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UIX0112Illuminate Darkenoid
Aeon darkenoid
Illuminate icon experimental generic Experimental Giant Saucer
Build Costs
Mass32 Energy32 Time32
1500 5000 190
Experience 4500
Health
27500 (+71/sec)
Speed 0 to 8 (Air)
Intel (Radius) Vision: 50
Research Info
Cost
Cumulative
12 Research32
19 Research32
Unlocked By Vulthoo
Weapon: Quantum Beam Generator
Direct Fire Experimental - Continuous Beam
DPS 750
Damage radius
4
Range 10
Weapon: Tracking Laser x 3
Direct Fire Experimental - Continuous Beam
DPS 100
Damage radius
0.5
Range 50
Weapon: Pinwheel Artillery Bombs
Direct Fire - Projectile
DPS 1467
Projectile  Damage
Damage radius
165
1.5
Salvo Size
Rate of Fire
8 Projectiles (in 0.7 s)
1.1 salvos/s
Range 50
Weapon: Air Crash
Death
Damage
Damage radius
5000
8

The Darkenoid Experimental Giant Saucer is an Illuminate sequel to the CZAR. Unlike it's predecessor, this new major experimental now boasts external plasma bomb bays, beam cannons and a central quantum-beam generator.

Despite it's size, the Darknoid achieves astounding speeds, only second to the air-fighters. This means a shrewd commander can send these speedy rings over an enemy base and decimate it quickly. Useful for hit and run tactics.

With its draw-backs, the Darkenoid is no longer an aircraft carrier, unlike CZAR, nor does it possess any AA, meaning it is vulnerable to enemy AA fighters (but not gunship weapons. with the exclusion of the soul rippers anti air laser). Plus it carries a hefty price sum and construction time. Beside all that, the Darknoid still one of a base's worst visitor.


Tips[]

  • A good idea is to use these against major experimentals like the Universal Colossus, King Kriptor, and minor experimentals like Fatboys and Urchinows, as they have no air defense, and if they have AA escorts, the Darkenoid should be able to destroy the escorts and finish off the experimentals while avoiding the destructive death blow because of being in air. Best used when the experimentals are away from base or aircraft
  • If you have enough resources to build this over and over again, you can use it as just a suicide unit to take out enemy experimental buildings like the Noah Unit cannon, Nuke or anti nuke. As they lack anti-air weaponry they should be sent in groups or escorted with Weedoboths.
  • It's very strong against land units and surface-based naval units (read: an effective counter to a walking navy), but has low health and thus is generally not suitable for attacking bases with large amounts of anti-air weaponry.
  • As a last-ditch maneuver, the Darkenoid's Air Crash can be effective at penetrating base defenses. (Note: Major Experimentals at 0 HP will use a Death Attack, destroying everything they land on.) Destroying base defenses instantly at the crash, it is a highly effective suicide unit to destroy for instance: point defenses stacked together allowing land units to invade the place relative easily, or a lone nuke defense structure.
  • Key note: multiple Darknoids can't use their primary beam cannon on the same target, because they can't all get into the position above the target. Unlike the old CZARs, darknoids can't stack in the same space. Instead, give them separate targeting orders/waypoints. A bug actually makes this not true, as often they will merge into one, making them excellent ACU killers for assasination modes.
  • Largely due to its pinwheel bombs, a Darkenoid is capable of dealing 2370 dps (pre training/veterancy) to shields (which can only sustain 8 or 10 thousand damage).
  • Due to its massive size, it is able to eliminate just about anything where it crashes. If your Darkenoid is about to die send it over the enemy base as it will most likely take out half, if not all, of the enemies' AA, though this is easy to prevent by building your AA spread out from each other.
  • Darkenoids are surprisingly good at defense. They float above the rest of your base, thereby taking up no space, and offensive enemy forces tend to have considerably weaker AA than defensive ones. The Darkenoids can then hover out over the enemy army and laser them down in relative impunity. Sending them after experimentals is an excellent idea, as the quantum beam is very powerful.
  • Darkenoids are very effective at taking out small forward bases, the quantum beam will do significant damage but the air crash damage would surely take it out.
  • The Darkenoid is considered to be the second most powerful experimental in the Illuminate army, behind the Universal Colossus.
  • A well placed Darkenoid can intercept enemy nukes, sacrificing the Darkenoid and causing the enemy nuke to detonate within their own base or away from your base.
  • Unlike its predecessor, the darkenoid is not capable of building and storing air units.
  • When ordered to attack a single unit in a group (eg: the ACU), darkenoids will often, because of their size and AI, not attack at all, but rather hang around nearby, so it will be more effective to command them individually.
  • The Darkenoid can also kill any fighters currently harassing it even though it has no aa , you simply just force attack the ground and attacking enemy fighters will fly thru the path of all its weapons and beams ,taking considerable damage in the process.

Trivia[]

The old CZAR the Darkenoid was based off of had double the health: 48500, factory capabilities, depth charges instead of bombs, a single quantum weapon, stack capabilities, and six SAM turrets. It could hold 150 air units to defend itself or send to attack, making it the most versatile factory unit to date.

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