
Doomed Drone is a Colorless unit. It's a gold producer with limited
Lifespan that can be used as a cost-effective
blocker or as a means to accelerate your early economy.
Contents
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Strategy
Drone's transient cousin, Doomed Drone are a single Gold cheaper to purchase, however it has only a
Lifespan of four turns.
A Doomed Drone generates 4 over the course of its
Lifespan, paying for itself and giving you an extra 2
. They can be thought of as cheaper, slower, more efficient Auric Impulses. Doomed Drone are good in both high and low economy:
- In a high economy game, Doomed Drones can be extremely efficient if rightly timed. To do so,they must be able to block
attack on their last
turn.
- In a low economy game, Doomed Drone are excellent to accelerate the early game as they let you purchase tech buildings faster.
The power of the Doomed Drone, aside from its practical cost, is to soak on its last or 2nd to last turn, thus giving 1
prompt soak for 1
, which is very efficient. This also means rushes that can expect a counter rush should stock on them instead of Drones on the early turns, to block right after the starting defense is down.
In a game with Doomed Drones, it is still recommended that you buy enough regular Drones to sustain your economy first, then use Doomed Drones to help 'curve' out your gold expenditures each turn efficiently when you start buying your Key units.
Doomed Drones are also practical as preventive defense. The next time you would consider buying an Engineer for defense on a future turn, instead consider buying a Doomed Drone if you have the energy to spare. Doomed Drones feature the same
Gold cost and
Health as an Engineer (and provide the same defensive granularity), but also have the option of producing gold for a while first if it turns out that you don't need defense immediately.
Openings
Doomed Drone (1) can strengthen several openings.
Player 1 Fast Conduit:
- DD
- C + 11
Supports early Green rush. Useful for Chrono Filter.
Player 1 Econ Animus:
- DD
- DDE
- DDD
- DDA + 1 (or CC + 111)
Avoids floating 2 Gold or delaying the Animus.
Player 1 Higher Econ:
- DD
- DDE
- DDE + 1
- DDDD (or DDDE + 1)
High Econ.
Player 1 Econ Conduit Rush:
- DD
- DDE
- C +111
- CDE +11
- CC +1111
Venge Cannon or Cluster Bolt rush. Defends the Drones for some time.
Player 2 Rush:
- DD
- A + 11 or BD + 1
When speed is important.
Player 2 Fast Econ:
- DE + 1
- DDD
- A + 111 or DB + 11 or DDC + 1
Best opening for Player 2.
Player 2 Higher Econ:
- DE + 1
- DDD
- DDEE + 1
- DDDDD
Very smooth High Econ.
Player 2 Blastforge Rush:
- B + 1
- Flame Animus + 1 (or Shredder or Synthetizer)
Early tech rush, can make Breachproof faster.
Change log
- September 18th, 2015
- Supply decreased from 20 to 10.
- January 8th, 2015
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