomingProjectile: Incinerate can arc in mid-air.
471* KillItWithFire: Incinerate.
472* LifeDrain: Sort of, in that Energy Drain drains out shields and barriers.
473* SuspiciouslySimilarSubstitute: Of [[VideoGame/MassEffect2 Mordin]], but borrowing powers from Tali and EDI.
474
475!!Quarian Female Engineer
476Quarian engineers are elite support specialists with a talent for setting up ambushes and providing cover fire through the use of turrets. Their technical wizardry makes them crucial contributors on the battlefield.
477----
478* ArmorPiercingAttack: Sentry Turret can be specced to have Armor Piercing ammo.
479* CombinationAttack: Cryo Blast on an unprotected enemy followed by Incinerate creats a cryo explosion. Sentry Turret's flamethrower can also prime for fire explosions.
480* DroneDeployer: Via the Sentry Turret.
481* FireBreathingWeapon: Sentry Turret can be specced with a flamethrower.
482* FireIceLightning: Sentry Turret can be specced with Cryo Ammo, a flamethrower, and a shock attack.
483* HomingProjectile: Cryo Blast and Incinerate can arc in mid-air.
484* KillItWithFire: Incinerate and Sentry Turret's flamethrower upgrade.
485* KillItWithIce: Cryo Blast and Sentry Turret's Cryo Ammo spec.
486* SuspiciouslySimilarSubstitute: Of Tali, though oddly, her power lineup is closer to Mordin.
487* TheTurretMaster: The Sentry Turret.
488* YinYangBomb: They can combo Cryo Blast into Incinerate for Cryo explosions, but not on armored enemies.
489
490!!Geth Engineer
491Geth engineers are elite support specialists. Unique perception systems give Geth an unsurpassed understanding of the battlefield. Included as part of the Resurgence DLC.
492----
493* ArmorPiercingAttack: Geth Turret can be specced to deal increased damage to armor.
494* ChainLightning: Overload can be specialized as "Chain Overload".
495* CombatMedic: Regardless of specialization, Geth Turret restores shields to nearby allies.
496* DroneDeployer: Via the Geth Turret.
497* FireBreathingWeapon: Geth Turret can be specced to include a flamethrower.
498* ShockAndAwe: Overload.
499* TheTurretMaster: The Geth Turret.
500
501!!Quarian Male Engineer
502Quarian engineers are elite support specialists with a talent for setting up ambushes and providing cover fire through the use of turrets. Their technical wizardry makes them crucial contributors on the battlefield. Included as part of the Rebellion DLC.
503----
504* CombinationAttack: Arc Grenade followed by Incinerate creates a tech burst, while Incinerate followed by Arc Grenade creates a fire explosion.
505* {{EMP}}: Arc Grenade.
506* EnemyScan: The Tactical Scan.
507* HomingProjectile: Incinerate can arc in mid-air.
508* KillItWithFire: Incinerate.
509* NonIndicativeName: While an Engineer, the Quarian male's Arc Grenade ability and Tactical Scan make them viable for use in a manner similar to a Soldier, with heavier weaponry than other power-spamming Engineer classes. They can mark the target, saturate it with grenades, and hammer it with heavy weapons, albeit at the cost of having a long cooldown time. Alternately, they ''can'' be played like a traditional Engineer, focusing on Incinerate, Tactical Scan, Arc Grenades, and light weapons to set up tech explosions and burn armor.
510* NoticeThis: In addition to making its target take more damage, Tactical Scan makes its victim glow red, and can be seen by any player from anywhere on the map. Useful for directing teammates to high-priority targets. A potential upgrade also temporarily reveals the position of all enemies around the initial target.
511* ShockAndAwe: Arc Grenade stuns and shocks its targets.
512* TrickBomb: Arc Grenade, which creates an electrical explosion that can drain shields.
513
514!!N7 Demolisher Engineer
515The Demolisher uses grenades to attack at range and to terrorize the battlefield. Demolishers can also create a supply pylon that stocks allies with an unending reserve of grenades and thermal reloads. Included as part of the Earth DLC.
516----
517* CombatMedic: Supply Pylon increases max shields and also restores some shielding when a player gets in range.
518* CombinationAttack: Arc Grenade followed by Homing Grenade creates a tech burst.
519* {{EMP}}: Arc Grenade.
520* GoodCounterpart: Loosely based on the Cerberus Engineer, except with an Alliance helmet and female body.
521* GrenadeLauncher: Homing Grenades are launched off of a small mounting on her wrist. Presumably it mounts there so the omni-tool can program it with targeting information. Arc Grenades by contrast are thrown by hand.
522* GrenadeSpam: Two of the Demolisher's abilities are grenade abilities. The third? The ability to (among other things) generate grenades. Amusingly, the GrenadeSpam of the enemies in Mass Effect 3's multiplayer mode prompted the creation of the GrenadeSpam page--and now the grenade is on the other belt...
523* HomingProjectile: Homing Grenade.
524* MechanicallyUnusualClass: Unlike the other classes, her class bonus can increase her grenade capacity.
525* MobileFactory: Their Pylon is literally a mini-factory which continuously manufactures thermal clips and grenades. It does not move under its own power, but is small enough to be man-portable.
526* NonIndicativeName: Despite falling under the Engineer class, the Demolisher appears to be closer to a Soldier, using grenades and being able to use heavier weapons practically. Also one of the few Engineers without a drone or turret power. Although the Pylon can be seen as a substitute, it has no offensive capability (sans minor self-destruct damage) nor can it distract enemies.
527* PaletteSwap: Of [=FemShep=] wearing Cerberus Ajax Armor.
528* PunchedAcrossTheRoom: Her omni-tool's melee function delivers a mass effect molded shaped-explosive detonation in the direction of her fist. Its low penetration potential does comparatively little damage, but its concussive effect [[{{Knockback}} sends humanoid-sized foes reeling and knocking them off their feet]].
529* RecursiveAmmo: Homing Grenade can be specced to split into two grenades, each targeting separate enemies, at the cost of damage.
530* ShockAndAwe: Arc Grenade.
531* StoneWall: This is a character well-suited to a "turtling" strategy (in comparison to some more "tanking" characters who can use their robust defense to bring the fight to the enemy.) She needs to stay close to her pylon to keep her ammo and grenades stocked, staying near it also [[StatusBuff boosts her shields]], she has no abilities that benefit from closing with the enemy, and her lack of cooldown timers on anything besides relocating her pylon suit her to handle heavy weapons with good range like {{Sniper Rifle}}s and [[MoreDakka Light Machine Guns]].
532* StatusBuff: Supply Pylon increases max shields and can be evolved into also boosting either power or weapon damage.
533* StuffBlowingUp: She is called the Demolisher for a reason. Even the Omni-tool heavy melee creates an explosion. If you place a new Pylon, the old one explodes as well.
534* ThrowDownTheBomblet: Built around the use of grenades, and uses the Arc Grenade and Homing Grenade.
535* TrickBomb: Their Arc Grenade and Homing Grenade.
536
537!!Turian Saboteur Engineer
538Turians receive the best military training in the galaxy. Their proficiency with a wide range of weapons, as well as their unmatched focus and determination, make up for their lack of speed and agility. They are a redoubtable ally on any battlefield. Included as part of the Retaliation DLC.
539----
540* ArmorPiercingAttack: Sentry Turret can be specced to have Armor Piercing ammo.
541* DroneDeployer: Via the Sentry Turret.
542* FireBreathingWeapon: Sentry Turret can be specced with a flamethrower.
543* FireIceLightning: Sentry Turret can be specced with Cryo Ammo, a flamethrower, and a shock attack.
544* HomingProjectile: Their Homing Grenade.
545* NonIndicativeName: Compared to other Engineer class characters, the Saboteur has high health and shields, passives that give better bonuses to weapon damage than power damage, and only one power that really depends on recharge rate. If Sabotage is ignored, the Saboteur can be specked for extremely good gun handling and carry heavy sniper rifles or assault rifles, playing much more like a typical Soldier class character.
546* RecursiveAmmo: Homing Grenade can be specced to split into two grenades, each targeting separate enemies, at the cost of damage.
547* SetAMookToKillAMook: Sabotage.
548* TheTurretMaster: Sentry Turret.
549
550!!Vorcha Hunter Engineer
551A vorcha's resilience and malleable DNA allow them to evolve and adapt to any situation, making them formidable opponents on the battlefield. Their lightning-quick pounce is a direct result of their societally ingrained bloodlust. Included as part of the Retaliation DLC.
552----
553* HomingProjectile: Incinerate can arc in mid-air.
554* InescapableNet: The Submission Net is an electrified variant.
555* KillItWithFire: Incinerate.
556* NonIndicativeName: Despite being an Engineer, he has no turret, drone or any vaguely similar powers. He's also much more suited for close quarter brawls than most.
557* TrapMaster: Submission Net can trap unarmored enemies. You can also plant it on a wall or floor as a mine, to trap any enemies that wander into it.
558
559!!Volus Engineer
560Volus are cagey support specialists that use the most technologically advanced power armor credits can buy. Not to be underestimated, the diminutive volus engineer more than makes up for its size with cutting-edge gadgetry. Included as part of the Retaliation DLC.
561----
562* BewareTheSillyOnes: Money obsessed, 4-foot-tall mole people. With guns and explosives.
563* CombatMedic: Their Shield Boost power can be spammed rapidly to keep nearby friendly shields topped off, including the Volus Engineer's own.
564* DamageIncreasingDebuff: Recon and Proximity Mine can be specced to increase the damage enemies in its vicinity take.
565* EnemyDetectingRadar: Recon Mine highlights all enemies within its radius, allowing you to see them through walls.
566* HealThyself: Can use Shield Boost to restore their own shields.
567* LandMineGoesClick: Averted with the Proximity Mine and Recon Mine.
568* NoticeThis: Recon Mine makes anyone in its radius glow red, and can be seen by any player from anywhere on the map. Useful for alerting teammates to enemy concentrations.
569* SupportPartyMember: Crap health and mediocre shields, but their buffs and powers make them some of the best support guys.
570* TrapMaster: Proximity Mine and Recon Mine.
571
572!!Talon Mercenary Engineer
573Talon Mercenaries bring a shady reputation to the battlefield. These hard-bitten warriors typically take jobs from crooked organizations, but today find employment with the Alliance, who are desperate for skilled fighters in the war against the Reapers. Some find this troubling, but times are troubled.
574
575Talon Mercenaries are feared for their deadly accuracy with the omni-bow, making their presence in the Alliance a necessary evil in the fight against the Reapers. Included as part of the Reckoning DLC.
576----
577* AbnormalAmmo: Their special Omni-Bow arrows use grenades.
578* AutomaticCrossbows: The Omni-Bow.
579* DifficultButAwesome: Intended to be a strong character, but is so unorthodox in his utility that the devs eventually had to release tips on how to properly use him.
580** The Cain Mines in general are this, since they do great damage but depend on setting them up in the path of enemies, not helped by the beam angle being unpredicable.
581** They also have an unusual glitch on PC, in that using them resets the controls to default, which can be a real pain for players who are used to alternate controls when they play.
582* EnemyMine: Their presence in the Alliance is considered a "necessary evil" to fight the Reapers.
583* ExoticWeaponSupremacy: No one else uses an Omni-bow. He can do a lot of damage with it, so presumably it requires a great deal of training to use.
584* GameplayAndStorySegregation: His Omni-Bow takes the place of what would be the melee function on any other character, and it still counts as being a melee function for most game mechanic purposes (kills with the Omni-Bow count toward melee kill medals, etc.) This can lead to some mechanically useful but in-universe illogical things, like sticking a [[BayonetYa bayonet]] on his gun somehow making his arrows hit harder.
585* GlassCannon: His Omni-Bow and (especially) Cain Trip Mines can do a ''lot'' of damage. In order to get that, however, you'll more or less have to forego shield and health upgrades, so he can't take as much damage as he dishes.
586* GodzillaThreshold: Normally, the Alliance wouldn't hire known criminals, but with the war becoming desperate, they need the Talons' skills.
587* HiredGuns: They're shady mercenaries hired by the Alliance to fight the Reapers.
588* HomingProjectile: The Omni-Bow arrows fired during a "heavy" attack will home in on the target. Normal shots also have a slight homing capacity, but since they spread out far more it is unlikely that more than one will hit the same enemy.
589* HumanPincushion: Or Husk Pincushion, Geth Pincushion, Collector Pincushion, etc. His arrows will stick in targets after impact. Most weaker targets will be killed in one burst of them, tougher enemies will be able to take several and keep fighting.
590* LandMineGoesClick: Averted with the Cain Trip Mine.
591* LaserHallway: A bunch of Cain Trip Mines clustered in an opening will resemble one, though in reality it is a DeathCourse set up for tough enemies to walk right into.
592* LudicrousGibs: The fate of any organic which is standing in front of a Cain Trip Mine. Seeing an environment filled with [[NotEnoughToBury bloody chunks]] can be [[CatharsisFactor quite satisfying]].
593* MechanicallyUnusualClass: Unlike all other classes, the Talon Mercenary Engineer can passively regenerate his grenade supply (at a rate determined by his weapon weight capacity).
594* {{Multishot}}: He always fires multiple arrows at once from his Omni-Bow ([[JustifiedTrope justified]] as it not being a real "bow".) Firing "Light" will fire the arrows in a SpreadShot formation, whereas "Heavy" shots [[HomingProjectile home in on a target]].
595* NonIndicativeName: Despite being an Engineer, his powers and abilities are more offense-oriented than the other, support-oriented engineers, instead playing more like a Soldier. In fact, since his powers are entirely grenade-based, he doesn't have to worry about cooldown, meaning the player is basically ''encouraged'' to equip him with the biggest, heaviest, meanest guns because it won't have any negative impact on his ability to use his powers.
596* OneSteveLimit: [[AvertedTrope Averted]], twice even:
597** The Talon Mercenary should not be confused with the M-358 Talon, a shotgun-like heavy pistol. Though you might equip your Talon with a Talon if you wish.
598** The Cain Trip Mine should not be confused with the M-920 Cain, a man-portable heavy weapon affectionately known as the "[[WaveMotionGun Nuke Launcher]]". Though the Cain Trip Mines do produce a big blast, it is not nearly as big as the one that is produced by the M-920 Cain.
599* SpreadShot: Their light melee fires several omni-bow projectiles in a wide horizontal arc in front of them.
600* TheStraightAndArrowPath: In a galaxy where guns and mass accelerators rule, the Talon Mercenary relies on his Omni-Bow.
601* SuspiciouslySimilarSubstitute: Of Zaeed to a certain degree. He wears the same kind of armor, at any rate.
602* TrapMaster: With the Cain Trip Mine.
603* TrickArrow: ArmorPiercingAttack and Concussive varieties. The latter can also get electrified or ice characteristics.
604* TrickBomb: The Cain Trip Mine is a repurposed grenade. So are the arrows.
605[[/folder]]
606
607[[folder:The Infiltrators]]
608!!General Infiltrators
609While focusing on taking out enemies from afar without detection, Infiltrators also specialize in flanking and misdirection, serving to disorient the opponent.
610----
611* ColdSniper: They are mostly designed to be used as a sniper class.
612* InvisibilityCloak: The Tactical Cloak.
613* NotTheIntendedUse: Infiltrators were intended to be played at long ranges, but it quickly became common for Infiltrators to be equipped with [[ShortRangeShotgun Shotguns]] and use Tactical Cloak to sneak into point blank range. The N7 Shadow's melee prowess encourages this style of play, and became an outright AscendedMeme with the Alliance Infiltration Unit.
614* StaticStunGun: Minus the stun, since the electrified omni-blade on many of them is rather lethal.
615* StealthExpert: Specializes typically in sneak attacks and sniping.
616
617!!Human Infiltrator
618Human infiltrators focus on taking out enemies from afar without detection, but they also specialize in flanking and misdirection, allowing their allies to make short work of disorientated opponents on the battlefield.
619----
620* HomingProjectile: Cryo Blast can arc in mid-air.
621* KillItWithIce: Cryo Blast.
622* StickyBomb: Sticky Grenade.
623
624!!Quarian Female Infiltrator
625Quarian infiltrators are elite support specialists with a talent for setting up ambushes. Their technical wizardry makes them crucial contributors on the battlefield.
626----
627* CripplingOverspecialization: Sort of goes with having Sabotage as a power. It is insanely useful against Geth, rather good against Cerberus, and almost useless against Reapers or Collectors.
628** This wasn't always the case, however. Sabotage has a 'backfire' function, making non-synthetic enemies take damage after a short period of time (in-universe explanation being that the target's weapon has overloaded, even if the enemy wasn't carrying a gun). One evolution of Sabotage made organic enemies take more tech damage, and would stack with itself. This lead to Quarian Infiltrators doing nothing but cloak and cast Sabotage against enemies like Brutes, killing them in 3 uses on Gold. Eventually, the devs reduced the tech vulnerability evolution by half, removing this strategy.
629* EliteTweak: While it won't make them stellar, using cloak-cancelling makes sabotage much more usable by replacing the power's long cooldown with the 3 second cloak one.
630* SetAMookToKillAMook: Sabotage lets you do with with synthetic enemies (mainly geth, but also Turrets and Atlases)
631* StickyBomb: Sticky Grenade.
632
633!!Salarian Infiltrator
634Salarian infiltrators specialize in long-range suppression, flanking, and stealth-based combat. These agile combatants are deadly and difficult to detect on the battlefield.
635----
636* DamageIncreasingDebuff: Proximity Mine can be specced to temporarily increase the damage targets take.
637* LandMineGoesClick: Averted with the Proximity Mine.
638* LifeDrain: Sort of, in that Energy Drain drains out shields and barriers.
639* TrapMaster: Proximity Mine.
640
641!!Geth Hunter Infiltrator
642Geth hunters converge quickly on a target while remaining undetected. Unique perception systems give geth an unsurpassed understanding of the battlefield. Included as part of the Resurgence DLC.
643----
644* DamageIncreasingDebuff: Proximity Mine can be specced to temporarily increase the damage targets take.
645* GoodCounterpart: To the Geth Hunter (particularly while using a Geth Plasma Shotgun)
646* GlassCannon: They potentially have one of the highest sniper damage outputs in the game thanks to Hunter Mode, though it also comes with the drawback of reducing their total shields by half.
647* LandMineGoesClick: Averted by the Proximity Mine.
648* TrapMaster: Proximity Mine.
649* SuspiciouslySimilarSubstitute: To Legion, if you use sniper rifles instead of shotguns. Bonus points if you use the M-98 Widow.
650
651!!Quarian Male Infiltrator
652Quarian infiltrators are elite support specialists with a talent for setting up ambushes. Their technical wizardry makes them crucial contributors on the battlefield. Included as part of the Rebellion DLC.
653----
654* EnemyScan: Tactical Scan.
655* TrickBomb: Arc Grenade, which creates an electrical explosion.
656
657!!N7 Shadow Infiltrator
658Shadow infiltrators use implants to dramatically improve agility, making them slippery combatants on the battlefield. Their monomolecular blades are a menace from cover and close range. Included as part of the Earth DLC.
659----
660* BackStab: Shadow Strike is essentially this.
661* ChargedAttack: Some of their most commonly used abilities, like [[SwordBeam Electric Slash]] and their [[OffWithHisHead Heavy Melee]], only require a single button press but have a relatively long wind-up time in which the Shadow is vulnerable (that is, ''absolutely everything'' will interrupt her Shadow Strike--whether it be a melee strike, weapon hit, or some other source of damage). Careful use of the [[InvisibilityCloak Tactical Cloak]] can mitigate this, so long as the enemy hasn't spotted you before you cloaked. In that case, ArtificialBrilliance kicks in and yep--you're dead because the mooks blind-fired at you.
662* CloseRangeCombatant: She's a melee-oriented class.
663* DiagonalCut: What the N7 Shadow does with Shadow Strike.
664* DeathOrGloryAttack: Shadow Strike can end up in this territory, since it does huge damage against the right target (evolved for either anti-barrier/shield or anti-armor) but leaves the Shadow vulnerable--it is even possible to die mid-teleport before landing the blow! Choosing the evolution of Tactical Cloak which permits firing one power but staying cloaked combined with 150% cloak duration can help mitigate this.
665* FlamingSword: The blade when upgraded to do extra damage versus armor.
666* FragileSpeedster: She runs faster than most other characters and has an incredible dodge ability, but can take little damage.
667* GlassCannon: She can deal a ton of damage in a single hit, but cannot take much back in turn. This tends to focus her on doing {{One Hit Kill}}s, and evading like crazy if the target survives.
668* GoodCounterpart: To the Cerberus Phantom. Her armor is essentially the same armor Phantoms wear, with a different helmet.
669* HeroesPreferSwords: She has an omni-blade, but the only time she uses it is when pulling a target over an obstruction. In all other melee circumstances, she uses the HotBlade sheathed on her back. Amusingly, she gets great mechanical benefit from melee damage Weapon Mods, [[GameplayAndStorySegregation despite never actually striking with the modified gun]].
670* HitAndRunTactics: The best use of the class is as an assassin, sneaking around while cloaked and opportunistically picking off troublesome characters like Phantoms and Dragoons.
671* KatanasAreJustBetter: When SharpenedToASingleAtom, at least.
672* LagCancel: The Electric Slash ability can be canceled at any time during the entire animation into other actions, such as a dash or melee attack. Due to having both huge startup and recovery times, this is useful for getting the hell out of dodge in a tight situation or piling on the hurt after the SwordBeam is released.
673* LifeDrain: Shadow Strike can be upgraded to restore the Shadow's shields by the amount of damage they do an enemy's shields.
674* {{Ninja}}: She carries a Katana, uses Tactical Cloak to become invisible, and uses acrobatic movements in her gameplay, all that is missing are Shuriken...though you ''could'' give her the M4 Shuriken for effect.
675* NonIndicativeName: Most Infiltrators are ranged classes, preferring to use Tactical Cloak to evade and flank the enemy to keep in optimum position for sniping. The N7 Shadow by contrast focuses on getting right into grips with the enemy to engage them in melee combat.
676* OffWithHisHead: The result if a sword strike is fatal.
677* OneHitPolykill: Can decapitate at least three mooks with one sword strike.
678* PaletteSwap: Of [=FemShep=] wearing the ''Citadel'' DLC's bonus Cerberus armor.
679* SheFu: Her combat style uses a lot of flips.
680* SpyCatsuit: They wear light armor, but it is very tightly fitted to the skin.
681* SuperReflexes: She has cybernetic enhancements to her nervous system to allow this, which facilitates [[SheFu her combat style]].
682* SwordAndGun: Their preferred fighting style.
683* SwordBeam: The Electric Slash works this way.
684* TakeCover: Gets around enemies who do this with Electric Slash.
685* TeleportSpam: Via Shadow Strike, which is essentially this. An N7 Shadow with a short enough ability cooldown time can go from target to target with a series of near-continuous Shadow Strikes. Never mind teleporting to the side of a fallen comrade in ways that make even Vanguards pause (Vanguards can Charge through cover--Shadows can pass through ''walls.'')
686* WaifFu: Via Shadow Strike, they are capable of taking out enemies as large as ''Brutes'' with a single swing of their sword.
687
688!!Turian Ghost Infiltrator
689Ghost infiltrators are a part of the turian's lethal 26th Armiger Legion, a respected and feared frontline assault squad. On the battlefield, a Ghost uses propulsion packs and advanced stealth technology to launch lightning-quick airstrikes on unsuspecting foes. Included as part of the Retaliation DLC.
690 ----
691* ChainLightning: Overload can be specialized as "Chain Overload".
692* HealThyself: Their Stimulant Pack ability allows them to instantly restore their shields.
693* LightningBruiser: The ghost is considered one of the best classes due to high power (their cloak has a unique boost to assault rifles, and boosts their chain-stunning overload, while as a turian he gets the reduced recoil and damage bonus), durability (from Turian health and stimpacks) and agility (thanks to their jetpack).
694* MechanicallyUnusualClass: His Tactical Cloak increases assault rifle damage instead of sniper rifles like usual.
695* ShockAndAwe: Overload.
696
697!!Asari Huntress Infiltrator
698Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield. Included as part of the Retaliation DLC.
699----
700* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
701* DamageOverTime: Dark Channel damages enemies over time for a while, and spreads to another nearby enemy when the target dies. Her Tactical Cloak's power damage bonus, however, gives it a boost, allowing it to kill much faster than other users.
702* CombinationAttack: Can create her own biotic explosions with Dark Channel followed by Warp.
703* EnergyBall: Warp.
704* GlassCannon: Combining Dark Channel with her Tactical Cloak's damage bonus, and power-boosting Gear can allow you to quickly kill most enemies over time. As an asari, however, she's a lot squishier than the other races.
705* HomingProjectile: Warp can turn slightly to hit targets.
706* NonIndicativeName: Infiltrators are usually a tech/combat class, but the Huntress packs two biotic powers in addition to a variant of Tactical Cloak that boosts power not weapon damage. Because of this, you're better off levelling up biotic powers instead of weapon damage like the others.
707* MechanicallyUnusualClass:
708** Her Tactical Cloak provides no bonus to weapon damage, but an increased bonus to power and melee damage compared to other Infiltrators. [[AscendedGlitch Initially a bug, the developers made it an official feature of the character, since it fits so well]].
709** She's the only Infiltrator character with biotic powers.[[labelnote:*]]Unless you count the Drell infiltrator, which still has a biotic-themed heavy melee attack[[/labelnote]] Justified, since all Asari are biotic.
710
711!!Drell Assassin Infiltrator
712Though drell may lack the rugged durability of other races, they are lightning fast and deadly accurate. Drell are to be feared on the battlefield. Included as part of the Retaliation DLC.
713----
714* DamageIncreasingDebuff: Recon Mine can be specced to increase the damage enemies in its vicinity take.
715* EnemyDetectingRadar: Recon Mine highlights all enemies within its radius, allowing you to see them through walls.
716* GlassCannon: Of the highest degree. Drell have the highest weapon damage bonuses and the lowest Shields on the game. And unlike Adepts and Vanguards, Assassins have no ability to boost their survivability. On the other hand, they can combine the Cloaking damage bonus and the Recon Mine debuff to fire some of the more deadly sniper rifles shots in the game, matched only by Geth Infiltrators with Hunter Mode.
717* HomingProjectile: Their Homing Grenade.
718* LandMineGoesClick: Averted with the Recon Mine.
719* NoticeThis: Recon Mine makes anyone in its radius glow red, and can be seen by any player from anywhere on the map. Useful for alerting teammates to enemy concentrations.
720* RecursiveAmmo: Homing Grenade can be specced to split into two grenades, each targeting separate enemies, at the cost of damage.
721* SuspiciouslySimilarSubstitute: Of Thane, only with tech powers instead of biotics.
722* TrapMaster: Recon Mine, which can inflict a powerful debuff over a wide area and be detonated for a huge explosion.
723* UselessUsefulSpell: Since neither of his two attack powers will break cloak, the evolution of his Tactical Cloak power which allows a single power use without breaking the cloak is absolutely useless to him.
724
725!!Alliance Infiltration Unit Infiltrator
726The Alliance Infiltration Unit is modeled on the Cerberus synthetic Eva that Commander Shepard's team discovered on Mars. Quantum blue-box AIs are considered illegal by the Council, but the Alliance has secured a special allowance to deploy the infiltration unit in this time of need.
727
728Alliance Infiltration Units favor shotguns and are designed for close-quarters combat. They are durable and able to self-repair when downed. Included as part of the Reckoning DLC.
729----
730* AutoRevive: Repair Matrix allows her to self-revive within 15 seconds.
731* CloseRangeCombatant: Her powers and shotgun damage bonus encourage you to engage enemies in close combat.
732* DepartmentOfRedundancyDepartment: Her full name reads Alliance ''Infiltration'' Unit ''Infiltrator''.
733* DistaffCounterpart: To the Turian Ghost; both are Infiltrators that excel in the three fields of damage, staying power and mobility.
734* {{Expy}}: She's basically a playable version of EDI, with a different skillset.
735* GodzillaThreshold: Their creation and unleashing on the battlefield is due to the Citadel Council allowing the Alliance to do so due to the stakes. Otherwise this would be very illegal.
736* HealThyself: Repair Matrix.
737* KillItWithIce: Snap Freeze. Her Omni-Blade is also Cryo-based.
738* LightningBruiser: Despite her fleetness of foot, sleek feminine lines, and graceful light melee, the AIU's heavy melee is a brutal uppercut that sends mooks skyward.
739* MechanicallyUnusualClass: Her version of Tactical Cloak boosts shotgun instead of sniper damage, possibly making the NotTheIntendedUse of cloaking and shotguns an AscendedMeme of sorts.
740* PaletteSwap: Of [=EDI=], which makes sense, considering she is based on EDI's platform.
741* RobotGirl: [[JustifiedTrope Justified]] by the model she was based off of being used for infiltration among humans (hence the name ''Infiltration Unit'') minus the artificial skin.
742* SheFu: Has moves that would make a N7 Shadow gaze in awe. It is as though her limbs were made of springs. Though given [[RobotGirl who she is]], that analogy could be close to literal.
743* ShotgunsAreJustBetter: Her Tactical Cloak can be evolved to give bonus damage to shotguns, compared to most other Infiltrators, who get Sniper Rifle bonuses.
744* StealthPun: The Alliance Infiltration Unit is a Synthetic. ''The A.I. Unit'' is a Synthetic.
745* SuspiciouslySimilarSubstitute: Of EDI's combat platform. Comes with being explicitly designed based on it. However, unlike [=EDI=], the [=AIU=] favors [[ShotgunsAreJustBetter Shotguns]].
746* TakeCover: Snap Freeze makes this pointless.
747
748[[/folder]]
749
750[[folder:The Vanguards]]
751!!General Vanguards
752Feared frontline opponents, Vanguards favor a [[FoeTossingCharge biotic]] [[FlashStep charge]] that immediately brings them in contact with opposing forces with a devastating effect.
753----
754* CloseRangeCombatant: Most of them are oriented toward fighting enemies at close range, thanks to Charge and shotgun bonuses.
755* DeathOrGloryAttack: Built around these.
756* FoeTossingCharge: Biotic Charge.
757* LeeroyJenkins - Can quickly become this thanks to their Biotic Charge. Reliance on Charge is especially risky when not hosting, which tends to add a delay before activation.
758* MagicKnight: Good with guns and biotics.
759
760!!Human Vanguard
761Human vanguards are feared frontline opponents that can charge across the battlefield, surprising enemies before devastating them in hand-to-hand combat.
762----
763* CastFromHitPoints: Nova drains their barriers.
764* DifficultButAwesome: On lower difficulties they are very powerful but still quick to die in the event of mistakes. This ceases to be the case on higher difficulties where their damage output isn't enough to justify the difficulty of survival.
765* ElementalPunch: The heavy melee is a biotic punch.
766* GroundPound: Their Nova attack.
767* InvulnerableAttack: Abuse of these is pretty much essential on higher difficulties; as well as Charge, Nova grants it, so a quick cooldown time (only needed for Charge) can make him quite difficult to finish off due to him being permanently doing one or the other.
768
769!!Asari Vanguard
770Asari vanguards use hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield. Their biotic dash ability allows them to charge an opponent, inflict damage, and then quickly get out of harm's way.
771----
772* GoodCounterpart: To Tela Vasir.
773* TheParalyzer: The "Stasis" skill freezes unarmored opponents in place.
774* TrickBomb: Lift Grenade.
775
776!!Drell Vanguard
777Though drell may lack the rugged durability of other races, they are lightning fast and deadly accurate. Drell are to be feared on the battlefield.
778----
779* GlassCannon: Among Vanguards. He is the fastest, the less durable, and packs the highest power (thanks to his racial bonuses and obscenely powerful grenades). He is basically a Vanguard turned up to eleven.
780* HomingProjectile: Pull can arc towards targets.
781* MindOverMatter: Has access to Pull.
782* RecursiveAmmo: Cluster Grenade.
783
784!!Krogan Battlemaster Vanguard
785Armored like a tank--and as slow as one--an angry Krogan has more going for it than the species' infamous belligerence. It should come as no surprise that a Krogan dishes out as much punishment as they're able to take on the battlefield. Included as part of the Resurgence DLC.
786----
787* BarrierWarrior: Downplayed, but they have access to Barrier.
788* TheFaceless: The mask covers his face.
789* HomingProjectile: Carnage can track a target a little.
790* ImmuneToFlinching: They are the first class to have this inherently, though not against everything. The only other regular-sized class to have this (the N7 Destroyer Soldier), requires Devastator Mode to be active.
791** Note that they aren't immune to instant-kills. Players using this class to solo prefer fighting Geth who can't one-shot-kill.
792* LightningBruiser: Has the second-highest total amount of Barriers/Health (only the Krogan Shaman Adept can match it, though the Geth Juggernaut can exceed this), can be a lethal melee fighter and has access to Biotic Charge, which allows them to dart across the battlefield (adding temporary damage reduction and, if upgraded right, can instantly restore their barriers to 100%).
793** [[Music/MiracleOfSound In other words, this character can both fight like a krogan]] ''[[Music/MiracleOfSound and]]'' [[Music/MiracleOfSound run like a leopard.]] [[https://www.youtube.com/watch?v=HiRDJLcYua0 Sadly, he will still never be better than Commander Shepard.]]
794** More of a StoneWall on higher difficulties once Charge and melee no longer do as much damage, but still effective.
795* LudicrousGibs: Via Carnage.
796* SuspiciouslySimilarSubstitute: of Wrex.
797
798!!Project Phoenix (Ex-Cerberus) Vanguard
799A result of the Illusive Man's early experiments in enhanced human physiology, Project Phoenix subjects are highly skilled combat and biotic specialists. When the Illusive Man turned to indoctrination in order to ensure the loyalty of his troops, many Phoenix operatives defected and joined the Alliance in order to stop the Reapers.
800
801Phoenix operatives are highly skilled combat and biotic specialists. Their ability to manipulate Cerberus lash and stasis technology, backed up by their powerful skills, make them invaluable assets on the battlefield. Included as part of the Rebellion DLC.
802----
803* ArmorPiercingAttack: Lash can be specced to be able to pull unarmored enemies, even if their shields/barriers are still up.
804* DefectorFromDecadence: They defected to the Alliance to help fight the Reapers when Cerberus choose not to help.
805* DifficultButAwesome: Smash has a long animation and extremely short range, but can deal some serious damage.
806* GoodCounterpart: To the Dragoons.
807* HomingProjectile: Lash can arc in mid-air.
808* LagCancel: An odd case. You can exit the Smash ability's animation by dodging near the start. However the ability will still take effect, doing damage like normal.
809* MistreatmentInducedBetrayal: They abandoned Cerberus after realizing that the Illusive Man was going to indoctrinate all of them.
810* RedemptionPromotion: They are far more powerful as a playable character than as an enemy.
811* ScrewThisImOuttaHere: They used to be loyal to Cerberus. Then they realized that part of their training involved becoming [[MindRape indoctrinated]] and turned into a HumanoidAbomination, leading them to get the ''Hell'' out of there and joining the Alliance.
812* StaticStunGun: Has a shock baton.
813* StillWearingTheOldColors: He's still wearing his Dragoon Armor, with the Cerberus symbols. Justified as his biotic whips appear to be built into it.
814* TakeCover: Countered with Smash.
815
816!!N7 Slayer Vanguard
817Slayers use implants to dramatically improve mobility. Their dizzying sword attacks can hit multiple opponents, and the Slayer's ability to slip fire makes them hard to pin down on the battlefield. Included as part of the Earth DLC.
818----
819* CastFromHitPoints: Phase Disruptor drains their barriers.
820* FlashStep: Mixed with SheFu for the acrobatic teleport dodge.
821* GoodCounterpart: To Kai Leng and, like the N7 Shadow, to Cerberus Phantoms in general; ''Citadel'' confirms this hardsuit is simply the male version of Phantom armor, and the Slayer even has a PowerPalms attack like a Phantom.
822* HeroesPreferSwords: Like the N7 Shadow, he uses a katana.
823* LagCancel: The Biotic Slash ability can be canceled at any time during the entire animation into other actions, such as a dash or melee attack. Due to having both huge startup and recovery times, this is useful for getting the hell out of dodge in a tight situation or piling on the hurt after the SwordBeam is released.
824* {{Ninja}}: Though less so than the Shadow.
825* OffWithHisHead: If the attack with the sword is fatal.
826* PaletteSwap: Of [=MaleShep=] wearing the ''Citadel'' DLC's bonus Cerberus armor.
827* PowerPalms: The Phase Disruptor ability.
828* SwordAndGun: With swords having been SharpenedToASingleAtom.
829* SwordBeam: Biotic Slash is a form of this.
830* TakeCover: Countered with Biotic Slash
831* TeleportSpam: His dodge enables him to teleport. He also makes quick "jumps" when using melee.
832
833!!Batarian Brawler Vanguard
834Batarians are large brawlers that use nets and spiked weapons to capture targets...or to bleed them dry on the battlefield. If an opponent gets too close, a batarian enforcer bludgeons them with spiked armor and enforcement gauntlets. Included as part of the Retaliation DLC.
835----
836* ArmorPiercingAttack: Lash can be specced to be able to pull unarmored enemies, even if their shields/barriers are still up.
837* HomingProjectile: Lash can arc in mid-air.
838* InstantArmor: Blade Armor
839* PunchedAcrossTheRoom: His heavy melee attack is a powerful punch that can send unshielded mooks flying.
840* ShouldersOfDoom: Blade Armor grants batarians big honking blades.
841* VocalDissonance: They sound like humans when they use Biotic Charge.
842
843!!Volus Protector Vanguard
844The volus homeworld, Irune, has a high-pressure atmosphere that supports an ammonia-based biochemistry. To survive on other planets, the volus must wear pressure suits and breathers or, when facing combat, specially sealed armor. Included as part of the Retaliation DLC.
845----
846* CombatMedic: Shield Boost can restore their own shields, as well as the shields of anyone around them.
847* EnergyBall: Biotic Orbs.
848* HealThyself: They can use Shield Boost to restore their own shields.
849* HomingProjectile: Biotic Orbs can turn mid-air to hit enemies.
850* JokeCharacter: Likely the closest thing to a straight example the game has to offer. Biotic Charge leaves the Vanguard in close range of their enemies with their powers on cooldown; succeeding with this class requires some sort of plan of action at this point. Neither the Protector's other powers or Volus traits offer any good options. His powers don't offer any particular synergies to support effective alternate playstyles, either. On any other race this would just be a bad kit, but on the inherently comical Volus...
851* PintSizedPowerhouse: As a Volus acting as a [[LightningBruiser Vanguard]].
852* UselessUsefulSkill: Biotic Charge loses some of it's lustre when the Protector has Shield Boost, which restores more shields, reduces damage and is ''a lot'' safer to use. Charge does damage though, which Shield Boost does not, expanding the Volus' otherwise limited offensive options.
853
854!!Cabal Vanguard
855Turian biotics are isolated from regular infantry in elite units called Cabals, whose proud dictum is, "the intangible is unstoppable." Since turian biotics are relatively rare, Cabals become small, tight-knit teams of fearsome biotic warriors that are trained to handle the deadliest infiltration missions.
856
857Cabal training makes these deadly turians both biotically and technically proficient. Cabals equip their members with venom-infused gauntlets that are fatal to any enemy foolish enough to get within range. Included as part of the Reckoning DLC.
858----
859* ActionGirl: Especially notable since she's the ''only'' playable female turian and (before ''Andromeda'') one of the only ''two'' female turians ever seen in the series, the other one being a DLC character.
860* CallBack: Poison effects hadn't been seen since chemical rounds in the original Mass Effect.
861* CastFromHitPoints: Her dodge and heavy melee drains her barriers.
862* DamageOverTime: She's built for this. Poison Strike, Nightshade Blades, and her melee attacks all poison opponents, causing them to take damage for a while.
863* DifficultButAwesome: No Biotic Charge means no "free" Shield reloading, making her a very unusual Vanguard. A bad dodge or an untimely Poison Strike and you can easily find yourself surrounded by enemies. However, as soon as you master her Biotic Focus and learn about the best teleportation spots on all the maps, you will feel like you are controlling [[ComicBook/XMen Nightcrawler]].
864* FlechetteStorm: Nightshade Blades.
865* GoodIsNotSoft: She's a heroic defender of the Galaxy against the Reaper threat. She'll also gladly tear her enemies to ribbons like a rabid vorcha with her unending melee strikes and her whole playstyle involves slowly killing her foes over time with what is implied to be highly corrosive venom.
866* HealThyself: Biotic Focus can be specced up that way, along with providing a short invulnerability. Which makes her the only non-Volus character able to heal itself with a power that does not count as a grenade.
867* HitAndRunTactics: Her attacks tend to do only little damage immediately, with more DamageOverTime, and she has a lot of mobility-enhancing ability, one of which makes her briefly invincible while in use. She is otherwise (relatively) delicate. As a result, she tends to be good at charging in, hitting a bunch of enemies fast, then quickly escaping before the enemies can regroup and overwhelm her, only to have them die later from her poison.
868* IntangibleMan: Or Woman, anyway. Her Poison Strike and dodge can phase through walls.
869* LightningBruiser: When you play her ''without'' Poison Strike. She has above average bulk (because turian), weapon proficiency (because turian), mobility (thanks to her TeleportSpam) and incredible survivability (with Biotic Focus, provided its cooldown is not too high). With Poison Strike, she is more of a GlassCannon.
870* MechanicallyUnusualClass: She is the only Vanguard in the game to ''not'' have Biotic Charge. In its place, she has Poison Strike, which has some similarities to it, but with its own mechanical distinctions that require a different play style. For example, she hits multiple targets in a line instead of just around the point of impact, she is invulnerable during the maneuver but it does not recharge her barrier, and it cannot target specific enemies which makes aiming the ability more challenging.
871* MundaneUtility: Can use her Poison Strike move to get to the top of a ladder instead of actually climbing it.
872* OffWithHisHead: Can result in this if her melee attack is fatal.
873* OvershadowedByAwesome: Most of her best abilities assume that you'll be using her biotic, melee and grenade powers (all poison-based) to stack up damage. Playing this way is extremely risky and slow at higher levels, and there are characters that perform better at it. As a turian, she gets the standard turian racial weapon damage and stability bonus, but playing her as a weapons class pretty much ignores everything that makes her unique.
874* PoisonIsCorrosive: The most likely explanation why her venom-tipped claws can also deal poison damage to ''robots''.
875* PoisonousPerson: Has multiple poison-based moves, including PoisonedWeapons.
876* StatuesqueStunner: Comes with being a turian; she's tall, lean, and can deal devastating amounts of damage with her poisoned gauntlets (to the point that a melee-oriented Cabal Vanguard can potentially OneHitKill most {{Mooks}} with a single heavy melee attack).
877* SuspiciouslySimilarSubstitute: Of Nyreen from the Omega DLC. Comes with being from the same group.
878* TechnicolorToxin: Green.
879* TeleportSpam: Her dodge enables her to teleport. So does her heavy melee with, whenever possible, added InTheBack effect/ And of course, Poison Strike goes right through walls.
880* TranquilizerDart: Nightshade Blades will paralyze unprotected enemies.
881* WolverineClaws: Poisonous ones on their Venom Gauntlets.
882
883[[/folder]]
884
885[[folder:The Sentinels]]
886!!General Sentinels
887[[JackOfAllStats Master of nothing but proficient in everything]], Sentinels often end up the one everyone relies on to draw enemy fire.
888----
889* DualWielding: The typical heavy melee is two omni-blades slashed in a cross pattern at the neck.
890* InstantArmor: The Tech Armor for almost everyone, Blade Armor for the batarian.
891* JackOfAllStats: Make use of both tech abilities and biotics.
892
893!!Human Sentinel
894Master of nothing but proficient in everything, human sentinels are often relied upon to draw fire on the battlefield. Sentinels relish their opponents' look of surprise when they realize they were focusing on the wrong enemy all along.
895----
896* BoringButPractical: With Warp and Throw, they are able to set off Biotic Explosions on any enemy at any time. This arguably puts them up there as one of the better biotic characters in the game, and they are more than capable of handling Reapers on Gold Difficulty. Their tech armor also makes them more durable, making them a good choice for new players.
897* CombinationAttack: Warp followed by Throw creates a biotic explosion.
898* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
899* EnergyBall: Warp.
900* HomingProjectile: Throw and Warp can turn slightly to hit targets.
901* JackOfAllStats: Among biotic explosions specialists. They can either be played offensively or defensively. However, some other characters will outmatch them - Asari Valkyries are more durable thanks to the Shield drain of Annihilation Field, and Asari Adepts have Stasis which is much more useful in offensive builds.
902* OvershadowedByAwesome: Asari adepts also get Throw and Warp, along with stronger bonuses to power damage, and their third power (Stasis) has a much better synergy with the aforementioned two than Tech Armor has. Their only real advantage is that they can be a bit more resilient if specced properly.
903* PunchedAcrossTheRoom: Throw does that to unprotected targets, ''especially'' if combined with a biotic explosion.
904** Though if the Citadel DLC is to be believed, Tech Armor is very much an offensive Tech power.
905* SuspiciouslySimilarSubstitute: of Kaidan when he wears a helmet.
906
907!!Turian Sentinel
908Turians receive the best military training in the galaxy. Their proficiency with a wide range of weapons, as well as their unmatched focus and determination, make up for their lack of speed and agility. They are a redoubtable ally on any battlefield.
909----
910* ChainLightning: Overload can be specialized as "Chain Overload".
911* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
912* EnergyBall: Warp.
913* HomingProjectile: Warp can turn slightly to hit targets.
914* JackOfAllStats: Has Overload and Warp for stripping enemy defenses, debuffing them, and paralyzing them, can set off tech and biotic explosions (though they require assistance from other players for the latter), has good shields/damage reduction, and receives inherent bonuses with all weapons, like all turians. His class talent makes his weapon skills even more potent.
915* ShockAndAwe: Overload.
916
917!!Krogan Sentinel
918Armored like a tank--and as slow as one--an angry krogan has more going for it than the species' infamous belligerence. It should come as no surprise that a krogan dishes out as much punishment as they're able to take on the battlefield.
919----
920* HomingProjectile: Incinerate can arc in mid-air.
921* KillItWithFire: Incinerate, again.
922* SuperToughness: Most durable character in the starting roster. Most builds forgo Incinerate in favor of high damage reduction from Tech Armor, maximum shields and Heavy Weapons due to not having to worry about Cooldowns.
923* TrickBomb: Lift Grenade.
924
925!!Batarian Enforcer Sentinel
926Batarians are large brawlers that use nets and spiked weapons to capture targets...or to bleed them dry on the battlefield. If an opponent gets too close, a batarian enforcer bludgeons them with spiked armor and enforcement gauntlets. Included as part of the Resurgence DLC.
927----
928* CombinationAttack: Submission Net followed by Shockwave can be used to create tech burst.
929* InescapableNet: Submission Net is an electrified version.
930* HomingProjectile: Submission Net can curve in mid-air to hit a target.
931* ShouldersOfDoom: Blade Armor grants batarians big honking blades. Arguably SpikesOfVillainy considering that the batarians were mostly antagonists up until that point.
932* TakeCover: Countered with Shockwave.
933* TrapMaster: Submission Net can trap unarmored enemies and stun/shock others. You can also set it on a wall or floor as a trap to trap anyone who blunders into it.
934
935!!Vorcha Sentinel
936A vorcha's resilience and malleable DNA allow them to evolve and adapt to any situation, making them formidable opponents on the battlefield. Their lightning-quick pounce is a direct result of their societally ingrained bloodlust. Included as part of the Rebellion DLC.
937----
938* ArmCannon: Of the flamethrower variety.
939* CombinationAttack: Burning an enemy with Flamer followed by Cluster Grenades creates a fire explosion.
940* FireBreathingWeapon: Arm-mounted Flamer flamethrowers.
941* RecursiveAmmo: Cluster Grenades.
942* VideogameFlamethrowersSuck: Averted. Flamer does a ''lot'' of damage if you let it run through and spec it for reach and damage, and you can improve it further with Bloodlust's power damage bonus.
943
944!!N7 Paladin Sentinel
945The Paladin uses his omni-tool to generate a powerful omni-shield, which he can use to block enemy fire. The Paladin also uses the shield as a heavy-melee weapon that, when modified with incendiary or cryo upgrades, creates a devastating combination attack. Included as part of the Earth DLC.
946----
947* BarrierWarrior: Can use his omni-tool to generate an omni-shield, a highly-durable defensive field that can absorb significant amounts of punishment before breaking. That said, he also uses it as a weapon; all his melee attacks are some form of ShieldBash. Whilst the shield is deployed, the Paladin takes up a low, kneeling stance, and allies can use him as cover.
948* CombinationAttack: All of his powers can prime and detonate combo attacks. Hit an enemy with Snap Freeze, then apply Incinerate or Energy Drain for a Cryo Explosion. Hit them with Incinerate then detonate with Snap Freeze or Energy Drain for a Fire Explosion. Hit a shielded/synthetic enemy with Energy Drain, then follow up with Incinerate or Snap Freeze for a Tech Burst.
949* ElementalPowers: Of the tech variety. Only character in-game that can prime for cryo/fire explosions and tech bursts. Better yet, he can even detonate all of them, effectively making him a walking elemental explosion factory. Bring some friends with detonation powers, and you can chain combos for ''days''.
950* FireIceLightning: Incinerate, Snap-Freeze, Energy Drain. Each can prime an elemental explosion combo that any other can detonate.
951* GlassCannon: Might as well be one without his Omni-Shield.
952* GoodCounterpart: Roughly of the Cerberus Guardian. Unlike the Guardian, the Paladin can't move or fire weapons whilst his shield is deployed; but he doesn't need to have it out at all times and can thus sprint around if need be.
953* HomingProjectile: Incinerate can arc in mid-air.
954* KillItWithFire: Uses Incinerate as one of his main abilities, and can upgrade his shield to a "Fire Shield".
955* KillItWithIce: Uses Snap Freeze as one of his main abilities, and can upgrade his shield to a "Cryo Shield".
956* LifeDrain: Sort of, in that Energy Drain drains out shields and barriers (unless used on synthetic enemies).
957* LuckilyMyShieldWillProtectMe: Of the Omni-Shield variety. Generated by his omni-tool.
958* NonIndicativeName: Despite being a Sentinel, the Paladin lacks any biotic abilities, possessing a movepool more similar to Engineers.
959* OneSteveLimit: The N7 Paladin Sentinel should not be confused with the M-77 Paladin heavy pistol. Nothing stopping you from equipping your Paladin with a Paladin, if you so choose.
960* PaletteSwap: Of Shepard wearing Inferno Armor.
961* ShieldBash: All his melee attacks involve hitting things with the shield. It's surprisingly effective, and can send weaker enemies flying.
962* SquishyWizard: Despite having the omni-shield, the Paladin isn't all that much tougher than most other classes. Given his focus on the Tech powers, he can be played like a Squishy Wizard, barrelling around the battlefield making things explode.
963* StuffBlowingUp: His specialty, given all three of his powers can prime and detonate non-biotic combo effects. Any competent Paladin will be making everything in sight explode with fire, lightning, or ice as often as possible.
964* TakeCover: Countered with Snap Freeze.
965
966!!Asari Valkyrie Sentinel
967Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield. Included as part of the Retaliation DLC.
968----
969* CloseRangeCombatant: Annihilation Field and Tech Armor encourage you to get up close and personal with your enemies.
970* CombinationAttack: Specializes in creating these: Annihilation Field combined with Warp creates a biotic explosion.
971* DamageIncreasingDebuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
972* EnergyBall: Warp.
973* FullContactMagic: They do most damage by getting close to enemies, priming them with annihilation field then using Warp to detonate a biotic explosion.
974* HomingProjectile: Warp can turn slightly to hit targets.
975* MightyGlacier: In comparison to the N7 Fury. Both characters have Annihilation Field and can set off Biotic Explosions by simply getting close to enemies and hitting them with a biotic projectile attack once they're inside the Field. However, the Valkyrie does this with Warp, which is slower to cool down than the Fury's Throw, but also causes stronger explosions than Throw. The Valkyrie also has Tech Armor, which slows down power cooldowns while also reducing damage taken and increasing the damage dealt using powers, and she also lacks the Fury's teleporting dodges.
976* SuperToughness:
977** Among the biotic explosion specialists, at least. The combination of Tech Armor and of the shield drain of Annihilation Field can turn the Valkyrie into a surprisingly durable character, albeit with a much slower rate of detonation.
978** Among asari characters, only the Justicar is able to compete with her when it comes to durability. They tend to be more efficient against different targets : the Valkyrie shines against Geth (who all have shields to be drained, but against whom Reave does not provide defensive bonuses), while the Justicar, for opposite reasons, is a monster against Reapers (no Shields, but Reave bonus).
979* OneSteveLimit: Averted. There is also an N7 Valkyrie assault rifle, though the character can, if the player chooses, equip the weapon.
980* SphereOfDestruction: Annihilation Field.
981* {{Valkyries}}: Evokes these with the name, at least.
982
983!!Volus Mercenary Sentinel
984The volus homeworld, Irune, has a high-pressure atmosphere that supports an ammonia-based biochemistry. To survive on other planets, the volus must wear pressure suits and breathers or, when facing combat, specially sealed armor. Included as part of the Retaliation DLC.
985----
986* ActionBomb: Combat Drone can be specced to explode upon being destroyed.
987* AnAdventurerIsYou: Both a ''Minion master'' and a ''Healer''
988* AttackDrone: Combat Drone.
989* CombatMedic: Shield Boost can restore their own shields, as well as the shields of anyone around them.
990* DopplegangerSpin: Decoy.
991* DroneDeployer: That Combat Drone can be summoned really quickly.
992* HealThyself: They can use Shield Boost to restore their own shields.
993* HiredGuns: Presumably, hence the name.
994* SupportPartyMember: The ultimate defensive team player, even among Volus, with its dual "summons" to keep the enemies distracted.
995* NonIndicativeName: Along with the N7 Paladin, the Volus Sentinel lacks any biotic abilities.
996
997!!Krogan Warlord Sentinel
998Krogan Warlords have earned the dubious distinction of being the elder statesmen of the species. They hold little regard for the honor that other races often display in combat, resorting to hostage-taking and genocide when victory is at stake. Warlords lug battle hammers onto the field to make quick and brutal work of enemies foolish enough to stick around, and their maturity gives them unsurpassed regenerative capabilities, making them extremely difficult to kill when enraged. Included as part of the Reckoning DLC.
999----
1000* AwesomeButImpractical:
1001** A close-quarters-only character that is unable to dodge and is slow like a snail if he is not running: he is '''extremely''' vulnerable to [[OneHitKill sync-kills]], especially coming from fast enemies, like Phantoms. This is why many players consider him unfit for Platinum games, where there ''always'' will be sync-killing enemies, whether it is Phantoms, Praetorians, Brutes or Banshees (and being unable to take cover does not help).
1002** That said, he might be the absolute best Geth killer in the game: they depend purely on guns, which lets the Warlord run rampant in Gold or under. Even Reapers have troubles due to the Banshees' instant kill being predictable compared to others, and Brutes having a hard time surviving the hammer.
1003* CallBack: Health regeneration was played up as a key krogan trait in the original Mass Effect, but fell out of focus as combat mechanics changed in the sequels. The krogan warlord is the first regenerating krogan the franchise has seen in a very long time.
1004* CloseRangeCombatant: His powers and resilience encourage you to get in your enemies' faces. Be careful of enemies with [[OneHitKill sync-kills]], though.
1005* {{Expy}}: Of a Franchise/{{Halo}} [[BossInMookClothing Brute Chieftain]].
1006* TheFaceless: Wears a head-concealing helmet.
1007* GamePlayAndStorySegregation: The Warlord is ''insanely'' tough, even by Krogan standards. However, he is still vulnerable to sync-kills, even though he should logically be able to power through them. Possibly [[JustifiedTrope Justified]], as his massive health, ability to sprint and sheer damage output would make him overpowered if he was just able to charge Banshees, Brutes and the like and bludgeon them to death with near impunity.
1008* LargeAndInCharge: A krogan leader, and noticeably bigger than the other playable krogans.
1009* MightyGlacier: Like the Geth Juggernaut, his walking speed is significantly lower than any other character in multiplayer and lacks the ability to dodge or take cover, but he is able to sprint. That said, a good hit with his hammer will launch an enemy halfway across the map.
1010* NeverBringAGunToAKnifeFight: Builds vary between focusing on Biotic/Electric Hammer and tankiness versus melee damage, but a Warlord's sidearm is always his (shot)gun, usually maxed out for melee damage.
1011* NoSell: He is just as vulnerable to [[OneHitKill instant death moves]] as other characters ([[ImplacableMan aside from the Geth Juggernaut]]), but he is completely immune to getting grappled by Husks and Abominations.
1012* RegeneratingShieldStaticHealth: Subverted. Like the vorcha, his health will recover as well as his shields.
1013* ShockAndAwe: When specced with Electrical Hammer.
1014* TakeCover: Averted. He can't take cover, probably because he's so big.
1015* WeaksauceWeakness: Sync-kills. While every class except for his fellow MightyGlacier Geth Juggernaut are vulnerable to them, the fact that the Krogan Warlord is a melee-oriented class makes him especially vulnerable to them, and his slow speed means that he's basically screwed if a Phantom manages to sneak up on him.
1016[[/folder]]
1017
1018!!Enemies
1019
1020[[folder:Cerberus]]
1021
1022!!In general
1023
1024* ArtificialBrilliance: Out of all the factions, they are the best at demonstrating the game's tactical AI.
1025* EnemyChatter: Their troops frequently announce their actions and what's going on out loud, making it somewhat easy to tell what they're about to do.
1026* FacelessGoons: All of them wear face-concealing helmets.
1027* FragileSpeedster: Their troops are the most mobile out of all the factions, but many of them have no heavy armor, so they go down much faster.
1028* GlassCannon: Their troops aren't as resilient as the other factions (most don't have armor, making them vulnerable to biotics; even the Atlas mech (their boss-level enemies) goes down quickly, due to its large size and low speed), but they can put out a lot of damage.
1029* JackOfAllStats: Out of all the factions, they're good at both ranged and close-quarters combat.
1030* MookHorrorShow: They go from saying "Taking casualties" in a calm, professional manner to panicked terror later on as you mow through them.
1031
1032!!Assault Trooper
1033Armed with M-25 Hornet submachine guns, Assault troopers are the most basic of Cerberus troops.
1034
1035* FinishingMove: They can finish off downed players by stomping them.
1036* {{Mooks}}: The most basic of the Cerberus forces.
1037* StaticStunGun: If engaged in close quarters, they can use electric shock batons.
1038* ThrowDownTheBomblet: Can throw Frag Grenades to flush you out of cover.
1039* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1040
1041!!Nemesis
1042Cerberus snipers, equipped with M-13 Raptor sniper rifles and energy shields.
1043
1044* ArtificialBrilliance: As the Nemesis has no close-range attacks, players are inclined to fight them in close-quarters. However, they can team up with Phantoms to try and lure you into range of the latter's sword attacks and [[OneHitKill sync-kills]].
1045* ColdSniper: Cerberus snipers.
1046* CyberCyclops: Their helmet only has one eyehole.
1047* FragileSpeedster: They can move quite quickly, but can't take much damage, even with their shields.
1048* GameplayAndStorySegregation: They are equipped with Raptor sniper rifles. In the hands of the player, the Raptor is a fast-firing low-damage weapon. The Nemeses' Raptors, though, fire slowly and deal heavy damage, more like what one would expect of a traditional sniper rifle.
1049* GlassCannon: They don't attack often, and aren't very strong, but that sniper rifle can drain most classes' shields in one hit.
1050* LaserSight: Their rifles have laser sights, so you know they're taking a bead on you, and so you can spot them from a distance.
1051* LongRangeFighter: Lacking any melee or close-quarter attacks, they prefer to take cover and snipe you from a distance.
1052* TheUnintelligible: They speak in computerized female-sounding garble.
1053* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1054
1055!!Centurion
1056Cerberus officers, equipped with M-96 Mattock rifles, smoke grenades, and shields.
1057
1058* ArtificialBrilliance: They are programmed to use their smoke grenades for maximum effect, launching them into doorways or chokepoints to provide maximum coverage.
1059* FinishingMove: They can finish off downed players by stomping them.
1060* MookLieutenant: They are higher-ranking Cerberus soldiers.
1061* SmokeOut: They can toss smoke grenades to conceal their and their allies' positions.
1062* StaticStunGun: If engaged in close quarters, they can use electric shock batons.
1063* ThrowDownTheBomblet: Can throw Frag Grenades to flush you out of cover.
1064* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1065
1066!!Guardian
1067Cerberus troops armed with an M-358 Talon pistol and a riot shield.
1068
1069* AchillesHeel:
1070** It's possible to kill them from the front by shooting through the eye slot in the riot shield.
1071** Ballistic weapons with piercing mods can simply shoot through the shield to kill them, without even having to aim at the eye slot.
1072* AttackItsWeakPoint: The riot shield has an eye slot you can shoot through.
1073* DePower: If deprived of their riot shields, they act like regular assault troopers.
1074* KungFuProofMook:
1075** They present a major roadblock to power-based classes, since the vast majority of multiplayer characters don't have a power that can easily bypass their riot shields.
1076** They're immune to the over-the-cover grab attacks as long as they hold their riot shield.
1077* LuckilyMyShieldWillProtectMe: The riot shield blocks most shots and powers. Piercing mods/ammo or moves that pull the shield away are recommended, or just simply flanking them.
1078* MadeOfIndestructium: Their riot shields ''cannot'' be destroyed by anything. The best you can do is make them drop it. ''Or'' slap an armor-piercing mod on your gun and punch right through their shields.
1079* NoSell: With the exception of two specific biotic powers, hitting their riot shields with powers or weapons does absolutely nothing.
1080* ShieldBash: Will try and hit you with their riot shield if engaged in close combat.
1081* ShieldBearingMook: A Cerberus trooper equipped with a riot shield.
1082* ShotgunsAreJustBetter: Their M-358 Talons are shotgun ''pistols''.
1083* StaticStunGun: If engaged in close quarters after they've lost their riot shields, they can use electric shock batons.
1084* UnnecessaryCombatRoll: They can role to dodge your attacks, but only if they've lost their riot shields.
1085
1086!!Dragoon
1087Elite Cerberus soldiers equipped with heavy armor, M-25 Hornet submachine guns, and biotic whips.
1088
1089* EliteMooks: Tougher than the average Cerberus trooper.
1090* FinishingMove: They can finish off downed players by stomping them.
1091* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1092* ImmuneToFlinching: Unfortunately for players, when they pull out their whips or do their lunge attack, they're highly resistant to being stunned or knocked back.
1093* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers and they also can't be pulled for instant kills from behind cover.
1094* LeeroyJenkins: Unlike the other Cerberus forces, they don't bother with tactics, opting to bum-rush you while filling you with lead, until they can use their whips.
1095* LightningBruiser: They move really fast, deal damage quite quickly and can take quite a bit of damage before going down.
1096* SuperpoweredMooks: They are Cerberus troopers equipped with biotic abilities and powerful whips.
1097* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1098
1099!!Combat Engineer
1100A Cerberus support unit, equipped with an M-5 Phalanx pistol and energy shields. They can deploy turrets to assist their fellows, and can also repair Atlas mechs and turrets.
1101
1102* ArtificialBrilliance: They'll try to place their turrets in areas that provide a wide range of fire, or aimed at chokepoints.
1103* AttackItsWeakPoint: Shooting the backpack on their back causes it to explode, dealing heavy damage.
1104* CallingYourAttacks: They'll announce loudly when they're setting up their turrets.
1105* TheEngineer: As their names imply.
1106* GlassCannon: They aren't very tough, but ''don't'' let them set up their turrets.
1107* HoistByHisOwnPetard: You can shoot their turret while they're trying to set it up to blow it up and damage them. Players with Sabotage can also turn their turrets against them.
1108* MadeOfExplodium: Interrupt them while they attempt to set up their turrets, and the turret will explode in their face, dealing significant damage.
1109* MookMedic: They can repair Atlas mechs and turrets.
1110* ShootTheMedicFirst: Ideally, they should be taken out quickly so that they don't set up turrets or repair them and Atlas mechs.
1111* TheTurretMaster: Specialize in deploying turrets.
1112* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1113
1114!!Phantom
1115Elite Cerberus operatives equipped with biotic barriers, a palm-mounted blaster, and monomolecular blades.
1116
1117* AchillesHeel: Melee attacks. Phantoms can put up a barrier to NoSell most powers, and respond to weapon fire with acrobatic dodges that give them significant damage resistance, but have no particular defense to melee attacks, besides being very dangerous in melee themselves. Characters with strong melee abilies can usually handle Phantoms fairly easily.
1118* ArtificialStupidity: If you break their sword, they'll still try to approach into melee range, even though they can't use melee attacks anymore.
1119* BarrierWarrior: Can put up a shield to defend themselves if you try to use your powers against them.
1120* CloseRangeCombatant: They prefer to close in to sword range, using their palm blaster to cover their approach.
1121* GlassCannon: They actually have very low health for a boss-level enemy. Instead, they rely on evasion and special defensive abilities to stay alive, which works pretty well for them. Using techniques their defenses don't work on (such as melee attacks or powers that hit instantly with no travel time) will reveal how fragile they actually are.
1122* EliteMooks: They're the toughest of Cerberus's human-sized fighters.
1123* HandBlast: They use palm blasters to engage in ranged combat.
1124* HealingFactor: If left alone for a while, they can slowly regenerate health.
1125* ImpaledWithExtremePrejudice: How they sync-kill players.
1126* InvisibilityCloak: If you deplete their barriers, they'll turn invisible and try and find a place to hide to recharge.
1127* InstantDeathRadius: If they perform a melee attack, ''get away from them'', as they're primed for a sync kill after they use a regular melee attack.
1128* KungFuProofMook: Although unarmored, they are immune to over-the-cover grab attacks. They're also immune to being frozen by ice-based attacks, don't panic when set on fire and aren't paralyzed by Overload's Neural Shock evolution.
1129* LightningBruiser: They move really quickly, hits really hard and can take quite a bit of damage.
1130* NoSell: Targeting them with a power causes them to bring up a barrier that renders them immune to powers. In order to use powers against them, you must either use powers with no travel time, fire off your power while they're in the middle of an animation, or use a power while their barrier ability is still on cooldown.
1131* OneHitKill: They can instantly kill players by impaling them.
1132* SheFu: They use a lot of acrobatics to get around.
1133* SuperpoweredMook: They possess biotic barriers, and are extremely powerful for their size.
1134* UnnecessaryCombatRoll: They can cartwheel to dodge some of your powers.
1135* ViolationOfCommonSense: Getting in close doesn't seem like a good idea with Phantoms, but hitting them with heavy melee attacks is a very fast way to kill them.
1136* WreckedWeapon: Though it's really hard, you can break their sword by shooting it, rendering them unable to use melee attacks or sync-kill you.
1137
1138!!Atlas Mech
1139A heavy Cerberus mecha, equipped with heavy armor, energy shields, and arm-mounted cannons and rocket launchers.
1140
1141* ArmCannon: Their right arm mounts a heavy gun and missile launcher.
1142* AttackItsWeakPoint: When its shields are down, you can deal more damage by shooting it in the canopy, shoulders, groin, knees, or the exhaust port in the back.
1143* BossInMookClothing: They are the boss-level enemies of the Cerberus faction.
1144* FinishingMove: They can finish off downed players by slamming them.
1145* GiantMook: The largest and toughest of the Cerberus enemies.
1146* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1147* HomingProjectile: Their missile can home in on you if you move a bit.
1148* InstantDeathRadius: If they perform a melee attack, ''get away from them'', as they'll only sync kill after they use a regular melee attack.
1149* KungFuProofMook: Their armor and large size makes them immune to most telekinetic biotic moves and they also can't be pulled for instant kills from behind cover.
1150* MechaMooks: Unlike the Atlases you encounter in the main game, Atlases in multiplayer appear to be autonomous, as no pilot is visible behind that canopy, and they can't be hijacked.
1151* MightyGlacier: They move really slowly, but are quite tough, and can deal quite a bit of damage.
1152* MiniMecha: They are giant robots/powered armor suits, standing at least twice as tall as most characters.
1153* OneHitKill: They can instantly kill players by crushing them with their claws.
1154* SetAMookToKillAMook: Players with Sabotage can temporarily turn them against their fellows.
1155* SmokeOut: Can launch smoke grenades to conceal it and its allies' positions.
1156
1157[[/folder]]
1158[[folder:Reapers]]
1159
1160!!In general
1161
1162* HeavilyArmoredMook: They have the most troops packing armor out of all the multiplayer factions.
1163* MightyGlacier: Their troops have the most health and armor out of all the factions, with a somewhat high damage output, but most of them move really slowly.
1164* WasOnceAMan: All of them were sentient beings converted by the Reapers to do their bidding.
1165
1166!!Husk
1167Humanoid zombies commonly deployed by the Reapers.
1168
1169* TheGoomba: The most basic of the Reaper forces; they have no ranged attack whatsoever, no shields, low health and since they typically just bum rush you out in the open, chances are you'll have filled them with hot lead long before they even manage to get in range. If they do, however...
1170* HeavilyArmoredMook: Marauders can buff them with armor plating. Useless against powers, but can be vexing if your weapon doesn't have a piercing mod.
1171* PersonalSpaceInvader: They'll try and grab onto you, causing you to take damage and rendering you unable to act until they're knocked off.
1172* WasOnceAMan: They were once humans.
1173
1174!!Cannibal
1175Husks based on batarians combined with humans, with their right arms converted into cannons. They are capable of eating corpses to give themselves armor plating.
1176
1177* ArtificialStupidity: If there's a body on the ground, most Cannibals will stop whatever they're doing to run and go eat it, leaving them vulnerable to attack. Which can be exploited by letting every Cannibal in the vicinity rush to a nearby corpse then tossing a grenade into the mix.
1178* ArmCannon: Their right arm mounts a gun and grenade launcher.
1179* BodyHorror: They're made from batarians, with a human husk as the arm cannon.
1180* FinishingMove: They can finish off downed players by eating them.
1181* HealThyself: They regenerate their health once they eat a corpse and gain armor.
1182* HeavilyArmoredMook: Marauders can buff them with armor plating, or they can gain it from eating corpses.
1183* ImAHumanitarian: They can eat fallen enemies or allies to gain armored plating.
1184* {{Mooks}}: The weakest and most common of the Reaper forces, minus the regular Husks.
1185* ThrowDownTheBomblet: They can use their arm cannons to launch grenades.
1186* WasOnceAMan: Reaperfied batarians combined with humans.
1187
1188!!Marauder
1189Husks based on turians, equipped with energy shields and assault rifles. They can give Husks and Cannibals armored plating.
1190
1191* FinishingMove: They can finish off downed players by stomping them.
1192* MookLieutenant: They are higher-ranking Reaper soldiers who can buff their squadmates with armored plating.
1193* MookMedic: Enemies they buff with armor regain their full health.
1194* UnnecessaryCombatRoll: They can roll to dodge some of your powers. Ironically, regular turian characters ''can't'' roll.
1195* WasOnceAMan: Former turians.
1196
1197!!Brute
1198A large Reaper husk based on krogan, with a turian head grafted on, armored plating, and a giant claw for a right hand.
1199
1200* AttackItsWeakPoint: Shoot at its unarmored sections.
1201* BodyHorror: Krogan bodies with a turian head grafted on for better control, with implants to compensate for their incompatible body chemistry.
1202* TheBrute: [[ExactlyWhatItSaysOnTheTin As their name implies]].
1203* BullfightBoss: They primarily attack by charging at you.
1204* DidntNeedThoseAnyway: Their armor can be shot off to make them more vulnerable.
1205* GiantMook: They're much larger and wider than the other Reaper troops.
1206* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1207* InstantDeathRadius: If they perform a melee attack with their claw (not their charge), ''get away from them'', as they'll only sync kill after they use a regular melee attack.
1208* KungFuProofMook: Their armor and large size makes them immune to most telekinetic biotic moves, being frozen solid, or being paralyzed and they also can't be pulled for instant kills from behind cover.
1209* LastDitchMove: When killed, they will take one final swing, which can damage you.
1210* LuckilyMyShieldWillProtectMe: Their right arm is invulnerable to damage, and they'll attempt to protect their head and stomach with it while they approach.
1211* MightyGlacier: Tough, and their charges can do quite a bit of damage, but when not charging, they're pretty slow.
1212* OneHitKill: They can instantly kill players by picking them up and slamming them.
1213* WasOnceAMan: Reaperfied krogan with turian heads.
1214
1215!!Ravager
1216A Husk created from rachni with cannons grafted on, used as long-ranged fighters. They have egg sacs capable of spawning Swarmers, and when killed, leave behind a toxic acid puddle.
1217
1218* AttackItsWeakPoint: Shooting their pink egg sacs does a little more damage, but spawns Swarmers.
1219* BigCreepyCrawlies: Giant insect husks, based on the rachni you encountered in the first game.
1220* GlassCannon: Despite their armor, they still go down pretty quickly, particularly if you aim for their weak points. They compensate with their cannons' high damage.
1221* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1222* ImMelting: When they die, they melt into a toxic puddle, which damages you as long as you stand in it.
1223* KungFuProofMook: Their armor makes them immune to most secondary effects of powers, and they also can't be pulled for instant kills from behind cover.
1224* LaserSight: Their cannons give off blue lasers, so you know you're being targeted.
1225* LongRangeFighter: They prefer to stay at a distance, hitting you with their cannons.
1226* WeaponizedOffspring: The Swarmers spawned from their egg sacs.
1227
1228!!Banshee
1229Husks made from asari with latent or active Ardat-Yakshi genes. They possess powerful barriers and biotic abilities.
1230
1231* BarrierWarrior: Can sometimes summon a barrier to protect themselves if you try to use your powers against them.
1232* BossInMookClothing: They are the boss-level enemies of the Reaper faction.
1233* EnergyBall: Can use a powerful biotic attack that continually drains your health for a while if it hits.
1234* FullFrontalAssault: They are completely naked, and anatomically correct, for that matter.
1235* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1236* HellIsThatNoise: Their constant screeching can get ''really'' unnerving.
1237* HomingProjectile: Their biotic attack can home in on you.
1238* ImpaledWithExtremePrejudice: How they sync-kill players, with their arms.
1239* InstantDeathRadius: If they have that shimmering biotic field up around them, ''keep your distance''.
1240* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers, and they also can't be pulled for instant kills from behind cover.
1241* LightningBruiser: They move really quickly thanks to their teleportation ability, hits really hard and can take quite a bit of damage.
1242* OneHitKill: They can instantly kill players by picking them up and impaling them.
1243* SuperpoweredMook: They possess both biotic barriers and armor, in addition to being extremely resilient.
1244* TeleportSpam: Their preferred method of moving around.
1245* WasOnceAMan: Formerly asari with Ardat-Yakshi genes.
1246
1247[[/folder]]
1248[[folder:Geth]]
1249
1250!!In general
1251
1252* CycleOfHurting: Many of their attacks can stunlock you.
1253* LongRangeFighter: The geth prefer ranged attacks that deal heavy damage.
1254* MechaMooks: They're robots.
1255* OneHitKill: Averted. They are the only faction with no troops capable of sync-killing.
1256* SetAMookToKillAMook: Since all their troops are synthetic, they can be temporarily turned against each other with Sabotage.
1257
1258!!Geth Trooper
1259Common gray geth platforms, armed with a Geth Pulse Rifle.
1260
1261* FinishingMove: They can finish off downed players by stomping them.
1262* {{Mooks}}: The most basic of the Geth troops.
1263* UnnecessaryCombatRoll: They can roll or jump to the side to dodge your powers.
1264
1265!!Geth Rocket Trooper
1266White geth platforms, armed with a missile launcher and equipped with shields.
1267
1268* ArtificialBrilliance: They'll try and time their rocket launches at you when you come out of cover.
1269* DestructibleProjectiles: It's possible to shoot their rockets out of the air. Those rockets move fast, though, so good luck doing it on purpose.
1270* HomingProjectile: Their missiles can home in on you.
1271* {{Mooks}}: Slightly tougher than the standard geth troopers thanks to their shields, but still not very strong.
1272* UnnecessaryCombatRoll: They can roll or jump to the side to dodge your powers.
1273
1274!!Geth Hunter
1275Black-colored geth platforms, armed with a Geth Plasma Shotgun and equipped with energy shields and invisibility cloaks.
1276
1277* CloseRangeCombatant: Prefer to use their cloaks to close in on you before using their shotguns.
1278* InvisibilityCloak: They use one to mask their approach.
1279* ShortRangeShotgun: Averted. That shotgun hurts, even if you try to put some distance between you and the Hunter.
1280* ShotgunsAreJustBetter: They pack the powerful Geth Plasma Shotgun.
1281* StealthyMook: They approach you while invisible until you're in range for an attack.
1282* UnnecessaryCombatRoll: They can roll or jump to the side to dodge some of your powers.
1283* VisibleInvisibility: With their cloaks active, you can see them as a distorted outline if you look carefully.
1284
1285!!Geth Pyro
1286Yellow geth platforms equipped with a flamethrower.
1287
1288* ArtificialBrilliance: They'll intentionally take longer, more circuitous paths towards players in order to get as close as possible before players can see them.
1289* AttackItsWeakPoint: Other than their head, aim for their flamethrower tanks on their back. It's easier if you have a piercing weapon/mod or ammo.
1290* CloseRangeCombatant: They try and close in on you to use their flamethrowers.
1291* EliteMooks: Much tougher than the basic geth soldiers.
1292* FinishingMove: They can finish off downed players by stomping them.
1293* FireBreathingWeapon: Pack flamethrowers.
1294* FlamethrowerBackfire: If you manage to puncture their flamethrower tank, they'll explode after a short time, damaging anyone in their vicinity.
1295* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1296* HitboxDissonance: The reach of their flamethrower is much longer than the graphic suggests.
1297* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers, and as of Patch 4, they also can't be pulled for instant kills from behind cover.
1298* TheQuietOne: Unlike most other enemies, they don't make any kind of chatter or sound, making it easy for them to sneak up on you.
1299* UnnecessaryCombatRoll: They don't do it as often as the other geth, but they can jump to the side to avoid your powers.
1300
1301!!Geth Bomber
1302A small floating geth platform that tries to drop bombs on you.
1303
1304* BombardierMook: Their main purpose is to drop bombs on you to discourage camping.
1305* CloseRangeCombatant: They try and close in on you to bomb/shock you.
1306* GrenadeSpam: They can drop a ''lot'' of grenades at once.
1307* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1308* HitboxDissonance: As many players have noted, their hitbox is buggy, and sometimes powers and shots don't always hit them properly.
1309* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers, and they also can't be pulled for instant kills from behind cover.
1310* TheQuietOne: Unlike most other enemies, they don't make any kind of chatter or sound, making it easy for them to sneak up on you.
1311* StaticStunGun: At close range, and between bombing runs, they'll attack by shocking you.
1312* ThrowDownTheBomblet: They attack by dropping a string of grenades on you.
1313
1314!!Geth Prime
1315Large red geth platforms, designed as command-and-control units. They are armed with a pulse cannon, powerful shields, and can summon combat drones and turrets to defend themselves.
1316
1317* AttackDrone: Can summon a drone that shoots missiles, or a sentry turret.
1318* BossInMookClothing: They are the boss-level enemies of the Geth faction.
1319* DroneDeployer: Can summon turrets and drones.
1320* GiantMook: They stand much taller than the other Geth troops.
1321* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1322* HomingProjectile: Their pulse blasts home in on you.
1323* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers, and they also can't be pulled for instant kills from behind cover.
1324* LargeAndInCharge: They're the highest-ranked and toughest of the Geth forces, and are almost twice the height of the lower ranks.
1325* MightyGlacier: Very tough and very powerful, but they don't move that quickly.
1326* VerticalMechaFins: Possesses these, identifying it as a command and control unit. Oddly, the [[GoodCounterpart Geth Juggernaut Soldier]] lacks those, most likely so they won't be mistaken for Prime units by their allies in matches against the Geth.
1327
1328[[/folder]]
1329[[folder:Collectors]]
1330
1331!!In general
1332
1333* AdaptationalBadass: In ''Mass Effect 2'', only one trooper at a time could be possessed by Harbinger, and only the basic foot soldiers. In the multiplayer for ''Mass Effect 3,'' multiple Collector enemies can be possessed at once, and it can happen to Abominations, Scions, and Praetorians as well.
1334* DemonicPossession: Like in ''Mass Effect 2'', Harbinger can possess their units, giving them new abilities.
1335* JackOfAllStats: Compared to the other factions, they're good at both close quarters and ranged combat.
1336* SuperpoweredMooks: Any unit possessed by Harbinger gains new abilities and becomes harder to take down.
1337* VolcanicVeins: Possessed units gain these, letting you know they're now much tougher.
1338
1339!!Abomination
1340A Collector-made variant of the basic husk, except red, and capable of exploding when killed. When possessed, they explode with a much larger and more powerful explosion.
1341
1342* ActionBomb: They explode when killed with a non-headshot/decapitation kill.
1343* TheGoomba: The most basic of the Collector troops.
1344* OffWithHisHead: Headshots and/or melee attacks that decapitate them are an ideal way to take them out, since they don't explode when beheaded.
1345* PersonalSpaceInvader: Like the regular husks, they'll try and grab onto you.
1346
1347!!Collector Trooper
1348Collector soldiers armed with Collector [=SMGs=]. When possessed, it gains barriers and loses its ability to throw grenades, but can also create webs to ensnare players.
1349
1350* ArtificialBrilliance: They'll try to deploy their webs in doorways or chokepoints to limit your mobility, or in positions where it can provide cover for their allies.
1351* BladeBelowTheShoulder: They can use arm-mounted blades for melee combat.
1352* DeployableCover: Their webs are a variation of this, blocking your shots and slowing you down if you touch it.
1353* FinishingMove: They can finish off downed players by stomping them.
1354* {{Mooks}}: The most basic of the Collector troops.
1355* ThrowDownTheBomblet: Can throw Frag Grenades to flush you out of cover.
1356* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1357
1358!!Collector Captain
1359Higher-ranked Collector soldiers armed with Collector Assault Rifles and equipped with barriers. They can summon Seeker Swarms to temporarily nullify players' powers. When possessed, they gain the ability to summon Seeker Plagues, which deal much more damage, and have a larger blast radius than basic seeker swarms.
1360
1361* BossInMookClothing: These things get extremely dangerous when possessed.
1362* BeeBeeGun: The Seeker Swarms they command. The player characters have received the inoculation against the Swarms' paralysis that was developed in ''Mass Effect 2'', but they are still capable of disabling powers for a short time.
1363* BladeBelowTheShoulder: Like the regular Collector troopers, they possess arm-mounted blades for melee combat.
1364* EnemySummoner: Can summon Seeker Swarms (or if possessed, Seeker Plagues) to nullify players' powers.
1365* FinishingMove: They can finish off downed players by stomping them.
1366* MookLieutenant: Higher-ranking Collector soldiers.
1367* PowerNullifier: Seeker Swarms temporarily prevent you from using your powers.
1368* UnnecessaryCombatRoll: They can roll to dodge some of your powers.
1369
1370!!Scion
1371Giant husk constructs made up of multiple human husks, with an arm cannon. When possessed, they gain barriers, and the ability to shoot shots that break up into grenades.
1372
1373* ArmCannon: One made from a human husk for that matter.
1374* AttackItsWeakPoint: Shooting and destroying the sac on their back deals a bit more damage.
1375* BodyHorror: They are made up of multiple human husks.
1376* EliteMooks: Much tougher than the other Collector troops.
1377* GrenadeSpam: Possessed Scions can fire a shot that turns into several grenades.
1378* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1379* InstantDeathRadius: If they perform a melee attack, ''get away from them'', as they'll only sync kill after they use a regular melee attack.
1380* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers, and they also can't be pulled for instant kills from behind cover.
1381* MightyGlacier: They don't move fast, but those shots ''hurt''.
1382* OneHitKill: They can instantly kill players by knocking them over and slamming them.
1383* ThrowDownTheBomblet: When possessed, they can shoot multiple grenades at you
1384
1385!!Praetorian
1386A large biomechanical Collector construct, made up of multiple human husks housed in an insect-like shell. When possessed, their armor and barriers become stronger, and they gain the ability to shoot missiles.
1387
1388* AttackItsWeakPoint: Aim for the covered area with the husk heads directly below their eyes. Once you break off the armored plate protecting it, shooting it there will deal more damage.
1389* BarrierWarrior: When floating, they can summon a barrier to protect themselves if you try to use your powers against them.
1390* BossInMookClothing: They are the boss-level enemies of the Collector faction.
1391* ConcealmentEqualsCover: Averted. The Praetorian's eye lasers have a knack of hitting you if you're in soft cover[[note]]Simply standing behind cover rather than actually taking cover, with your back to the wall[[/note]], punishing players who like to abuse the right-hand rule. You have to actually ''be'' taking cover in order to avoid getting hit.
1392* DegradedBoss: They are encountered in much larger numbers than they were in ''Mass Effect 2'', where they were considered boss-level enemies. They're not as resilient as they were in the previous game, and they can't regenerate their barriers as fast anymore, but that ''doesn't'' mean they're any easier to fight.
1393* EyeBeams: Their primary method of attack. For some reason, they can sometimes shoot you even if you're standing ''behind'' the Praetorian.
1394* GiantEnemyCrab: They look like giant crustaceans.
1395* HeavilyArmoredMook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
1396* HomingProjectile: The missiles they launch when possessed.
1397* ImpaledWithExtremePrejudice: How they sync-kill players, with their blade legs.
1398* InstantDeathRadius: If they perform a melee attack, ''get away from them'', as they'll only sync kill after they use a regular melee attack.
1399* KungFuProofMook: Their armor makes them immune to the secondary effects of some powers, and they also can't be pulled for instant kills from behind cover.
1400* LightningBruiser: Despite their size, they move really quickly, hits really hard and can take quite a bit of damage.
1401* MacrossMissileMassacre: When possessed, they can fire off a large number of homing missiles.
1402* NoSell: Trying to hit them with a power while they're flying just causes them to bring up a barrier that renders them immune to powers. This barrier lasts a fixed period of time, even if they land shortly after bringing it up.
1403* OneHitKill: They can instantly kill players by picking them up and impaling them.
1404

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