Components to launch: 2 Enclave Beacons (acquired from "Orbital Assault Defense" mission, in the Artemis Station area.
Timing: 48 hours
Level required: 350+
Player slots: 20
Epic Boss Health: 20,000,000
Team Health: 7,500,000
Ratio required: 2.7:1
Epic Groups:
WMC Enclave Assault Training
WMC Enclave Assault Expert
Enclave Assault Training
Enclave Elite
No Cap Enclave
THEF Enclaves
Arachis-Black Lithid-Hydra-Mortifex-Gorgon-Enclave-Slayers
>V< Valkyrie: Gorgan - Asphodel - Typhon - Enclave
T.E.A.R.S. - Typhon Enclave Assault Rebel StrikeForce
Powerful Enclave Assault
Special:
Enclave goes enraged when his health drops under 20%
Enclave goes enraged when his health drops under 20%
The Enclave Assault uses:
2 Enclave Flagship (4 in enraged phase)
- Cannot be jammed
- Proc rate: 80%
- Damage: 25-75
- Average damage/attack: 40
4 Support Drones (4 in enraged phase)
- Xeno Flying
- Canot be jammed using general assault jammers. Flying or xeno jams are needed.
- Proc rate: 60%
- Healing: 20
- Avg healing/attack: 12
- On proc: Jams 2 assaults.
10 Xeno Paratroopers (16 in enraged phase)
- Xeno Infantry
- Cannot be jammed using general assault jammers. Infantry or xeno jams are needed.
- Proc rate: 50%
- Damage: 8-22
- Avg dmg/attack: 7.5
SETUP sugestions:
The 4 Support Drones MUST be countered (jammed) or they will get rid on 5 (on an average rate) of your assault units.
Since the Drones and the Paratroopers are both xeno type, this is not going to be a problem if you use "xeno jammers" units enough, placed above your hitters.
Tactical Infantry is good since they can jam flying units and have a high damage against Epic Bosses.
Sharpshooters are awesome and can jam xeno units.
Enforcer Mechs are mission drop units easiest to collect than Sharpshooters, with a highest chance to jam enemy xeno units but with a very low damage against the Epic, compared with the Sharpshooters.
A full compliment of Viral Clusters as structures will keep jamming many of the Xeno Infantry and will be very helpful in the enraged phase.
This Epic Event doesn't heal a lot, but deals pretty damage to the Team Health, so it is more important deal high damage and heal as far as posible to keep a good ratio and don't be harming the Team.
Keep dealing damage enough is better than heal a lot if you can keep a good ratio (because that will save your stamina efficience).
Table Loot:
0: Not enough damage.
102,400: 1 Burning Enclave Token
263,000: 3 Burning Enclave Tokens
400,000: 3 Burning Enclave Tokens + 1 Aerial Assault Token
608,000: 5 Burning Enclave Tokens + 1 Aerial Assault Token
802,000: 5 Burning Enclave Tokens + 3 Aerial Assault Tokens
988,000: 8 Burning Enclave Tokens + 3 Aerial Assault Tokens (Most efficient tier)
1,440,000: 11 Burning Enclave Tokens + 3 Aerial Assault Tokens
2,002,000: 11 Burning Enclave Tokens + 5 Aerial Assault Tokens
2,502,000: 15 Burning Enclave Tokens + 5 Aerial Assault Tokens
4,015,000: 15 Burning Enclave Tokens + 8 Aerial Assault Tokens
Host Table Loot:
0: 3 Burning Enclave Tokens + 1 Aerial Assault Token
158,000: 5 Burning Enclave Tokens + 1 Aerial Assault Token
406,000: 5 Burning Enclave Tokens + 3 Aerial Assault Tokens
550,000: 8 Burning Enclave Tokens + 3 Aerial Assault Tokens (Most efficient tier)
1,112,000: 11 Burning Enclave Tokens + 3 Aerial Assault Tokens
1,605,000: 11 Burning Enclave Tokens + 5 Aerial Assault Tokens
2,022,000: 15 Burning Enclave Tokens + 5 Aerial Assault Tokens
3,600,000: 15 Burning Enclave Tokens + 8 Aerial Assault Tokens