- 1 The Dominion
- 1.1 Tutorial Video
- 1.2 Faction Overview
- 1.3 Units and Tech Tree
- 1.4 Recommended Strategies
"My empire was built to last." - Emperor Mengsk
Sluggish. Tough. Tenacious.
A behemoth that is hard to stop when it focuses its power somewhere, but easily outmaneuvered when caught off guard.
Their bio forces are slow but strong when upgraded, and their mech forces possess unrivaled range and firepower.
Protip: Use the Medic's Optical Flare ability to provide vision for your Siege Tanks.
- Very tough units
- Excellent defense with Planetary Fortresses
- Huge range with Siege Tanks
- Nearly unstoppable if set up right.
- Horrible at scouting
- Requires a lot of buildings to macro and upgrades to be efficient
Units and Tech Tree
Unit stats can be found in the complete unit spreadsheet: http://www.heptacraft.com/info/units.htm
Production Facilities and Units
Italics indicates an attached Tech Lab requirement.
- Command Center/Planetary Fortress
- Dominion Barracks
- Dominion Factory
- Dominion Starport
- Supply Depot
- Dominion Engineering Bay
- Ghost Academy3
- Science Facility3
Unique Macro Mechanics
- Differentiates itself from the Raiders by way of the Tech Lab/Reactor split.
- Can research Advanced Construction at the Engineering Bay in order to allow multiple SCVs to construct a single building.
Defensive Town Hall Ability
The Planetary Fortress's Ibiks Cannon can be activated for 100 energy, giving the command center a ~30 damage attack for ten seconds
Cloning Program: Reduces basic infantry unit mineral costs by 30, vespene costs by 40% and reduces the build time of marines by 7 seconds.
Dominion typically utilize a wall of structures along their ramp with infantry behind to ward off early harassment. This is usually followed by one or two Cereberus sent out to assault the enemies mineral lines in their main base or first expansion. Due to the power of the Ibiks cannon only very strong early pushes can topple a Dominion expansion so long as they have supporting forces.
The Dominion shines in the mid game when their Crucio Siege Tanks can come into play. Little compares to the range they boast allowing you to siege an opponent in or force them away from your base. However tanks do need protection. Typhoons are Dominions best anti-air, with range strong enough to match that of long range aerial siege and many dangerous casters such as Mantis or Advisors. Some form of high ground vision, usually from Medic Optical Flare or Science Vessels. Marines or Cerberus should be used as a frontline to defend against fast melee attackers such as zerglings and fanatics that could surround tanks.
With Cloning Vats, the Dominion can provide a near-endless supply of soldiers to keep the enemy from their powerful tanks. Alternatively the Dominion can try to use powerful late game units like the Thor or Gorgon. These units bring massive firepower that allow them to lay waste to large forces thanks to their range and abilities. However these units are highly immobile and must do most of their damage facing forwards, so should the front line fail they can become vulnerable.