Grey Goo

Grey Goo

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Epic Hunting: How to kill the beast
By Foulkesy
Struggling to deal with Epic units? This is the guide that you have been waiting for.

This guide is written for the lovers of long games who regularly come up against enemy Epic units and have no idea how to take them down effectively. After reading this you will hopefully understand which units to use when facing an enemy Epic unit, as well as some strategies to bringing them down as quickly as possible with limited resources.

If you guys enjoy reading this guide then please Upvote and Rate it so that more people can find it! All comments and critisisms are welcome.
   
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Introduction
As mentioned above, this guide is really relevant to people who are bored of Rushing in the early
game and enjoy playing longer matches with all available units, techs and structures being fully utilisied as the game gets played out across the map. It might also be useful for struggling Achievement Hunters who desperately want to unlock the "Epic Loss" Steam achievement.



Almost inevitably in a longer game, you or your opponent will attempt to build your faction's Epic unit for your existing army to rally behind and send forward into the fray, tearing a pathway through the enemy's army to your opponent's HQ and allowing you to snatch victory.

But....

What if you're on the recieving end of this appocolyptic catastrophe?

Faced with the ultimate challenge, how do you defend your base using the seemingly powerless units you have and turn the game around when facing off against an enemy Epic?

After reading this guide you will know a lot more about the various Epic units that you will come up against in-game, and how you can best go about hunting them and taking them down.


Splat. The Purger gets squashed.

Attacking Early

The absolute BEST thing that you can do to effectively counter Epic units is to scout your opponent relentlessly and harass them as soon as they start to build their Epic unit. Building an Epic is a long process and sucks in a huge quantity of resources, so your opponent will be particularly weak and defenseless at this point. Counter their Epic by simply preventing them from building one if possible!

If it's too late for that and your opponent already has a fully-fledged Epic unit up and running, remember that all Epics have an Armour score of 10, so units with high penetration scores are needed to effectively attack Epics. Don't under any circumstances counter an Epic with Tier 1 units, unless you just plan to distract your opponent with them and redirect your opponent's Epic's firepower away from your more useful units!

Key pointers to look out for:

General
  • The building of Large Factories with tech attachments near an enemy base probably won't be used for normal unit production. Bear in mind that forward Large Factories are less likely to be prodcuing Epics than those entranched in the enemy's base.
  • The enemy army is largely inactive and has been very withdrawn, indicating that the opponent is keeping their units close to the Epic whilst it builds up.
  • Your opponent has a large economy, often at the expense of their army. Small numbers of units but a large number of extractors indicate an Epic is on the way!

Faction-specific
  • A Human faction enemy will build all of the tech attachments for Tank, Artillery, Air and Stealth units early. They can later easily teleport them onto a Large Factory so that the effective build time of their Alpha is reduced as they don't have to wait as long for the prerequisite structures to be built.
  • A Beta player will probably build their Epic behind manned walls for extra defense. If you find a particular area which appears to be sectioned off from the main base by guarded walls be highly suspicious.
  • A Goo enemy will have a large number of mobile Mother Goos/ Proteans heading in what seems to be the same direction. A Protopurger will likely be placed in an unambiguous corner behind mountains or near brush by wise opponents so that if their sacrificial Goo units get spotted they can sneak away quickly. Keep visibility on all cataylst vents using scouts.
  • A Shroud enemy can easily get to Stage 1 without being noticed but something to look out for are any Crucible structures with three nearby Amplifiers and a relatively defensible position. It will probably be built close to brush so that the Dirge unit can be hidden easily. You should notice a Stage 2 Dirge, as it will need to kill your units to evolve (!), and an easy way to do this is by attacking and killing your harvesters - so pay attention to your supply lines.
Epic Stats
To start things off lets take a look at the different stats and abilities of the various Epic units in the game, so that we have a vague idea of what we're going up against.

Alpha - Human Epic

The Human Aplha has the lowest health of any of the fully-developed Epic units in the game but it more than makes up for this with its diverse range of weaponry. The Alpha has a beam cannon as its main weapon, then also has an energy burst (a.k.a. "reverse-gravitation emission") attack to deal with close-range enemies as well as an anti-aircraft attack.



Health
Build Time
Build Cost
Pop
Sight
AoE Dmg
AoE Range
Penetration
Rate of Fire
Range
Armour
Speed
2558
4:15
7650
70
800
170
100
10
7
700
10
75

Special abilities:
  • Detects Stealth

Hand of Ruk - Beta Epic

The Hand of Ruk packs a serious punch. It can be thought of as a mobile lauch pad for nucelar misslies, although its movement speed really is quite slow so "mobile" here is open to interpretation. It can train ground units and has six positions in which to mount units into (e.g. Guardians/ Predators/ Cloudbursts) for mid-to-close range defense.



Health
Build Time
Build Cost
Pop
Sight
AoE Dmg
AoE Range
Penetration
Rate of Fire
Range
Armour
Speed
3400
4:15
5100
70
800
510
300
10
15
1500
10
50

Special abilities:
  • Detects Stealth
  • Can produce ground units
  • Can mount up to six units

Purger - Goo Epic

The Purger is the ultimate Goo unit with a corrosive close-range effect that damages nearby enemy units, as well as a long-range tentacle rampage attack. Like the Hand of Ruk, it is fairly slow to move around and fire, which helps to balance out its devastating attacks. Mother Goo's can feed off of the Purger (without hurting it), allowing them to consume resources at the same rate as it they were on a cataylst vent when within close enough proximity. It's production can be accelerated by sacrificing Small/ Large Proteans and Mother Goo units to the Protopurger, so expect to see this coming your way if a Goo opponent has a high number of Mother Goos and a strong resource economy.



Health
Build Time
Build Cost
Pop
Sight
AoE Dmg
AoE Range
Penetration
Rate of Fire
Range
Armour
Speed
4250
N/A
N/A
70
800
255
400
10
10
1000
10
50

Special abilities:
  • Detects Stealth
  • Can feed Mother Goos
  • Slows and damages enemy units close enough to be consumed
  • Can move over impassible terrain (e.g. Mountains)

Dirge - Shroud Epic

The Dirge is initially a very vlunerable Epic, comparable to the Protopurger in Stage 1 of it's development and only improving slightly upon reaching Stage 2, but amzingly it can be hidden in brush in these developmental stages. When it gets all the way to Stage 3, this Epic is not one to be underestimated. It can heal itself by destroying structures and can fire powerful, all-consuming black holes at the enemy.



Stage 1
Health
Build Time
Build Cost
Pop
Sight
AoE Dmg
AoE Range
Penetration
Rate of Fire
Range
Armour
Speed
2000
3:20
4300
70
800
100
150
10
7.5
750
10
110

Stage 2
Health
Build Time
Build Cost
Pop
Sight
AoE Dmg
AoE Range
Penetration
Rate of Fire
Range
Armour
Speed
3500
3:20
4300
70
800
100
250
10
10
1000
10
80

Stage 3
Health
Build Time
Build Cost
Pop
Sight
AoE Dmg
AoE Range
Penetration
Rate of Fire
Range
Armour
Speed
5000
3:20
4300
70
800
400
350
10
12.5
1250
10
50

Special abilities:
  • Detects Stealth
  • Can hide in brush in Stage 1 and 2
Epic Behaviours
All Epic units are vulnerable to ordinary units, believe it or not. However, to take down an Epic with ordinary units requires one of two things: either a heck of a lot of micro-management of specialised, small groups of units or a heck of a lot of units which you can just swarm the Epic with, have them fire once, die and be happily replaced by a fresh, newly produced unit.

The latter option is obviously incredibly inefficient, in terms of build times and in terms of resources, whilst the former option requires a degree of skill which can only be gained by practicing. In reality, the average player will want to find a middle ground between these two strategies so that they can still overcome the Epic but not have to wait for half an hour for a sizeable counter-attacking army to be built. Importantly, the middle ground here is also the most fun for the average player, giving you some degree of control and a sense of accomplishment (for the sad people like me) when you eventually conquer the beast without relying too heavily on your resouces!
We will talk in deatil about the unit-spam strategy later in the guide in the relevant faction-specific sections, but for now lets focus on how to effectively micro-manage your force to maximise damage to your opponent's Epic.


Epic units are strong, but they're not invincible

Vulnerabilities

Firstly, note that the Alpha is the only Epic unit with its own anti-aircraft attack - all other Epics require anti-air support in order to counter air attacks and so are inherently vulnerable to air attacks. In particular, it is a particularly good strategy to use a fleet of aircraft against the Purger as you will be able to keep visbility on it if it tries to climb over a mountain. The Hand of Ruk can carry anti-aircraft support units along with it in one of the six mountable slots that it has, so try to establish the units it is carrying (if any) before commiting to using ground- or air-based units to attack. The Alpha's anti-air attack has AoE damage associated with it, so if you do decide to try to use aircrft to knock its health down then be sure to divide your air fleet into very small groups and spread them out around the Alpha so as to reduce the impact that the attack would have on your clustered units.


Watch out for the Alpha's anti-air attack. Other factions Epic's are easier targets

Secondly, the Dirge and the Hand of Ruk (without mounted units) are both vulnerable to close-range swarming. Both of these Epics have amazing long-range attacks but rely on the support of other ground units for close-range defence, so if you can dodge their attacks as you approach with a swarm of suitable units, or if you are able to sneak up on them, then they will struggle to counter without further support from ordinary units. The speeds of these Epic units are so slow that they won't be able to retreat easily and you should press any advantage that you have at this stage.

A trick here when playing as the Human faction is to teleport a group of units right next to the Epics so that your units don't even have the chance to be targetted, or, when playing as the Goo, to try to get a Mother Goo close enough to attack the Epic, which will further decrease its speed to essentially 0 and make it a sitting duck for you to whittle down. The Gravitic Manipulation tech upgrade used by Echos when playing as the Shroud could also help you to slow down these Epics and prevent their retreat.

Unfortunately, the Alpha and the Purger are different beasts entirely and have a strong close-range game. The Alpha unit can unleash an energy burst which radiates out from the Alpha causing heavy damage to nearby units, whereas the Purger will consume any units that get too close to it in an identical fashion to Mother Goos. Beacsue of this, close-range swarming of these Epics is definitiely not recommended!


Swarming Epics can be an effective strategy if they don't have the option of a close-range attack and they are left on their own

Finally, now that we have covered using aircraft and close-range swarming, we need to think about how to attack these Epic units from mid-to-long range.

In the mid-range scenario, a common strategy involves using a group, or several groups, of tank units or units with relatively high speed and damage scores. The idea here is to micro-manage these small groups relentlessly, anticipating where the Epic unit will attack next and moving out of the line of fire of its attack. Whilst moving (or as soon as your units are clear of the Epic's attack) you fire at the Epic to reduce its health as its attack recharges, moving constantly in unpredicatble lines so as to confuse your opponent and slowly grind away at their Epic's health. You will inevitably lose some units whilst doing this (although I bet the very best players will have this skill nailed down) but by carefully anticipating when and where the next Epic attack will be you can do a lot to reduce the damage that your units take. This anticipation aspect is the key idea here, and can only be improved through practice and through an understanding of the Epic's Rate of Fire and AoE radius values, listed in this guide. By recognising when an Epic is just about to attack, by knowing the Epic animations for example, you can effectively kite the Epic and do a lot of damage with just a few dedicated units.

For long-range attacks, bear in mind that the Epics typically have very very long ranges on their weapons, so generally if you can fire at them with ordinary units then they can fire back at you - and with much more force! Make sure that any artillery units or other long-range units are kept somewhere discreet, maybe using a smaller distraction force to keep your opponent focussed on expendible, unimportant targets. Brush cover is recommened and, if possible, try to fire over impassible terrain such as mountains or ravines to prevent the enemy Epic from getting too close.

You can see that the Alpha is just about to attack. Moving the circled units down and to right will move them out of the way of the Alpha's beam cannon and reduce casualties. Shooting the Alpha as its cannon reloads slowly reduces its health over time and saves your resources.
Healing Epics
You might be surprised to learn that the Human's Alpha is the only Epic that can't be healed!

The Hand of Ruk from the Beta, the Purger from the Goo or the Dirge from the Shroud can in fact regain health if they aren't pursuded and completely killed, so don't let them escape if their health gets low!

To heal the Hand of Ruk, a Beta player can simply rest it on a repair pad. To heal a Purger, a Goo player must first unlock the Symbiotic Pool tech upgrade and then use the healing pool left behind from Cresent projectiles (which can be targeted near to the Purger by Alt+right click) to heal the Purger. To heal the Dirge, a Shroud player can either kill enemy units or structures for an automatic heal (killing units heals at Stage 2, destryoing structures heals at Stage 3) or unlock the Soothing Pulse/ Protected Investment tech upgrades and have the Epic slowly healed up by placing it next to an Aversion Field or Extractor respectively.




Purgers can be healed by Cresents after unlocking Symbiotic Pool, the Dirge can be healed by Aversion Fields or Extractors after unlocking Soothing Pulse or Protected Investment and the Hand of Ruk can be healed on a repair pad

By ensuring that you destroy as many of these key structures or supporting units as you can - particularly those which are very close to your base or which occupy strategic positions on the map - you will prevent or slow down the rate at which these Epics can heal after you have damged them. Cresents can climb mountains so be sure to have air-based scouts to gain visibility on them to allow your ground units to target them easily.
Doing the maths
Whilst the guide so far has dealt with the tactics and general dos and donts associated with killing Epics efficiently and with few resources, we haven't yet looked at the stats of the ordinary units available to each faction and thought about which ones we should generally use to attack the Epic with. Of course, every situation is different, so don't just rush in using the "best" anti-Epic units without giving any thought to your current situation in-game.

The next section looks specifically at the beautifully inefficient spam-loads-of-units-and-eventually-kill-the-Epic approach. In this approach, we assume that each unit hits the Epic target only once before dying, so this data should be considered as representing a worst-case scenario where you simply can't/ don't micro-manage any of the attacks that your units make on the Epic and see all units as highly ependible.

When you're looking through the tables in the next part of the guide, bear in mind that the following assumptions were made when calculating the values.

Assumptions/ Considerations
  • Each unit hits the Epic only once and then dies immediately before being able to fire again. As such unit health and unit speed values are ignored - in reality these are equally important factors when trying to micro-manage the right units.
  • The "Shots to Kill" column tells you the minimum number of shots from the unit concerned that are needed to kill an Alpha.
  • An Alpha was chosen as the "model Epic" for this calculation as it has the lowest Health value of any of the developed Epics, so is likely to be the Epic with the lowest health that you come across in matches. If you want to apply these number to other Epics then the relative scores of the ordinary units listed and their rankings will remain the same, so the rankings given are consistent across all faction's Epics.
  • The rankings given are my opinion only and are very simplified and generalised. You may find your own preferences for different units in certain scenarios, but for me to go into that level of detail would take a guide one hundred pages long.
  • Units ranked as "strong" should be your primary unit choice for attacking Epics with, whilst "OK" and "Weak" rankings are largely unsuitable for attacking Epic units with. Use these units to kill any support that your opponent's Epic has or to run interference on your opponent's economy whikst the "strong" units deal with the Epic.
  • The build time for each unit is given in seconds
  • The total build time for each unit is given in minutes and tells you how long it would take to build the required number of units from one Large Factory (or equivalent), so by building two Large Factories the quoted time is halved, by building three Large Factories the quoted time is reduced by a third etc etc...
  • Units which can't target an Epic (e.g. Shroud Chime/ Siren) were ignored. Units that could target the Epic through unlocking a certain Tech Upgrade were included and are marked with (TU)
  • If the total pop required is in excess of the 200 population limit on each faction, then you will have to use multiple runs of units to attack the Epic with, replacing them quickly as they die.
Beta vs Epic
The Beta's Avalanche is without a doubt the best anti-Epic unit in the game! Taking just 12 shots to kill an Alpha, a relatively small squad of these units will pose a serious threat to any enemy Epic. The Nimbus can provide more mobile firepower and will help you to keep vision and control on larger maps.

Use less important units to distract your opponent and then deal some heavy damage with alternating Avalanche/ Nimbus attack waves.


Unit
Build Cost
Build Time/ s
Pop
Rate of Fire
Damage
Penetration
Shots to Kill
Total Build Time
Total Build Cost
Total Pop
Ranking
Avalanche
585
65
3
5
200
10
12
4
7020
36
Strong
Nimbus
560
70
3
5
50
0
46
18
25, 760
138
Strong
Predator
270
45
3
2
40
0
76
19
20,520
228
OK
Warbird
315
45
2
1
30
0
113
28
35,595
226
OK
Squall
270
45
4
6
20
6
142
36
38,340
568
Weak
Guardian
200
40
3
1.5
16
3
251
56
50,200
753
Weak
Hailstorm
300
50
3
5
20
0
226
63
67,800
678
Weak
Stalker
150
30
2
0.75
9
3
1129
188
169,350
2258
Weak
Cloudburst (TU)
210
35
2
2
12
0
1129
220
237,090
2258
Weak
Commando
80
20
1
0.5
4
0
2258
251
180,640
2258
Weak
Human vs Epic
The Humans bring some solid options to the table, in the form of the Scimitar and the Lancer respectively. The Humans have the advantage of relatively mobile units too (in comparison to the slow and lumbering heavy units of other factions) because the fast-paced Scimitar can be used to attack your opponent's Epic whilst you teleport in up to six Lancers after gaining vision to quickly put pressure on their Epic. Most Epics are vulnerable to aircraft or close-range units, and with the Human faction you can easily work both of these angles for an effective attack.


Unit
Build Cost
Build Time
Pop
Rate of Fire
Damage
Penetration
Shots to Kill
Total Build Time
Total Build Cost
Total Pop
Ranking
Scimitar
350
50
2
2
60
10
38
11
13,300
76
Strong
Lancer
540
60
3
1
50
10
46
15
24,840
138
Strong
Longbow (TU)
200
40
2
3.25
24
0
162
36
32,400
324
OK
Howitzer
385
55
3
6
23
0
174
53
66,990
522
OK
Revolver
125
25
2
1.5
15
3
283
39
35,375
566
Weak
Gladius
240
40
3
1
18
0
283
63
67,920
849
Weak
Scythe
520
65
3
1.25
17
0
323
117
167,960
969
Weak
Valiant
245
35
3
1.5
13
0
753
146
184,485
2259
Weak
Trident
125
25
2
1
7
0
2258
314
282,250
4516
Weak
Dagger
150
30
2
0.5
2
0
2258
376
338,700
4516
Weak
Goo vs Epic
The Goo really seem to struggle to find good anti-Epic units. The Cresent seems to be the most promising and their ability to climb onto mountains can indeed provide a great tactical advantage as well as control over map sections to restrict the movement of your opponent's Epic. Consider using spare Mother Goos/ Large Proteans to get close to your opponent's Epic to slow them down, then use strategically placed Cresents and maybe a micro-managed group of Destructors to inflict as much damage as possible. Drovers can still be put to good use a quick distraction force, swarming close to the Epic to take advantage of any close-range vulnerabilities and using their speed and "fires whilst moving" ability to deal small amounts of damage as they dodge attacks.


Unit
Build Cost
Build Time
Pop
Rate of Fire
Damage
Penetration
Shots to Kill
Total Build Time
Total Build Cost
Total Pop
Ranking
Cresent
360
120
3
7
50
0
57
38
20,520
171
Strong
Destructor
360
120
3
1.5
33
6
78
52
28,080
234
OK
Large Protean
720
120
6
0.2
8
10
283
189
203,760
1698
OK
Siphon
720
120
3
2.5
7
10
323
215
232,560
969
Weak
Strider
120
40
2
1.25
11
3
565
126
67,800
1130
Weak
Tempest (TU)
120
40
2
5
13
0
753
167
90,360
1506
Weak
Drover
60
40
1
1
5
0
2258
502
135,480
2258
Weak
Small Protean
240
40
4
0.5
5
0
2258
502
541,920
9032
Weak
Radiant
120
40
2
1
6
0
2258
502
270,960
4516
Weak

TU = Tech Upgrade required for targeting of the Epic to be possible
Shroud vs Epic
With the Shroud the Mach and the Fugue come out on top. For unguarded Epics, create a distraction, attack with Fugues and then try to bring in your Machs from behind as the Epic retreats. Always use the Machs first if the Epic moves with a defensive force to kill off as many of the support units accompanying the Epic as possible. If you notice that your opponent has little in the way of anti-aircraft support then a group of Shrieks can fare very well too, they just need time to set up and target the Epic without being targeted themselves because they are quite slow and also quite expensive.


Unit
Build Cost
Build Time
Pop
Rate of Fire
Damage
Penetration
Shots to Kill
Total Build Time
Total Build Cost
Total Pop
Ranking
Fugue
275
55
5
2.5
60
3
43
13
11,825
215
Strong
Mach
250
50
3
1
50
0
57
16
14,250
171
Strong
Klaxon
250
50
5
1.5
30
6
87
24
21,750
435
OK
Shriek
400
80
5
2
25
10
91
40
36,400
455
OK
Howler
120
45
2
2.5
12
0
1129
282
135,480
2258
Weak
Clasher
100
35
2
0.3
6
0
2258
439
225,800
4516
Weak
Mimic
125
25
2
1
6
0
2258
314
282,250
4516
Weak
Echo
300
60
5
1
5
0
2258
753
677,400
11,290
Weak
9 Comments
Miles1109 12 Jan, 2022 @ 6:18pm 
nice guide. good info. i needed it so bad!
Dawne the bun 9 Mar, 2020 @ 8:47am 
This is a wonderful guide but something that should be spoken about with the purger is the fact that, the easiest way to annhilate a hand of ruk is to get up close to it with the purger and target behind the hand of ruk to avoid any of those pushy units actually getting deployed. Because of the purger's aoe close range attack and the fact that it slows down the hand of ruk. The same thing can be done against the human epic. The damage of the purger can kill a alpha while leaving your purger at little more than half health. The gravitational pulse that the alpha puts out is miniscule and in a normal match, if a human player is attacked and the health gets low enough to emit a pulse the alpha retreats to a "safe" distance, this can be stopped by mother goos since they seem to be slightly faster than purgers, but make sure you keep that purger gaining on that alpha
Dawne the bun 9 Mar, 2020 @ 8:47am 
because it will not stop to turn around and strike if its being chased, keep your eyes peeled for teleporter holes to ambush your purger because those can easily be wiped with one fell swipe of the purger's aoe tenticle strike. more than likely a human player will have two teleporters. so be on the lookout for one before and after your purger, as you'll only be able to strike in one direction, if
you play like i do, you'll have most of your mother goos behind your purger along with some large proteins so striking a force behind you should be incredibly easy. And if your going up against a goo player and you see a purger as the shroud, chimes with that tech that gives the chimes a healing pulse, spam those chimes keep them close to one another and use the heavy beam attack flying units. purger=dead even with anti-air units. and if your the goo and you have a purger, always have anti-air. even if its futile to use them, have them anyways just in case.
Dawne the bun 9 Mar, 2020 @ 8:47am 
because you might be able to deal enough damage to over power chime healing pulses to slap the big boy units. the dirge is really tricky with the purger but i noticed that as always, getting up close to it is enough to annhilate it. so really the most dangerous epic has to be the goo. Am I right?

Also extra tid-bit, I call it the squeegee maneuver, you use a crap ton of large proteins once the enemy is routed you can legit wipe the enemy buildings and whatever small units get deployed off the map as if the they were water and the proteins were squeegees
Dawne the bun 9 Mar, 2020 @ 8:46am 
bro my comment is so big I can't post it without breaking it into threes.
76561198179237514 22 Mar, 2016 @ 12:04pm 
This is a super awesome guide, very well done! We're going to social tweet it out to everyone :).
Foulkesy  [author] 15 Mar, 2016 @ 4:50pm 
Thank you both for your comments! :D

Radavvadra I agree with you in that Large Proteans are good for immobilising and waring down Epics, but you have to attack from a mountain or a ravine to ensure your Protean doesn't get killed too quickly as they're relatively slow and hence easy to pick off at mid range. Drovers just require too much expenditure and micro in my opinion, you'd be better off investing your time and your resources in other units :) but you're totally right in that they can work, I just think there are other more preferable options :)
GhostoftheCape 15 Mar, 2016 @ 7:28am 
Btw drover spam does work vs Hand of Ruk you just need alot of them, but they are cheap and fast enough that you wont lose many on approach (just not so good if it has lots of mounted units on it), also large proteans are siege units (hi armour penetration and good armour) so would also be good to kill dirge and hand.

Purger has a range gap just outside of melee range where units can shoot it without fear of retaliation (is small enough that micro is required).
Terramancer 12 Mar, 2016 @ 1:52pm 
good guide