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This page is for listing tropes associated with playable characters appearing in the multiplayer portion of Mass Effect 3, and the enemies you must fight.
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Playable Characters

    General 

Tropes Applying To All Characters

  • Action Girl: The female characters, of course. Debatable for asari, however, considering their "gender".
  • Badass Crew: When playing as a team of course.
  • Battle Cry: Most of the characters have one for their respective homeworld.
    • "For Earth!" - Human
    • "For Palaven!" - Turian
    • "For Thessia!" - Asari
    • "For Tuchanka!" - Krogan
    • "For Rannoch!" - Quarian
    • "For Irune!" - Volus
  • The Cameo: Several of the multiplayer characters appear on leave in the Citadel DLC.
  • Elites Are More Glamorous: 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.
  • Loads and Loads of Characters: Sixty characters in total with ability sets, rising to sixty-six when factoring in two genders for the six basic human characters.
  • Multinational Team: 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).
  • One-Man Army: 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.
    • Even while in a team, each player will inevitably rack up a significant killcount before the mission ends.
  • Ragtag Bunch of Misfits: Those that aren't professional soldiers.
  • Regenerating Shield, Static Health: Everyone save for the Vorcha and the Krogan Warlord, who have regenerating shields, regenerating health.
  • Suspiciously Similar Substitute: A large variety, showing for many of the characters in the series, playable and not. See the specific characters for more information.

Tropes Applying To Specific Races and Racial Subgroups

  • 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.
  • Ax-Crazy: The Vorcha. Also likely the Krogan in a different way.
  • Beehive Barrier: Volus can generate a shield in lieu of a heavy melee.
  • Blood Knight: Krogan and Vorcha. The former's Rage is an indication of their behavior, whereas the Bloodlust ability on the latter emphasizes theirs.
  • Boring, but Practical: The basic human characters. More limited in what they can do than the others, yet still easy to learn.
  • Buffy Speak: Due to their poor grasp of English, the vorcha don't call the enemies by their actual names, instead using simpler terms.
    Big Monster! (Brutes)
    Big Machine! (Geth Prime/Atlases)
  • Cast from Hit Points:
    • An asari, N7 biotic-based combatant's or Turian Cabal's dodge will drain their barrier.
    • A normal-sized geth's heavy melee drains its shields.
  • Crippling Overspecialization:
    • A 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 their total of both is higher than most.
  • Dual Wielding: Turians use dual omni-blades as the typical heavy melee.
  • Elemental Punch: Drell use a biotic variant as their heavy melee, as do Adept Humans.
  • The Faceless: 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.
  • Flaming Sword: 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.
  • Fragile Speedster: The Drell characters are all faster and more agile than others, but have extremely low barriers/shields.
  • Gender Is No Object: At first only humans allowed one to play as both sexes. Eventually the quarians and turians added members of the opposite sex.
  • Glass Cannon: The Drell universally have high-damage abilities and combo potential, but have extremely low barriers/shields.
  • Heel–Face Turn: 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.
  • Healing Factor: Vorcha can regenerate health passively.
  • Improbable Aiming Skills: Turian characters can get a bonus to weapon stability, making them much more accurate with their weapons.
  • Invisibility Cloak: Volus can turn invisible in lieu of a light melee, though it doesn't last as long as the Infiltrator's cloak.
  • Jetpack: Turians of the 26th Armiger Legion (Havoc, Ghost, Saboteur) have them.
  • Laughing Mad: Krogan will laugh maniacally when they activate Rage.
  • Large Ham: Some characters from any race can fall into this, but every one of the krogan and vorcha fits.
  • McNinja: Drell are very quick and use martial arts in their fighting styles, hinting at a form of this.
  • The Medic: Volus characters have an ability called Shield Boost that lets them recharge the shields of their allies and themselves.
  • Mistreatment-Induced Betrayal: Realizing that The Illusive Man was going to have them Indoctrinated, the Cerberus Phoenix members joined the Alliance.
  • No-Holds-Barred Beatdown: 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.
  • Off with His Head!: 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.
  • Only in It for the Money: Volus' battle quotes seem to indicate this.
  • Phlebotinum Rebel: The Project Phoenix troops, as defectors from Cerberus. Also, in an involuntary way, the Awakened Collectors.
  • Pistol-Whipping: Batarians have a unique melee combo with rifles where they grab the gun by the barrel and use it as a club.
  • Power Fist: The Batarian heavy melee "enforcement gauntlets" - the most powerful heavy melee attack. Now with a piece of gear, other characters can use it too.
  • Punched Across the Room: Krogan and Batarians have heavy melee attacks that knock infantry troops far back.
  • Purely Aesthetic Gender: Basic human characters comes in both sexes, although there's no gameplay differences between them.
  • Quit Your Whining: Said almost word for word by any krogan character when reviving a downed ally.
  • Roundhouse Kick: Included in one of a drell's light melee combo. Also used by the Alliance Infiltration Unit.
  • Set Bonus: 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.
  • Shock and Awe: Geth heavy melee will electrocute enemies continuously when active.
  • Shotguns Are Just Better: 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.
  • Squishy Wizard: 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 of a human.
  • Spy Catsuit: All asari bar justicars.
  • Take Cover!: Averted with the volus, Geth Juggernauts and Krogan Warlords but available on others.
  • Unnecessary Combat Roll: 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.
  • Use Your Head: Krogan like to headbash their enemies as their standard melee.
  • Wolverine Claws: The Vorcha use omniblade versions of these in their "Vorcha Pounce", and the Turian Cabal has poisoned ones.
  • X-Ray Vision: 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.
    • The geth-manufactured Javelin Sniper Rifle 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 Set Bonus when using it.
  • Walking Armory: Batarians get a bonus to ammo capacity as part of their racial bonus.
  • Your Head A-Splode: The result if a batarian's heavy melee kills a non-Boss in Mook Clothing.

     The Soldiers 

General Soldiers

Soldiers are renowned for their impressive fire support, flexibility, and speed.

  • Boring, but Practical: Their basic strategy boils down to shooting everything up and tanking damage. Doesn't stop them from being effective, though.
  • The Gunslinger: Compared to the other classes, they're a lot more versatile when it comes to using weapons.

Human Soldier

Alliance 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.
  • Blown Across the Room: Concussive Shot versus unshielded and unarmored enemies.
  • Boring, but Practical: 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.
  • Homing Projectile: Concussive Shot can home in a little.
  • Super Reflexes: 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.
  • Throw Down the Bomblet: One of their abilities is to toss Frag Grenades.

Battlefield 3 Soldier

Alliance 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.
  • Boring, but Practical: As noted in the description they are basically a copy of the standard Human Soldier, but with Carnage instead of Concussive Shot.
  • Combination Attack: By following up Carnage with a Frag Grenade quickly enough, they can create their own fire explosions.
  • Homing Projectile: Carnage can home in a little.
  • Ludicrous Gibs: Carnage tends to do this if it's the killing blow. It makes it useful for denying Cannibals anything to feed on.
  • Super Reflexes: 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.
  • Suspiciously Similar Substitute: Quite similar to James Vega in terms of abilities, especially when using incendiary ammo and assault rifles, and wears the same armor (N7 Defender).
  • Throw Down the Bomblet: Can use Frag Grenades.

Turian Soldier

Turians 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.
  • Blown Across the Room: Concussive Shot versus unshielded and unarmored enemies.
  • Damage-Increasing Debuff: Proximity Mine can be specced to temporarily increase the damage targets take.
  • Homing Projectile: Concussive Shot can home in a little.
  • Improbable Aiming Skills: 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.
  • Land Mine Goes "Click!": Averted with Proximity Mine.
  • More Dakka: 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.
  • Suspiciously Similar Substitute: Of Garrus, with Overload swapped out for Marksman. The parallel is stronger when using assault rifles and armor piercing ammo.
  • Trap Master: Proximity Mine.

Krogan Soldier

Armored 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.
  • The Berserker: 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.
  • Boisterous Bruiser: He's one of the loudest and most cheerful of all the Soldier classes, laughing with glee as he punches enemies and goes berserk.
  • Combination Attack: You can combo Inferno Grenade and Carnage for a fire explosion, dealing massive damage to armor.
  • Homing Projectile: Carnage can slightly track its target.
  • Kill It with Fire: Inferno Grenade and Carnage.
  • Ludicrous Gibs: Carnage tends to do this if it's the killing blow. It makes it useful for denying Cannibals anything to feed on.
  • Lightning Bruiser: 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).
  • Megaton Punch: 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.
  • Punched Across the Room: Their melee attacks can send unprotected enemies flying pretty far.
  • Suspiciously Similar Substitute: Of Grunt (with Wrex's head).

Batarian Soldier

Batarians 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.

Vorcha Soldier

A 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.

N7 Destroyer Soldier

The 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.
  • The Big Guy: Of the N7 ensemble's Five-Man Band.
  • Boring, but Practical: 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.
  • Calling Your Attacks: When DEPLOYING DEVASTATOR MODE and MISSILE SYSTEMS ENGAGED!!!
  • Cast from Hit Points: Hawk Missile Launcher lowers his maximum shielding.
  • Guttural Growler: DEVASTATOR MODE ENGAGE!!!
  • Homing Projectile: Hawk Missile Launcher can track targets.
  • Immune to Flinching: While in Devastator Mode.
  • Infinity +1 Sword: 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.
  • Large Ham: When DEPLOYING DEVASTATOR MODE!!!
  • Macross Missile Massacre: 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.
  • Mighty Glacier: While using Devastator Mode, they take a penalty to movement speed and are unable to dodge. It also makes them immune to staggering.
  • More Dakka: Devastator Mode increases weapon damage, firing rate, and magazine size.
  • Palette Swap: For the main campaign's Terminus Armor-equipped player character.
  • Powered Armor: The T5-V Battlesuit.
  • Retractable Weapon: The Destroyer's light melee involves a switchblade-like unfolding effect.
  • Roboteching: Hawk Missile Launcher's missiles.
  • Sergeant Rock: "ON YER FEET, N7!"
  • Shockwave Stomp: His heavy melee.
  • Shoulder Cannon: 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.
  • Throw Down the Bomblet: Multi-Frag Grenade can launch multiple frag grenades at once.
  • Unnecessary Combat Roll: Played straight and subverted. Normally a Destroyer can dodge, but while using Devastator Mode they lose the ability.

Turian Havoc Soldier

Havoc 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.
  • Foe-Tossing Charge: Havoc Strike allows the Havoc Soldier to jet across the map in under a second in order to deliver a powerful melee attack.
  • Ground Pound: For a heavy melee, he jumps in the air and drives an omni-blade into the ground inflicting area of effect damage.
  • Heal Thyself: The Stimulant Pack, which instantly regenerates shields and provides a damage bonus at the expense of a grenade charge.
  • Homing Projectile: Cryo Blast can arc in mid-air.
  • Jet Pack: Like all Armiger units, although the Havoc is the only one that uses it for direct offense.
  • Suspiciously Similar Substitute: 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.

Geth Trooper Soldier

The 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.
  • Arm Cannon: An arm mounted flamethrower.
  • Barrier Warrior: Packing Fortification, to compensate for its low health.
  • Fire-Breathing Weapon: Did we mention the arm-mounted flamethrower?
  • Glass Cannon: If Fortification is not evolved for maximum protection, a shield-less Geth is a dead Geth.
  • Good Counterpart: To the Geth Pyro. Both receive reduced damage thanks to Fortification and both carry flamethrowers.
  • Lightning Bruiser: 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 Juggernaut, he can run.
  • Videogame Flamethrowers Suck: 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.

Quarian Marksman Soldier

The Quarian Marksman is a pugnacious tactician that, after assessing the situation, will just as soon blister the field with explosives as pick off enemies from a distance. Included as part of the Retaliation DLC.
  • Boom, Headshot!: Due to various buffs from their skills, they can have the highest bonus to headshot damage of all the classes.
  • Damage-Increasing Debuff: Tactical Scan's primary effect.
  • Enemy Scan: Tactical Scan highlights an enemy's location through walls, and can increase damage dealt to them and slow them down.
  • Improbable Aiming Skills: Marksmen can increase their accuracy.
  • More Dakka: Marksman's secondary effect increases firerate.
  • Notice This: 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.
  • See the Invisible: Tactical Scan's second property.
  • Set a Mook to Kill a Mook: Sabotage.
  • Suspiciously Similar Substitute: Of Kal'Reegar.

Geth Juggernaut Soldier

The 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.
  • Agony Beam: Their heavy melee. It effectively performs a Neck Lift on any unarmored enemy, rendering them completely immobile and helpless until they die or the attack ends.
  • Armor-Piercing Attack: Geth Turret can be specced to deal increased damage to armor.
  • Barrier Warrior: 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.
  • Call-Back: Juggernauts and Hex Shields have not been seen since Mass Effect.
  • Combat Medic: Regardless of specialization, the Geth Turret restores shields to nearby allies.
  • Deployable Cover: Hex Shield.
  • Drone Deployer: Via the Geth Turret.
  • Fire-Breathing Weapon: Geth Turret can be specced to include a flamethrower.
  • Good Counterpart: Ostensibly of the Geth Prime, depending on the setup. Juggernauts don't get the Combat Drone, but they do have the Turret.
  • Homing Projectile: Siege Pulse will arc in mid-air to hit a target.
  • Immune to Flinching: Has the highest native stun resistance in the game.
  • Implacable Man: They cannot Take Cover!, are immune to instant kills (a property not shared with any other class), recharge their Deflector Shields by closing to melee range, and are the most Mighty and Glacial of the Mighty Glaciers. They fit this by default.
  • The Juggernaut: Played right, the Geth Juggernaut really will live up to its namesake.
  • Large and in Charge: 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.
    • They can also give a buff to all allies in their vicinity, like Primes in Mass Effect.
  • Life Drain: Their heavy melee will drain enemy shields/barriers/armor/health (so, everything) in order to restore the Juggernaut's barriers. 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.
  • Luckily, My Shield Will Protect Me: While they cannot tuck up behind a wall, they can create a mass effect Hex Shield which can block damage. This is large enough for them to position themselves behind.
  • Mighty Glacier: 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.
  • Neck Lift: Their heavy melee lifts and electrocutes enemies, immobilising humanoids (including Phantoms). Players refer to this as the Force Choke.
  • No-Sell: They are the only multiplayer class immune to sync-kills (i.e. One-Hit KO). Not that they even could dodge them if they tried.
  • Shock and Awe: Hex Shield can be electrified.
  • Status Buff: Squad Command, one of the final evolutions of their Hardened Platform passive, gives all squadmates near the Jug a damage boost. Sadly, it doesn't affect the Juggernaut himself.
  • Stone Wall: 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.
  • Take Cover!: Averted. They cannot take cover. Understandable, since their size would make most cover impractical.
  • The Turret Master: The Geth Turret.
  • Unnecessary Combat Roll: Averted.
  • Vertical Mecha Fins: Averted. Despite being a command unit the Juggernaut does not sport any.
  • Walking Armory: Their class power grants them extra ammo capacity.

     The Adepts 

General Adepts

Specializing 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.
  • Combination Attack: 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.
  • Full-Contact Magic: Via biotics.
  • Gravity Master: Many of the skills of an Adept dip into this.
  • Mind over Matter: Many others dip into this instead.
  • Squishy Wizard: 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.

Human Adept

Human 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.
  • Boring, but Practical: 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.
  • Combination Attack: 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.
  • Damage-Increasing Debuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
  • Damage Over Time: Warp continues to damage enemies for a short time after it hits.
  • Energy Ball: Warp.
  • Homing Projectile: Singularity and Warp can curve to hit targets.
  • Power Palms: Their heavy melee forces out a powerful blast of biotic energy from the hands.
  • Take Cover!: Subverted. Shockwave goes through cover, so it can hit bunkered down enemies, or through walls when you're on the back foot.
  • Took a Level in Badass: 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.
  • Unrealistic Black Hole: Singularity creates a miniature black hole that... dangles enemies.

Drell Adept

Though drell may lack the rugged durability of other races, they are lightning fast and deadly accurate. Drell are to be feared on the battlefield.
  • Barrier Warrior: Can use Reave to increase his own damage resistance.
  • Combination Attack: Can create their own biotic explosions with Pull or Reave, followed by a cluster grenade.
  • The Computer Is a Lying Bastard: 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.
  • Fragile Speedster: As usual for the Drell, he has the highest running speed but absolutely pathetic shielding.
  • Glass Cannon: 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 Fragile Speedster.
  • Homing Projectile: Pull can arc towards targets.
  • Lightning Bruiser: If you evolve Reave for defense, your Drell can become this - except against Geth whose life force cannot be drained.
  • Mind over Matter: Has access to Pull.
  • Recursive Ammo: Cluster Grenades.

Asari Adept

Asari 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.

Asari Justicar Adept

Asari 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.
  • Barrier Warrior: Biotic Sphere can protect her and her squadmates, while Reave reduces the damage she takes.
  • Beehive Barrier: Biotic Sphere.
  • Combination Attack: 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.
  • Damage Over Time: 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.
  • Gradual Grinder: Reave damages enemies over time, and with her class bonus to power duration, it can damage enemies for a long time.
  • Homing Projectile: Pull can arc towards targets.
  • Mechanically Unusual Class: Unlike the other asari classes, instead of getting a power damage bonus for her class ability, she gets a power duration bonus instead.
  • Mind over Matter: Can use Pull.
  • Non-Standard Character Design: Is unique among the asari in that she wears armor instead of a Spy Catsuit.
  • Sphere of Destruction: Biotic Sphere is something of this, damaging enemies in it and being susceptible to set up biotic explosions.
  • Super Toughness: Among the asari, since she possesses two powers that lower damage taken (Biotic Sphere and Reave). Shares the title with the Valkyrie.
  • Suspiciously Similar Substitute: 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 Collector Base.

Project Phoenix (Ex-Cerberus) Adept

Phoenix 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.
  • Armor-Piercing Attack: Lash can be specced to be able to pull unarmored enemies, even if their shields/barriers are still up.
  • Combination Attack: Can create their own biotic explosions with Singularity, followed by Lash or Smash.
  • Defector from Decadence: Left Cerberus to join the Alliance after realizing the organization's methods were becoming too extreme.
  • Difficult, but Awesome: Smash has a long animation and extremely short range, but can deal some serious damage.
  • Good Counterpart: To the Dragoons.
  • Homing Projectile: Singularity and Lash can curve to hit targets.
  • Lag Cancel: 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.
  • Static Stun Gun: They use an electroshock baton for their light melee.
  • Still Wearing the Old Colors: He's still wearing his Dragoon Armor, with the Cerberus symbols. Justified as his biotic whips appear to be built into it.
  • Take Cover!: Smash gets around enemies who do this.
  • Unrealistic Black Hole: Singularity creates a miniature black hole that... dangles enemies.
  • Whip It Good: Their skills rely on biotic whips.

N7 Fury Adept

Fury 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.
  • Battle Aura: Weaponized with Annihilation Field.
  • Close-Range Combatant: Annihilation Field encourages you to get up close and personal with any enemies.
  • Combination Attack: Dark Channel or Annihilation Field followed by Throw will create a biotic explosion. She's built for them.
  • Cool Mask: And extremely creepy.
  • Damage Over Time: Dark Channel damages enemies over time for a while, and spreads to another nearby enemy when the target dies.
  • Dark Is Not Evil: Could be seen as a rare heroic example of the dark chick in the N7 ensemble. Her character model is sinister looking, her signature power is basically a portable kryll swarm, and she seethes with dark energy. The Fury is still, however, an elite protector of Earth.
  • Full-Contact Magic: 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 - if they are still alive.
  • Glass Cannon: 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.
  • Gradual Grinder: Two of their three powers revolve around damage over time. Get close enough to inflict both Annihilation Field and Dark Channel at the same time and the grind becomes a lot less gradual.
  • Homing Projectile: Throw can turn slightly to hit targets.
  • In the Hood: Much like Kasumi's. Made extra creepy by the flat, featureless mask with large glowing lenses for eyes.
  • One Steve Limit: Averted in French, since the Banshees share their name ("Furie").
  • Power Glows: As befitting a biotic, but Annihilation Field surrounds her with a strange, spidery glowing aura.
  • Spy Catsuit: Again, like Kasumi. Though her moveset does seem to be primarily acrobatic, so it is at least somewhat practical.
  • Suspiciously Similar Substitute: She appears to be Kasumi with biotic powers.
  • Teleport Spam: 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.
  • Thanatos Gambit: 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.

Krogan Shaman Adept

Armored 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.
  • Barrier Warrior: Downplayed, but they do have the Barrier skill on top of being... well, Krogan.
  • Combination Attack: Can create their own biotic explosions with Warp followed by Shockwave.
  • Damage-Increasing Debuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
  • Damage Over Time: Warp continues to damage enemies for a short time after it hits.
  • Energy Ball: Warp.
  • The Faceless: The armor does not show a face.
  • Homing Projectile: Warp can arc to hit targets.
  • Squishy Wizard: Notable for 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.
  • Take Cover!: Shockwave counters enemies who do this.

Batarian Slasher Adept

Batarians 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.

Volus Adept

Volus 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.
  • Ascended Meme: Of Niftu Cal, the "Biotic God" from 2.
  • Combat Medic: Shield Boost can restore their own shields, as well as the shields of anyone near them.
  • Energy Ball: The "Biotic Orbs" of Volus characters.
  • Heal Thyself: They can use Shield Boost to restore their own shields.
  • Homing Projectile: Biotic Orbs can turn mid-air to hit enemies.
  • The Paralyzer: The "Stasis" skill freezes unarmored opponents in place.

Awakened Collector Adept

When 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.

Protheans 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.
  • The Atoner: 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 Roaring Rampage of Revenge.
  • Blade Below the Shoulder: Gets the third kind when they grab an enemy behind cover.
  • Brainwashed and Crazy: Zigzagged but ultimately 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.
  • Combination Attack: Dark Sphere or Dark Channel can be followed up with Seeker Swarm for a biotic explosion.
  • Damage Over Time: 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.
  • Deprogramming: Performed (unintentionally) by the Leviathans.
  • Energy Ball: Dark Sphere.
  • Game-Breaking Bug: 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.
  • Gameplay and Story Segregation: The fact that the Awakened Collectors are supposed to be the only Collectors left at all doesn't stop a player from using one in a match against Collectors.
  • Good Wings, Evil Wings: Insectoid wings to be exact.
  • Glowing Eyes: 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, unless they're made black.
  • Gradual Grinder: Dark Channel. Dark Sphere also has elements of this.
  • Heel–Face Brainwashing: Double Subverted. 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.
  • Heel–Face Turn: The Collectors used to be mooks for the Reapers; the only ones left gladly turned on their former masters.
  • Heroic R.R.O.D.: Ascension Mode. Increases recharge rates and damage dealt, but also increases damage taken.
  • Hoist by His Own Petard: As Husks fighting their assimilators.
  • Homing Projectile: Seeker Swarm will track its targets.
  • Mechanically Unusual Class: Adepts are generally 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 Set Bonus weapon trait will play much more like a Soldier than a dedicated caster.
  • No Mouth: Like all Collectors, giving it The Voiceless trait.
  • Orbiting Particle Shield: Seeker Swarm can be specced to reduce the damage you take.
  • Painfully Slow Projectile: Dark Sphere.
  • Roaring Rampage of Revenge: All of them have taken on the aspect of vengeance.
  • Set Bonus: They deal extra damage with Collector or Prothean weapons.
  • Suspiciously Similar Substitute: Of Javik.
  • The Swarm: Can summon a Seeker Swarm.
  • Trap Master: 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.
  • Villain Override: Inverted, sort of, and then averted. The Leviathans tried to Enthrall them from the Reapers, but the end result was Deprogramming. Well, most of them died.

     The Engineers 

General Engineers

A support specialist focusing on setting up ambushes and providing support fire, the Engineer can also destroy enemy tech.

Human Engineer

Human 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.
  • Action Bomb: Combat Drone can be specced to explode upon being destroyed.
  • Attack Drone: Combat Drone.
  • Chain Lightning: Overload can be specialized as "Chain Overload". Also played straight as one of the specializations for Combat Drone.
  • Combination Attack: 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.)
  • Drone Deployer: Combat Drone's short cooldown allows it to be summoned really quickly.
  • Homing Projectile: Incinerate can arc in mid-air.
  • Kill It with Fire: Incinerate
  • Shock and Awe: Overload.
  • Space Marine: Is identical in appearance to the Alliance Marines seen in single player mode.

Salarian Engineer

Salarian 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.

Quarian Female Engineer

Quarian 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.

Geth Engineer

Geth engineers are elite support specialists. Unique perception systems give Geth an unsurpassed understanding of the battlefield. Included as part of the Resurgence DLC.

Quarian Male Engineer

Quarian 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.
  • Combination Attack: Arc Grenade followed by Incinerate creates a tech burst, while Incinerate followed by Arc Grenade creates a fire explosion.
  • EMP: Arc Grenade.
  • Enemy Scan: The Tactical Scan.
  • Homing Projectile: Incinerate can arc in mid-air.
  • Kill It with Fire: Incinerate.
  • Non-Indicative Name: 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.
  • Notice This: 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.
  • Shock and Awe: Arc Grenade stuns and shocks its targets.
  • Trick Bomb: Arc Grenade, which creates an electrical explosion that can drain shields.

N7 Demolisher Engineer

The 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.
  • Combat Medic: Supply Pylon increases max shields and also restores some shielding when a player gets in range.
  • Combination Attack: Arc Grenade followed by Homing Grenade creates a tech burst.
  • EMP: Arc Grenade.
  • Good Counterpart: Loosely based on the Cerberus Engineer, except with an Alliance helmet and female body.
  • Grenade Launcher: 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.
  • Grenade Spam: Two of the Demolisher's abilities are grenade abilities. The third? The ability to (among other things) generate grenades. Amusingly, the Grenade Spam of the enemies in Mass Effect 3's multiplayer mode prompted the creation of the Grenade Spam page—and now the grenade is on the other belt...
  • Homing Projectile: Homing Grenade.
  • Mechanically Unusual Class: Unlike the other classes, her class bonus can increase her grenade capacity.
  • Mobile Factory: 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.
  • Non-Indicative Name: 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.
  • Palette Swap: Of FemShep wearing Cerberus Ajax Armor.
  • Punched Across the Room: 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 sends humanoid-sized foes reeling and knocking them off their feet.
  • Recursive Ammo: Homing Grenade can be specced to split into two grenades, each targeting separate enemies, at the cost of damage.
  • Shock and Awe: Arc Grenade.
  • Stone Wall: 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 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 Rifles and Light Machine Guns.
  • Status Buff: Supply Pylon increases max shields and can be evolved into also boosting either power or weapon damage.
  • Stuff Blowing Up: 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.
  • Throw Down the Bomblet: Built around the use of grenades, and uses the Arc Grenade and Homing Grenade.
  • Trick Bomb: Their Arc Grenade and Homing Grenade.

Turian Saboteur Engineer

Turians 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.
  • Armor-Piercing Attack: Sentry Turret can be specced to have Armor Piercing ammo.
  • Drone Deployer: Via the Sentry Turret.
  • Fire-Breathing Weapon: Sentry Turret can be specced with a flamethrower.
  • Fire/Ice/Lightning: Sentry Turret can be specced with Cryo Ammo, a flamethrower, and a shock attack.
  • Homing Projectile: Their Homing Grenade.
  • Non-Indicative Name: 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.
  • Recursive Ammo: Homing Grenade can be specced to split into two grenades, each targeting separate enemies, at the cost of damage.
  • Set a Mook to Kill a Mook: Sabotage.
  • The Turret Master: Sentry Turret.

Vorcha Hunter Engineer

A 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.
  • Homing Projectile: Incinerate can arc in mid-air.
  • Inescapable Net: The Submission Net is an electrified variant.
  • Kill It with Fire: Incinerate.
  • Non-Indicative Name: 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.
  • Trap Master: 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.

Volus Engineer

Volus 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.
  • Beware the Silly Ones: Money obsessed, 4-foot-tall mole people. With guns and explosives.
  • Combat Medic: Their Shield Boost power can be spammed rapidly to keep nearby friendly shields topped off, including the Volus Engineer's own.
  • Damage-Increasing Debuff: Recon and Proximity Mine can be specced to increase the damage enemies in its vicinity take.
  • Enemy-Detecting Radar: Recon Mine highlights all enemies within its radius, allowing you to see them through walls.
  • Heal Thyself: Can use Shield Boost to restore their own shields.
  • Land Mine Goes "Click!": Averted with the Proximity Mine and Recon Mine.
  • Lethal Joke Character: Crap health and mediocre shields, but their buffs and powers make them some of the best support guys.
  • Notice This: 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.
  • Trap Master: Proximity Mine and Recon Mine.

Talon Mercenary Engineer

Talon 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.

Talon 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.
  • Abnormal Ammo: Their special Omni-Bow arrows use grenades.
  • Automatic Crossbows: The Omni-Bow.
  • Difficult, but Awesome: Intended to be strong character, but is so unorthodox in his utility that the devs eventually had to release tips on how to properly use him.
    • 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.
    • 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.
  • Enemy Mine: Their presence in the Alliance is considered a "necessary evil" to fight the Reapers.
  • Exotic Weapon Supremacy: 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.
  • Gameplay and Story Segregation: 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 bayonet on his gun somehow making his arrows hit harder.
  • Glass Cannon: 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.
  • Godzilla Threshold: Normally, the Alliance wouldn't hire known criminals, but with the war becoming desperate, they need the Talons' skills.
  • Hired Guns: They're shady mercenaries hired by the Alliance to fight the Reapers.
  • Homing Projectile: 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.
  • Human Pincushion: 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.
  • Land Mine Goes "Click!": Averted with the Cain Trip Mine.
  • Laser Hallway: A bunch of Cain Trip Mines clustered in an opening will resemble one, though in reality it is a Death Course set up for tough enemies to walk right into.
  • Ludicrous Gibs: The fate of any organic which is standing in front of a Cain Trip Mine. Seeing an environment filled with bloody chunks can be quite satisfying.
  • Mechanically Unusual Class: Unlike all other classes, the Talon Mercenary Engineer can passively regenerate his grenade supply (at a rate determined by his weapon weight capacity).
  • Multishot: He always fires multiple arrows at once from his Omni-Bow (justified as it not being a real "bow".) Firing "Light" will fire the arrows in a Spread Shot formation, whereas "Heavy" shots home in on a target.
  • Non-Indicative Name: Despite being an Engineer, his powers and abilities are more offense-oriented than the other, support-oriented engineers, instead playing more like a Soldier.
  • One Steve Limit: Averted, twice even:
    • 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.
    • The Cain Trip Mine should not be confused with the M-920 Cain, a man-portable heavy weapon affectionately known as the "Nuke Launcher". Though the Cain Trip Mines do produce a big blast, it is not nearly so big as that produced by the M-920 Cain.
  • Spread Shot: Their light melee fires several omni-bow projectiles in a wide horizontal arc in front of them.
  • The Straight and Arrow Path: In a galaxy where guns and mass accelerators rule, the Talon Mercenary relies on his Omni-Bow.
  • Suspiciously Similar Substitute: Of Zaeed to a certain degree. He wears the same kind of armor, at any rate.
  • Trap Master: With the Cain Trip Mine.
  • Trick Arrow: Armor-Piercing Attack and Concussive varieties. The latter can also get electrified or ice characteristics.
  • Trick Bomb: The Cain Trip Mine is a repurposed grenade. So are the arrows.

     The Infiltrators 

General Infiltrators

While focusing on taking out enemies from afar without detection, Infiltrators also specialize in flanking and misdirection, serving to disorient the opponent.

Human Infiltrator

Human 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.

Quarian Female Infiltrator

Quarian infiltrators are elite support specialists with a talent for setting up ambushes. Their technical wizardry makes them crucial contributors on the battlefield.
  • Crippling Overspecialization: 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.
    • 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.
  • Elite Tweak: 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.
  • Set a Mook to Kill a Mook: Sabotage lets you do with with synthetic enemies (mainly geth, but also Turrets and Atlases)
  • Sticky Bomb: Sticky Grenade.

Salarian Infiltrator

Salarian infiltrators specialize in long-range suppression, flanking, and stealth-based combat. These agile combatants are deadly and difficult to detect on the battlefield.

Geth Hunter Infiltrator

Geth 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.
  • Damage-Increasing Debuff: Proximity Mine can be specced to temporarily increase the damage targets take.
  • Good Counterpart: To the Geth Hunter (particularly while using a Geth Plasma Shotgun)
  • Glass Cannon: 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.
  • Land Mine Goes "Click!": Averted by the Proximity Mine.
  • Trap Master: Proximity Mine.
  • Suspiciously Similar Substitute: To Legion, if you use sniper rifles instead of shotguns. Bonus points if you use the M-98 Widow.

Quarian Male Infiltrator

Quarian 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.

N7 Shadow Infiltrator

Shadow 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.
  • Back Stab: Shadow Strike is essentially this.
  • Charged Attack: Some of their most commonly used abilities, like Electric Slash and their 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 Tactical Cloak can mitigate this, so long as the enemy hasn't spotted you before you cloaked. In that case, Artificial Brilliance kicks in and yep—you're dead because the mooks blind-fired at you.
  • Close-Range Combatant: She's a melee-oriented class.
  • Diagonal Cut: What the N7 Shadow does with Shadow Strike.
  • Death-or-Glory Attack: 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.
  • Flaming Sword: The blade when upgraded to do extra damage versus armor.
  • Fragile Speedster: She runs faster than most other characters and has an incredible dodge ability, but can take little damage.
  • Glass Cannon: 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 Kills, and evading like crazy if the target survives.
  • Good Counterpart: To the Cerberus Phantom. Her armor is essentially the same armor Phantoms wear, with a different helmet.
  • Heroes Prefer Swords: 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 Hot Blade sheathed on her back. Amusingly, she gets great mechanical benefit from melee damage Weapon Mods, despite never actually striking with the modified gun.
  • Hit-and-Run Tactics: The best use of the class is as an assassin, sneaking around while cloaked and opportunistically picking off troublesome characters like Phantoms and Dragoons.
  • Ninja: She carries a Katana, uses Tactical Cloak to become invisible, and uses acrobatic movements in her gameplay, all that is missing are Shuriken.
  • Katanas Are Just Better: When Sharpened to a Single Atom, at least.
  • Lag Cancel: 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 Sword Beam is released.
  • Life Drain: Shadow Strike can be upgraded to restore the Shadow's shields by the amount of damage they do an enemy's shields.
  • Non-Indicative Name: 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.
  • Off with His Head!: The result if a sword strike is fatal.
  • One-Hit Polykill: Can decapitate at least three mooks with one sword strike.
  • Palette Swap: Of FemShep wearing the Citadel DLC's bonus Cerberus armor.
  • She-Fu: Her combat style uses a lot of flips.
  • Spy Catsuit: They wear light armor, but it is very tightly fitted to the skin.
  • Super Reflexes: She has cybernetic enhancements to her nervous system to allow this, which facilitates her combat style.
  • Sword and Gun: Their preferred fighting style.
  • Sword Beam: The Electric Slash works this way.
  • Take Cover!: Gets around enemies who do this with Electric Slash.
  • Teleport Spam: 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.)
  • Waif-Fu: Via Shadow Strike, they are capable of taking out enemies as large as Brutes with a single swing of their sword.

Turian Ghost Infiltrator

Ghost 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.
  • Chain Lightning: Overload can be specialized as "Chain Overload".
  • Heal Thyself: Their Stimulant Pack ability allows them to instantly restore their shields.
  • Lightning Bruiser: 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).
  • Mechanically Unusual Class: His Tactical Cloak increases assault rifle damage instead of sniper rifles like usual.
  • Shock and Awe: Overload.

Asari Huntress Infiltrator

Asari 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.
  • Damage-Increasing Debuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
  • Damage Over Time: 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.
  • Combination Attack: Can create her own biotic explosions with Dark Channel followed by Warp.
  • Energy Ball: Warp.
  • Glass Cannon: 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.
  • Gradual Grinder: The use of Dark Channel and Warp. With big boosts to biotic damage from cloak and gear you can remove the "gradual" part.
  • Homing Projectile: Warp can turn slightly to hit targets.
  • Non-Indicative Name: 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.
  • Mechanically Unusual Class: Due to a programming goof, her Tactical Cloak deals more power damage than it should. The fans liked it though, so it stayed.

Drell Assassin Infiltrator

Though 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.
  • Damage-Increasing Debuff: Recon Mine can be specced to increase the damage enemies in its vicinity take.
  • Enemy-Detecting Radar: Recon Mine highlights all enemies within its radius, allowing you to see them through walls.
  • Glass Cannon: 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.
  • Homing Projectile: Their Homing Grenade.
  • Land Mine Goes "Click!": Averted with the Recon Mine.
  • Notice This: 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.
  • Recursive Ammo: Homing Grenade can be specced to split into two grenades, each targeting separate enemies, at the cost of damage.
  • Suspiciously Similar Substitute: Of Thane, only with tech powers instead of biotics.
  • Trap Master: Recon Mine, which can inflict a powerful debuff over a wide area and be detonated for a huge explosion.

Alliance Infiltration Unit Infiltrator

The 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.

Alliance 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.
  • Auto-Revive: Repair Matrix allows her to self-revive within 15 seconds.
  • Close-Range Combatant: Her powers and shotgun damage bonus encourage you to engage enemies in close combat.
  • Department of Redundancy Department: Her full name reads Alliance Infiltration Unit Infiltrator.
  • Distaff Counterpart: To the Turian Ghost; both are Infiltrators that excel in the three fields of damage, staying power and mobility.
  • Godzilla Threshold: 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.
  • Heal Thyself: Repair Matrix.
  • Kill It with Ice: Snap Freeze. Her Omni-Blade is also Cryo-based.
  • Lightning Bruiser: 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.
  • Mechanically Unusual Class: Her version of Tactical Cloak boosts shotgun instead of sniper damage, possibly making the Not the Intended Use of cloaking and shotguns an Ascended Meme of sorts.
  • Palette Swap: Of EDI, which makes sense, considering she is based on EDI's platform.
  • Robot Girl: Obviously. Justified by the model she was based off of being used for infiltration among humans (hence the name Infiltration Unit) minus the artificial skin.
  • She-Fu: Has moves that would make a N7 Shadow gaze in awe. It is as though her limbs were made of springs. Though given who she is, that analogy could be close to literal.
  • Shotguns Are Just Better: Her Tactical Cloak can be evolved to give bonus damage to shotguns, compared to most other Infiltrators, who get Sniper Rifle bonuses.
  • Stealth Pun: The Alliance Infiltration Unit is a Synthetic. The A.I. Unit is a Synthetic.
  • Suspiciously Similar Substitute: Of EDI's combat platform. Comes with being explicitly designed based on it. However, unlike EDI, the AIU favors Shotguns.
  • Take Cover!: Snap Freeze makes this pointless.

     The Vanguards 

General Vanguards

Feared frontline opponents, Vanguards favor a biotic charge that immediately brings them in contact with opposing forces with a devastating effect.

Human Vanguard

Human vanguards are feared frontline opponents that can charge across the battlefield, surprising enemies before devastating them in hand-to-hand combat.
  • Cast from Hit Points: Nova drains their barriers.
  • Difficult, but Awesome: 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.
  • Elemental Punch: The heavy melee is a biotic punch.
  • Ground Pound: Their Nova attack.
  • Invulnerable Attack: 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.

Asari Vanguard

Asari 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.

Drell Vanguard

Though drell may lack the rugged durability of other races, they are lightning fast and deadly accurate. Drell are to be feared on the battlefield.

Krogan Battlemaster Vanguard

Armored 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.

Project Phoenix (Ex-Cerberus) Vanguard

A 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.

Phoenix 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.
  • Armor-Piercing Attack: Lash can be specced to be able to pull unarmored enemies, even if their shields/barriers are still up.
  • Defector from Decadence: Left Cerberus to join the Alliance after realizing the organizations methods were becoming too extreme.
  • Difficult, but Awesome: Smash has a long animation and extremely short range, but can deal some serious damage.
  • Good Counterpart: To the Dragoons.
  • Homing Projectile: Lash can arc in mid-air.
  • Lag Cancel: 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.
  • Static Stun Gun: Has a shock baton.
  • Still Wearing the Old Colors: He's still wearing his Dragoon Armor, with the Cerberus symbols. Justified as his biotic whips appear to be built into it.
  • Take Cover!: Countered with Smash.
  • Whip It Good: Uses the biotic whips of Project Phoenix.

N7 Slayer Vanguard

Slayers 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.
  • Cast from Hit Points: Phase Disruptor drains their barriers.
  • Flash Step: Mixed with She-Fu for the acrobatic teleport dodge.
  • Good Counterpart: 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 Power Palms attack like a Phantom.
  • Heroes Prefer Swords: Like the N7 Shadow, he uses a katana.
  • Lag Cancel: 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 Sword Beam is released.
  • Ninja: Though less so than the Shadow.
  • Off with His Head!: If the attack with the sword is fatal.
  • Palette Swap: Of MaleShep wearing the Citadel DLC's bonus Cerberus armor.
  • Power Palms: The Phase Disruptor ability.
  • Sword and Gun: With swords having been Sharpened to a Single Atom.
  • Sword Beam: Biotic Slash is a form of this.
  • Take Cover!: Countered with Biotic Slash
  • Teleport Spam: His dodge enables him to teleport. He also makes quick "jumps" when using melee.

Batarian Brawler Vanguard

Batarians 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.

Volus Protector Vanguard

The 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.
  • Combat Medic: Shield Boost can restore their own shields, as well as the shields of anyone around them.
  • Energy Ball: Biotic Orbs.
  • Heal Thyself: They can use Shield Boost can be used to restore their own shields.
  • Homing Projectile: Biotic Orbs can turn mid-air to hit enemies.
  • Lethal Joke Character: It's rather silly to see them Charge around the battlefield, yet he is THE best character of the game when it comes to Shield recovery (with the combination of Shield Boost and Biotic Charge), making him far more durable than less goofy characters.
  • Pint-Sized Powerhouse: As a Volus acting as a Vanguard.
  • Useless Useful Skill: 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.

Cabal Vanguard

Turian 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.

Cabal 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.
  • Call-Back: Poison effects hadn't been seen since chemical rounds in the original Mass Effect.
  • Cast from Hit Points: Her dodge and heavy melee drains her barriers.
  • Damage Over Time: She's built for this. Poison Strike, Nightshade Blades, and her melee attacks all poison opponents, causing them to take damage for a while.
  • Difficult, but Awesome: 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 Nightcrawler.
  • Flechette Storm: Nightshade Blades.
  • Gradual Grinder: Her poison attacks, of which she can easily hit multiple targets. Understandably, she tends to rack up a lot of assists.
  • Heal Thyself: 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.
  • Hit-and-Run Tactics: Her attacks tend to do only little damage immediately, with more Damage Over Time, 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.
  • Intangible Man: Or Woman, anyway. Her Poison Strike and dodge can phase through walls.
  • Lightning Bruiser: When you play her without Poison Strike. She has above average bulk (because Turian), weapon proficiency (because Turian), mobility (thanks to her Teleport Spam) and incredible survivability (with Biotic Focus, provided its cooldown is not too high). With Poison Strike, she is more of a Glass Cannon.
  • Mechanically Unusual Class: 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.
  • Off with His Head!: Can result in this if her melee attack is fatal.
  • Overshadowed by Awesome: 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.
  • Poisonous Person: Has multiple poison-based moves, including Poisoned Weapons.
  • Suspiciously Similar Substitute: Of Nyreen from the Omega DLC. Comes with being from the same group.
  • Technicolor Toxin: Green.
  • Teleport Spam: Her dodge enables her to teleport. So does her heavy melee with, whenever possible, added In the Back effect/ And of course, Poison Strike goes right through walls.
  • Tranquilizer Dart: Nightshade Blades will paralyze unprotected enemies.
  • Wolverine Claws: Poisonous ones on their Venom Gauntlets.

     The Sentinels 

General Sentinels

Master of nothing but proficient in everything, Sentinels often end up the one everyone relies on to draw enemy fire.
  • Dual Wielding: The typical heavy melee is two omni-blades slashed in a cross pattern at the neck.
  • Instant Armor: The Tech Armor for almost everyone, Blade Armor for the batarian.
  • Jack-of-All-Stats: Make use of both tech abilities and biotics.

Human Sentinel

Master 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.
  • Boring, but Practical: 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.
  • Combination Attack: Warp followed by Throw creates a biotic explosion.
  • Damage-Increasing Debuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
  • Energy Ball: Warp.
  • Homing Projectile: Throw and Warp can turn slightly to hit targets.
  • Jack-of-All-Stats: 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.
  • Overshadowed by Awesome: 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. The only real advantage is that the Human Sentinel can be a bit more resilient, if specced properly.
  • Punched Across the Room: Throw does that to unprotected targets, especially if combined with a biotic explosion.
    • Though if the Citadel DLC is to be believed, Tech Armor is very much an offensive Tech power.
  • Suspiciously Similar Substitute: of Kaidan when he wears a helmet.

Turian Sentinel

Turians 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.
  • Chain Lightning: Overload can be specialized as "Chain Overload".
  • Damage-Increasing Debuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
  • Damage Over Time: 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.
  • Energy Ball: Warp.
  • Homing Projectile: Warp can turn slightly to hit targets.
  • Jack-of-All-Stats: 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.
  • Shock and Awe: Overload.

Krogan Sentinel

Armored 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.

Batarian Enforcer Sentinel

Batarians 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.
  • Combination Attack: Submission Net followed by Shockwave can be used to create tech burst.
  • Inescapable Net: Submission Net is an electrified version.
  • Homing Projectile: Submission Net can curve in mid-air to hit a target.
  • Shoulders of Doom: Blade Armor grants Batarians big honking blades. Arguably Spikes of Villainy considering that the Batarians were mostly antagonists up until that point.
  • Take Cover!: Countered with Shockwave.
  • Trap Master: 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.

Vorcha Sentinel

A 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.

N7 Paladin Sentinel

The 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.
  • Barrier Warrior: 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 Shield Bash. Whilst the shield is deployed, the Paladin takes up a low, kneeling stance, and allies can use him as cover.
  • Combination Attack: 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.
  • Elemental Powers: 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.
  • Fire/Ice/Lightning: Incinerate, Snap-Freeze, Energy Drain. Each can prime an elemental explosion combo that any other can detonate.
  • Glass Cannon: Might as well be one without his Omni-Shield.
  • Good Counterpart: 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.
  • Homing Projectile: Incinerate can arc in mid-air.
  • Kill It with Fire: Uses Incinerate as one of his main abilities, and can upgrade his shield to a "Fire Shield".
  • Kill It with Ice: Uses Snap Freeze as one of his main abilities, and can upgrade his shield to a "Cryo Shield".
  • Life Drain: Sort of, in that Energy Drain drains out shields and barriers (unless used on synthetic enemies).
  • Luckily, My Shield Will Protect Me: Of the Omni-Shield variety. Generated by his omni-tool.
  • Non-Indicative Name: Despite being a Sentinel, the Paladin lacks any biotic abilities, possessing a movepool more similar to Engineers.
  • One Steve Limit: 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.
  • Palette Swap: Of Shepard wearing Inferno Armor.
  • Shield Bash: All his melee attacks involve hitting things with the shield. It's surprisingly effective, and can send weaker enemies flying.
  • Squishy Wizard: 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.
  • Stuff Blowing Up: 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.
  • Take Cover!: Countered with Snap Freeze.

Asari Valkyrie Sentinel

Asari 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.
  • Close-Range Combatant: Annihilation Field and Tech Armor encourage you to get up close and personal with your enemies.
  • Combination Attack: Specializes in creating these: Annihilation Field combined with Warp creates a biotic explosion.
  • Damage-Increasing Debuff: Warp can increase the damage enemies take, and reduce armored enemies' damage resistance.
  • Damage Over Time: 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.
  • Energy Ball: Warp.
  • Full-Contact Magic: They do most damage by getting close to enemies, priming them with annihilation field then using Warp to detonate a biotic explosion.
  • Homing Projectile: Warp can turn slightly to hit targets.
  • Super Toughness:
    • 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.
    • 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).
  • One Steve Limit: Averted. There is also an N7 Valkyrie assault rifle, though the character can, if the player chooses, equip the weapon.
  • Sphere of Destruction: Annihilation Field.
  • Valkyries: Evokes these with the name, at least.

Volus Mercenary Sentinel

The 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.
  • Action Bomb: Combat Drone can be specced to explode upon being destroyed.
  • An Adventurer Is You: Both a Minion master and a Healer
  • Attack Drone: Combat Drone.
  • Combat Medic: Shield Boost can restore their own shields, as well as the shields of anyone around them.
  • Doppleganger Spin: Decoy.
  • Drone Deployer: That Combat Drone can be summoned really quickly.
  • Heal Thyself: They can use Shield Boost can be used to restore their own shields.
  • Hired Guns: Presumably, hence the name.
  • Joke Character: His most powerful offensive ability is the Combat Drone, which deals very limited damage.
  • Lethal Joke Character: The ultimate defensive team player, even among Volus, with its dual "summons" to keep the enemies distracted.
  • Non-Indicative Name: Along with the N7 Paladin, the Volus Sentinel lacks any biotic abilities.

Krogan Warlord Sentinel

Krogan 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.
  • Awesome, but Impractical:
    • 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 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).
    • 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.
  • Call-Back: 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.
  • Close-Range Combatant: His powers and resilience encourage you to get in your enemies' faces. Be careful of enemies with sync-kills, though.
  • Drop the Hammer: Wields a krogan hammer in battle.
  • Expy: Of a Halo Brute Chieftain.
  • The Faceless: Wears a head-concealing helmet.
  • Large and in Charge: A krogan leader, and noticeably bigger than other krogan.
  • Mighty Glacier: 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.
  • Never Bring a Gun to a Knife Fight: 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.
  • No-Sell: He is just as vulnerable to instant death moves as other characters (aside from the Geth Juggernaut), but he is completely immune to getting grappled by Husks and Abominations.
  • Regenerating Shield, Static Health: Subverted. Like the vorcha, his health will recover as well as his shields.
  • Shock and Awe: When specced with Electrical Hammer.
  • Take Cover!: Averted. He can't take cover, probably because he's so big.

Enemies

    Cerberus 

In general

  • Artificial Brilliance: Out of all the factions, they are the best at demonstrating the game's tactical AI.
  • Enemy Chatter: 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.
  • Faceless Goons: All of them wear face-concealing helmets.
  • Fragile Speedster: 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.
  • Glass Cannon: Their troops aren't as resilient as the other factions (most don't have armor, making them vulnerable to biotics; even their boss-level Atlas mech goes down quickly, due to its large size and low speed), but they can put out a lot of damage.
  • Jack-of-All-Stats: Out of all the factions, they're good at both ranged and close-quarters combat.
  • Mook Horror Show: They go from saying "Taking casualties" in a calm, professional manner to panicked terror later on as you mow through them.

Assault Trooper

Armed with M-25 Hornet submachine guns, Assault troopers are the most basic of Cerberus troops.

Nemesis

Cerberus snipers, equipped with M-13 Raptor sniper rifles and energy shields.

  • Artificial Brilliance: 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 sync-kills.
  • Cold Sniper: Cerberus snipers.
  • Cyber Cyclops: Their helmet only has one eyehole.
  • Fragile Speedster: They can move quite quickly, but can't take much damage, even with their shields.
  • Gameplay and Story Segregation: 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.
  • Glass Cannon: They don't attack often, and aren't very strong, but that sniper rifle can drain most classes' shields in one hit.
  • Laser Sight: Their rifles have laser sights, so you know they're taking a bead on you, and so you can spot them from a distance.
  • Long-Range Fighter: Lacking any melee or close-quarter attacks, they prefer to take cover and snipe you from a distance.
  • The Unintelligible: They speak in computerized female-sounding garble.
  • Unnecessary Combat Roll: They can roll to dodge some of your powers.

Centurion

Cerberus officers, equipped with M-96 Mattock rifles, smoke grenades, and shields.

  • Artificial Brilliance: They are programmed to use their smoke grenades for maximum effect, launching them into doorways or chokepoints to provide maximum coverage.
  • Finishing Move: They can finish off downed players by stomping them.
  • Mook Lieutenant: They are higher-ranking Cerberus soldiers.
  • Smoke Out: They can toss smoke grenades to conceal their and their allies' positions.
  • Static Stun Gun: If engaged in close quarters, they can use electric shock batons.
  • Throw Down the Bomblet: Can throw Frag Grenades to flush you out of cover.
  • Unnecessary Combat Roll: They can roll to dodge some of your powers.

Guardian

Cerberus troops armed with an M-358 Talon pistol and a riot shield.

Dragoon

Elite Cerberus soldiers equipped with heavy armor, M-25 Hornet submachine guns, and biotic whips.

  • Elite Mooks: Tougher than the average Cerberus trooper.
  • Finishing Move: They can finish off downed players by stomping them.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • Immune to Flinching: Unfortunately for players, when they pull out their whips or do their lunge attack, they're highly resistant to being stunned or knocked back.
  • Kung Fu-Proof Mook: 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.
  • Leeroy Jenkins: 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.
  • Lightning Bruiser: They move real fast, deal damage quite quickly, and can take quite a bit of damage before going down.
  • Superpowered Mooks: They are Cerberus troopers equipped with biotic abilities and powerful whips.
  • Unnecessary Combat Roll: They can roll to dodge some of your powers.
  • Whip It Good: Their biotic whips.

Combat Engineer

A 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.

Phantom

Elite Cerberus operatives equipped with biotic barriers, a palm-mounted blaster, and monomolecular blades.

  • Artificial Stupidity: If you break their sword, they'll still try to approach into melee range, even though they can't use melee attacks anymore.
  • Barrier Warrior: Can put up a shield to defend themselves if you try to use your powers against them.
  • Close-Range Combatant: They prefer to close in to sword range, using their palm blaster to cover their approach.
  • Elite Mooks: They're the toughest of Cerberus' human-sized fighters.
  • Healing Factor: If left alone for a while, they can slowly regenerate health.
  • Impaled with Extreme Prejudice: How they sync-kill players.
  • Invisibility Cloak: If you deplete their barriers, they'll turn invisible and try and find a place to hide to recharge.
  • "Instant Death" Radius: 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.
  • Kung Fu-Proof Mook: Although unarmored, they are immune to over-the-cover grabs. 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.
  • Lightning Bruiser: They move real quickly, hit real hard, and can take quite a bit of damage.
  • One-Hit Kill: They can instantly kill players by impaling them.
  • Hand Blast: They use palm blasters to engage in ranged combat.
  • She-Fu: They use a lot of acrobatics to get around.
  • Superpowered Mook: They possess biotic barriers, and are extremely powerful for their size.
  • Unnecessary Combat Roll: They can cartwheel to dodge some of your powers.
  • Wrecked Weapon: Though it's really hard, you can break their sword by shooting it, rendering them unable to use melee attacks or sync-kill you.

Atlas Mech

A heavy Cerberus mecha, equipped with heavy armor, energy shields, and arm-mounted cannons and rocket launchers.

  • Arm Cannon: Their right arm mounts a heavy gun and missile launcher.
  • Attack Its Weak Point: 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.
  • Boss in Mook Clothing: They are Cerberus' boss-level enemy.
  • Finishing Move: They can finish off downed players by slamming them.
  • Giant Mook: The largest and toughest of the Cerberus enemies.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • Homing Projectile: Their missile can home in on you if you move a bit.
  • "Instant Death" Radius: If they perform a melee attack, get away from them, as they'll only sync kill after they use a regular melee attack.
  • Kung Fu-Proof Mook: 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.
  • Mecha-Mook: 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.
  • Mighty Glacier: They move real slowly, but are quite tough, and can deal quite a bit of damage.
  • Mini-Mecha: They are giant robots/powered armor suits, standing at least twice as tall as most characters.
  • One-Hit Kill: They can instantly kill players by crushing them with their claws.
  • Set a Mook to Kill a Mook: Players with Sabotage can temporarily turn them against their fellows.
  • Smoke Out: Can launch smoke grenades to conceal it and its allies' positions.

    Reapers 

In general

  • Heavily Armored Mook: They have the most troops packing armor out of all the multiplayer factions.
  • Mighty Glacier: 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.
  • Was Once a Man: All of them were sentient beings converted by the Reapers to do their bidding.

Husk

Humanoid zombies commonly deployed by the Reapers.

Cannibal

Husks based on batarians combined with humans, with their right arms converted into cannons. They are capable of eating corpses to give themselves armor plating.

  • Artificial Stupidity: 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.
  • Arm Cannon: Their right arm mounts a gun and grenade launcher.
  • Body Horror: They're made from Batarians, with a human husk as the arm cannon.
  • Finishing Move: They can finish off downed players by eating them.
  • Heal Thyself: They regenerate their health once they eat a corpse and gain armor.
  • I'm a Humanitarian: They can eat fallen enemies or allies to gain armored plating.
  • Mooks: The weakest and most common of the Reaper forces, minus the regular Husks.
  • Throw Down the Bomblet: They can use their arm cannons to launch grenades.
  • Was Once a Man: Reaperfied batarians combined with humans.

Marauder

Husks based on turians, equipped with energy shields and assault rifles. They can give Husks and Cannibals armored plating.

Brute

A large Reaper husk based on krogan, with a turian head grafted on, armored plating, and a giant claw for a right hand.

  • Attack Its Weak Point: Shoot at its unarmored sections.
  • Body Horror: Krogan bodies with a turian head grafted on for better control, with implants to compensate for their incompatible body chemistry.
  • The Brute: As their name implies.
  • Bullfight Boss: They primarily attack by charging at you.
  • Didn't Need Those Anyway!: Their armor can be shot off to make them more vulnerable.
  • Giant Mook: They're much larger and wider than the other Reaper troops.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • "Instant Death" Radius: 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.
  • Kung Fu-Proof Mook: 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.
  • Last Ditch Move: When killed, they will take one final swing, which can damage you.
  • Mighty Glacier: Tough, and their charges can do quite a bit of damage, but when not charging, they're pretty slowly.
  • One-Hit Kill: They can instantly kill players by picking them up and slamming them.
  • Was Once a Man: Reaperfied krogan with turian heads.

Ravager

A 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.

  • Attack Its Weak Point: Shooting their pink egg sacs does a little more damage, but spawns Swarmers.
  • Big Creepy-Crawlies: Giant insect husks, based on the rachni you encountered in the first game.
  • Glass Cannon: Despite their armor, they still go down pretty quickly, particularly if you aim for their weak points. They compensate with their cannons' high damage.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • I'm Melting!: When they die, they melt into a toxic puddle, which damages you as long as you stand in it.
  • Kung Fu-Proof Mook: Their armor makes them immune to most secondary effects of powers, and they also can't be pulled for instant kills from behind cover.
  • Laser Sight: Their cannons give off blue lasers, so you know you're being targeted.
  • Long-Range Fighter: They prefer to stay at a distance, hitting you with their cannons.
  • Weaponized Offspring: The Swarmers spawned from their egg sacs.

Banshee

Husks made from asari with latent or active Ardat-Yakshi genes. They possess powerful barriers and biotic abilities.

  • Barrier Warrior: Can sometimes summon a barrier to protect themselves if you try to use your powers against them.
  • Boss in Mook Clothing: They are the boss-level enemy of the Reapers.
  • Energy Ball: Can use a powerful biotic attack that continually drains your health for a while if it hits.
  • Full-Frontal Assault: They are completely naked, and anatomically correct, for that matter.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • Homing Projectile: Their biotic attack can home in on you.
  • Impaled with Extreme Prejudice: How they sync-kill players, with their arms.
  • "Instant Death" Radius: If they have that shimmering biotic field up around them, keep your distance.
  • Kung Fu-Proof Mook: 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.
  • Lightning Bruiser: They move real quickly thanks to their teleportation ability, hit real hard, and can take quite a bit of damage.
  • One-Hit Kill: They can instantly kill players by picking them up and impaling them.
  • Superpowered Mook: They possess biotic barriers and armor, and are extremely resilient.
  • Teleport Spam: Their preferred method of moving around.
  • Was Once a Man: Formerly asari with Ardat-Yakshi genes.

    Geth 

In general

Geth Trooper

Common gray geth platforms, armed with a Geth Pulse Rifle.

Geth Rocket Trooper

White geth platforms, armed with a missile launcher and equipped with shields.

  • Artificial Brilliance: They'll try and time their rocket launches at you when you come out of cover.
  • Destructible Projectiles: It's possible to shoot their rockets out of the air. Those rockets move fast, though, so good luck.
  • Homing Projectile: Their missiles can home in on you.
  • Mooks: Slightly tougher than the standard geth troopers thanks to their shields, but still not very strong.
  • Unnecessary Combat Roll: They can roll or jump to the side to dodge your powers.

Geth Hunter

Black-colored geth platforms, armed with a Geth Plasma Shotgun and equipped with energy shields and invisibility cloaks.

Geth Pyro

Yellow geth platforms equipped with a flamethrower.

  • Attack Its Weak Point: Other than their head, aim for their flamethrower tanks on their back. It's easier if you have a piercing weapon/mod or ammo.
  • Close-Range Combatant: They try and close in on you to use their flamethrowers.
  • Elite Mooks: Much tougher than the basic geth soldiers.
  • Finishing Move: They can finish off downed players by stomping them.
  • Fire-Breathing Weapon: Pack flamethrowers.
  • Flamethrower Backfire: If you manage to puncture their flamethrower tank, they'll explode after a short time, damaging anyone in their vicinity.
  • Heavily Armored Mook: Their armor reduces the damage they take and the secondary effects secondary effects of some powers useless.
  • Hitbox Dissonance: The reach of their flamethrower is much longer than the graphic suggests.
  • Kung Fu-Proof Mook: 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.
  • The Quiet One: Unlike most other enemies, they don't make any kind of chatter or sound, making it easy for them to sneak up on you.
  • Unnecessary Combat Roll: They don't do it as often as the other geth, but they can jump to the side to avoid your powers.

Geth Bomber

A small floating geth platform that tries to drop bombs on you.

  • Close-Range Combatant: They try and close in on you to bomb/shock you.
  • Grenade Spam: They can drop a lot of grenades at once.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • Hitbox Dissonance: As many players have noted, their hitbox is buggy, and sometimes powers and shots don't always hit them properly.
  • Kung Fu-Proof Mook: 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.
  • The Quiet One: Unlike most other enemies, they don't make any kind of chatter or sound, making it easy for them to sneak up on you.
  • Static Stun Gun: At close range, and between bombing runs, they'll attack by shocking you.
  • Throw Down the Bomblet: They attack by dropping a string of grenades on you.

Geth Prime

Large 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.

  • Attack Drone: Can summon a drone that shoots missiles, or a sentry turret.
  • Boss in Mook Clothing: They are the boss-level enemy of the Geth.
  • Drone Deployer: Can summon turrets and drones.
  • Giant Mook: They stand much taller than the other Geth troops.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • Homing Projectile: Their pulse blasts home in on you.
  • Kung Fu-Proof Mook: 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.
  • Large and in Charge: They're the highest-ranked and toughest of the Geth forces, and are almost twice the height of the lower ranks.
  • Mighty Glacier: Very tough and very powerful, but they don't move that quickly.
  • Vertical Mecha Fins: Possesses these, identifying it as a command and control unit.

    Collectors 

In general

  • Demonic Possession: Like in Mass Effect 2, Harbinger can possess their units, giving them new abilities.
  • Jack-of-All-Stats: Compared to the other factions, they're good at both close quarters and ranged combat.
  • Superpowered Mooks: Any unit possessed by Harbinger gains new abilities and becomes harder to take down.
  • Volcanic Veins: Possessed units gain these, letting you know they're now much tougher.

Abomination

A 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.

  • Action Bomb: They explode when killed with a non-headshot/decapitation kill.
  • The Goomba: The most basic of the Collector troops.
  • Off with His Head!: Headshots and/or melee attacks that decapitate them are an ideal way to take them out, since they don't explode when beheaded.
  • Personal Space Invader: Like the regular husks, they'll try and grab onto you.

Collector Trooper

Collector 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.

Collector Captain

Higher-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.

  • Bee Bee Gun: The Seeker Swarms they command. They can't paralyze people anymore like in Mass Effect 2, but instead simply disable their powers for a short time.
  • Blade Below the Shoulder: Like the regular Collector troopers, they possess arm-mounted blades for melee combat.
  • Enemy Summoner: Can summon Seeker Swarms (or if possessed, Seeker Plagues) to nullify players' powers.
  • Finishing Move: They can finish off downed players by stomping them.
  • Mook Lieutenant: Higher-ranking Collector soldiers.
  • Power Nullifier: Seeker Swarms temporarily prevent you from using your powers.
  • Unnecessary Combat Roll: They can roll to dodge some of your powers.

Scion

Giant 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.

  • Arm Cannon: One made from a human husk for that matter.
  • Attack Its Weak Point: Shooting and destroying the sac on their back deals a bit more damage.
  • Body Horror: They are made up of multiple human husks.
  • Elite Mooks: Much tougher than the other Collector troops.
  • Grenade Spam: Possessed Scions can fire a shot that turns into several grenades.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • "Instant Death" Radius: If they perform a melee attack, get away from them, as they'll only sync kill after they use a regular melee attack.
  • Kung Fu-Proof Mook: 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.
  • Mighty Glacier: They don't move fast, but those shots hurt.
  • One-Hit Kill: They can instantly kill players by knocking them over and slamming them.
  • Throw Down the Bomblet: When possessed, they can shoot multiple grenades at you

Praetorian

A large purple 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.

  • Attack Its Weak Point: 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.
  • Barrier Warrior: When floating, they can summon a barrier to protect themselves if you try to use your powers against them.
  • Boss in Mook Clothing: They are the boss-level enemy of the Collector faction.
  • Concealment Equals Cover: Averted. The Praetorian's eye lasers have a knack of hitting you if you're in soft covernote , punishing players who like to abuse the right-hand rule. You have to actually be taking cover in order to avoid getting hit.
  • Degraded Boss: 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.
  • Eye Beams: Their primary method of attack. For some reason, they can sometimes shoot you even if you're standing behind the Praetorian.
  • Giant Enemy Crab: They look like giant crustaceans.
  • Heavily Armored Mook: Their armor reduces the damage they take and renders the secondary effects of some powers useless.
  • Homing Projectile: The missiles they launch when possessed.
  • Impaled with Extreme Prejudice: How they sync-kill players, with their blade legs.
  • "Instant Death" Radius: If they perform a melee attack, get away from them, as they'll only sync kill after they use a regular melee attack.
  • Kung Fu-Proof Mook: 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.
  • Lightning Bruiser: Despite their size, they move real quickly, hit real hard, and can take quite a bit of damage.
  • Macross Missile Massacre: When possessed, they can fire off a large number of homing missiles.
  • One-Hit Kill: They can instantly kill players by picking them up and impaling them.

http://tvtropes.org/pmwiki/pmwiki.php/Characters/MassEffect3MultiplayerCharacters