User blog:PerhapsTheOtherOne/Our Enemies: What We Know So Far

Alright guys, time to come up with an overall compilation of facts for the baddies that we shall be shooting in their critical points in Bungie's Destiny so far. Enjoy the show folks!

The Fallen

Dreg [Critical Point > Head]: A low class infantry variety, they use shock pistols and daggers for mid/close-range respectively, and serve as cannon fodder supporting stronger Fallen variants with numbers and tenacity, but have weak endurance and lower-damaging weaponry.

Vandal [Critical Point > Head]: A mid-tier variant, they use shock rifles and daggers for long/mid/close-range respectively, serving as marksman for the Fallen with long-charge times but devastating output if their weapons hit. They're stronger than Dregs, but weaker than Captains, filling the middle ground. A variation on regular Vandals, Stealth Vandals are armed exclusively with shock daggers and cloaking for sneak-attacks amidst the confusion of a firefight.

Captain [Critical Point > Head] :An upper-class variant, Captains are the squad leaders of their packs, charging straight into the fray and commanding their troops. They wield either multiple shock swords, or a powerful scatter blaster that can either have Solar or Arc damage, both of these utilized at close ranges to devastating effect. Captains have high health, a short teleportation dash ability, and are equipped with a shield that's susceptible to Arc damage.

Shank [Critical Point > N/A]: A lower-tier automaton of the Fallen, they are individually weak, with low health and weak shock blasters, but make up for it with sheer numbers, supporting the stronger Fallen variants with suppressive fire and serve as a distraction to Guardians.

Servitor [Critical Point > "Eye"]: A mid-class automaton for the Fallen, they serve as durable pressure units, with high health and unpredictable teleportation abilities. Supplementing this is their tendency to spin themselves to keep their weak "eyes" hidden, only revealing this exploitable area to launch powerful energy blasts at Guardians.

Devil Walker [Critical Point > Leg Joints, Internal Components]: A powerful automaton for the Fallen, these units are rarely deployed, but when they are, they're a force to be reckoned with. Fallen Devil Walkers are extremely durable, taking plenty of fire before going down, whilst also dishing out the damage with energy turrets, a devastating main cannon, and ports where they release Shanks. They are susceptible to attacks on their leg joints, which can cause the hood of their "heads" to open up, revealing the internal components, which can be exploited for higher damage on the tank.

The Hive

Thrall [Critical Point > Head]: A low-tier variant, Thralls are purely melee-based troops for the Hive, with claws as their main weapons. They're fast, tenacious, and always come in extreme numbers, attempting to swarm Guardians. Special variants on Thralls glow a bright colour,, especially their heads, signifying that they're the types that will explode upon death, further heightening their danger factor.

Acolyte [Critical Point > Head]: Another lower-end class of Hive, Acolytes are the main mid-range troopers on the battlefield, showering Guardians with assaults from their energy-blasters. They don't come in as large numbers as Thralls, but make up for this with greater durability, mid-range support, and tactical maneuvers, and can even give enemies a good smack if they come too close.

Knight [Critical Point > Head]: Mid-tier elite soldiers, these Hive enemies are tough close-quarters experts. They have high health and a nasty tendency to charge straight at their enemies with their large swords, as well as possessing the ability to put up a powerful barrier that protects them from attacks from the front briefly.

Wizards [Critical Point > Head]: A high-class specialist for the Hive, Wizards aren't to be taken lightly. Though their health is only moderate, they make up for this with shields that are susceptible to Solar damage. Wizards float through the air, raining powerful magic blasts down on Guardians, and can supplement other Hive variants with magical enhancements, such as giving Thralls a post-mortem explosion.

Ogre [Critical Point > Head]: A powerful Hive variant, Ogres are some of the most powerful enemies Guardians will encounter. They are very imposing with extremely high health and a powerful energy blast it concentrates from its forehead, which also serves as its main weakpoint. It can also send out devastating shockwaves if enemies get too close.

The Vex

Harpy [Critical Point > "Eye"]: Harpies a low-tier Vex variation, whom send out weak energy blasts at Guardians in multiple directions as they float through the air. Their main weakpoint is their "eye".

Goblin [Critical Point > Core]: The bread-and-butter of the Vex, Goblins are a lower-end infantry variation for the Vex, with high numbers and energy-blasters to rain down on Guardians to down them with sheer suppressive fire. Unlike most similar trooper-level enemies, Goblins' weakpoints aren't their large heads, but rather are their glowing cores in their bodies.

Hobgoblin [Critical Point > Core]: Another variant on the lower end of the spectrum, like Hobgoblins, they serve as infantry support with their energy-blasters and moderate numbers, with their cores being their most vulnerable area of damage. However, they also possess the ability to encase themselves into a protective sphere that makes them impervious to damage for a brief period.

Minotaur [Critical Point > N/A]: Elite troops for the Vex, the Minotaur variant isn't to be trifled with, acting as a powerful pressure unit. They possess high health and shields that are suscpetible to Void damage, along with powerful energy-blasters and a tenacity for giving a good beatdown on anyone who gets close. As well, like Hobgoblins, they can encase themselves in a spherical barrier that briefly protects them from any form of damage.

Hydra [Critical Point > "Eye"]: Large and powerful variants of the Vex, Hydras are some of the most feared enemies on the battlefield. Constantly floating through the air, their large size makes them seem like an easy target, but this is not so. They can generate a barrier that is impervious to any damage from the front that they themselves can shoot their powerful energy-blasts through, and can rotate themselves so that their vulnerable "eye" is covered by the barrier when engaging Guardians.

Please let me know if I've missed anything, got anything wrong, etc., down in the comments below, or you just wanna talk about the enemies in general :D