Dawn of War III/Warp Spider Squad

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ELITE POINTS: 5

Warp Spiders.jpg

The Warp Spider Squad is an elite Eldar unit for Dawn of War III, classified as assassin/crowd control. This ranged infantry squad has excellent mobility. Warp Spiders can teleport, temporarily increasing their damage and opening a rift that allies and enemies can enter through.

Abilities

Teleport (active): Warp Spiders teleport to the target position, creating a temporary portal between the entrance and exit. Units can right-click the entrance to teleport to the exit. Teleporting increases their ranged attack damage. Slowly builds up to 4 charges over time and if they have 4 charges the Teleport causes Slow in a circle around the target position. Cannot teleport while knocked down, and must wait approx. 2 seconds between teleports

Slow Mines (active): The Warp Spiders teleport to the target position and plant a mine that triggers based on proximity. Causes Damage and Slow in a circle. Up to 4 charges can build up over time and activating the ability allows for selecting up to 4 positions for the mines, with the ability cooldown being reduced for each un-placed mine

Fleet of Foot (passive): Has increased Movement Speed and Shield Regeneration while in the area of effect of a Webway Gate.

Warp Spiders Presence - Teleport (Initial Doctrine): While the Warp Spiders are summoned the Fire Prism gains a short-range teleport ability, and gains bonus Damage for a brief time after a teleport.

Warp Spiders Command - Temporal Mine (Unlockable Doctrine): While the Warp Spiders are summoned Vypers gain a Temporal Mine ability to place a mine that triggers on proximity, causing Slow in a circle. At level 8 it unlocks as a full Doctrine.

General Notes

The Warp Spider squad, at a full 5-man strength, does Normal damage roughly equal to 2 well upgraded Dire Avenger squads. The Teleports with multiple built-up charges gives this unit the mobility needed to get in and out of combat quickly. However, they do not have fast burst-damage; the Slow Mines take several seconds to arm once set and a couple more seconds to explode once triggered, which is unsuitable for rapid ambushes. Also, given that they do Normal damage they are unsuitable for attacking vehicles or buildings, and being a 5-man Infantry squad AoE anti-infantry weapons are devastating to them. Once 2 of their members have died the damage output is not significant enough to warrant further combat without retreating to heal.

With all that being said, the Warp Spiders do still have the mobility and damage to function both as effective scouts and ambushers of low numbers of infantry.