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Everyone, get ready!
—Syncronin preparing bond breaker

The Syncronin is a combat support infantry used by the Foehn Revolt that weakens the structural integrity of enemy buildings, allowing Haihead forces to have an easier time demolishing them.

Syncronins can be transformed into Syncronauts through a Nanofiber Sync.

Official description[]

While not an offensive unit itself, the Syncronin ideally fits as a support for the Foehn strike forces, as it complements all of its subfaction weapon design choices, whether it's Haihead's aim to deal as much damage as possible, Last Bastion's defensive weapons or Coronia's attacks from the sky.

The Syncronin has a peculiar weapon in the form of an atomic-level bond breaker, which when used on enemy structures, makes the cohesion of the materials they're built from considerably weaker. With their lowered resistance to damage, a Foehn commander can largely decrease the time necessary to destroy enemy bases. The effects of Syncronin's bond breaker are accumulative, meaning that if more than one of them targets a building, its material cohesion will weaken even more, further increasing its vulnerability.[1]

Overview[]

The scariest unit in the game is usually auxiliary, and Syncronin is no exception. There is no lower limit to weaken the defense of the building, and then the building will break like a paper model when it touches water. In view of his excellent range, it is highly recommended that they set up a separate team, and then use the waypoint(Z) to control the siege units (if you have confidence in your own operation, it is also a good choice to switch control between a team of Syncronins and a team of siege weapons), and then manually control Syncronins to weaken the enemy buildings, so that you can see the enemy base fall like dominoes.

In addition, these guys can effectively deal with annoying support powers such as Monolith and Flame tower, and even make decoy units do effective damage, although that number of Syncronins can already make Conscript destroy buildings with one shot.

AI behavior[]

Syncronins controlled by the AI have the following attack patterns:

Medium/Hard[]

  • 1x loaded in Jackal Racer
  • 2x targeting structures, accompanied by 6 Lancers
    • This task force will only be built if a Cyberkernel is present
  • 4x targeting structures, accompanied by 2 Shadrays, Tarchia Cannons or Gharials

Hard[]

  • 2x targeting anything, accompanied by 4 Knightframes and 4 Lancers
    • The AI will use Nanofiber Sync on this task force first
    • If available, Rage, Kinetic Barrier, and Regen/Wonder Drugs may also be applied
  • HHicon 2x targeting structures, accompanied by 3 Shadrays and 2 Megalodons

Assessment[]

Pros Cons
  • Weapon decrease target structure's armor by 20%.
  • Armor debuff is stackable, allowing siege weapons to destroy structures easily.
  • Effective against structures.
  • Decent speed.
  • Long range.
  • Weak and fragile.
  • Can only target structures.
  • Defenseless against ground and air attacks.
  • Vulnerable to Dogs and Spooks.

Behind the scenes[]

  • Prior to version 3.3.6, Syncronin belonged to Haihead, as the Neonwasp was not added to the game.

Trivia[]

  • As there appears to be no limit to the stackable armor debuffs, several Syncronins (at least 10 or more) targeting the same building will cause even certain, normally harmless effects to become lethal.
    • Prior to version 3.3.5, the Blackout Missile is able to destroy even the most durable buildings with enough Syncronins. This is because of the debris that comes from the Blackout that deals a small amount of damage. The mass Syncronins increase this damage value up to the point where it can cause actual damage.
    • A demonstration of this can be found here.

See also[]

References[]

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