Geth Juggernaut Soldier

The geth are a humanoid race of networked AIs that were created by the quarians 300 years ago as tools of labor and war. Having since won their freedom from their creators, the geth have proven they are able to reason, analyze situations, and deploy tactics as well as any organic race so long as they remain networked with other geth.

The Geth Juggernaut is a heavy geth infantry platform. Like the Geth Prime, it towers above ground forces as an intimidating presence on the battlefield.

Notable mechanics

 * The Geth Juggernaut is the only character that cannot run, and also the only character that cannot be instantly killed by Banshees, Brutes, Atlases, Phantoms, Scions, or Praetorians.
 * Due to its tall height, visibility is somewhat improved.

General Notes

 * The Geth Juggernaut is by far the best "tank" character in Multiplayer, and can be an invaluable asset to the team on Gold and Platinum difficulty. Its ability to absorb epic amounts of damage and regenerate shields, combined with its immunity to sync kills and very high stun resistance, allows it to hold the line against any and all opponents. Because of this, it excels at drawing the attention of the most dangerous enemies away from squadmates, who can then unleash their full arsenal of firepower and abilities to support the Juggernaut. The support should be the killing of fast-firing infantry like Geth Troopers, Cannibals and Marauders, who can drain the Juggernaut's shields very fast.
 * The Juggernaut is completely immune to stuns during its Heavy Melee attack.
 * The Juggernaut cannot be grabbed by Husks or Abominations.
 * While the Juggernaut is slow and can't sprint or jump over cover, it can climb ladders and doesn't slow down when carrying objects or using the Geth Spitfire assault rifle.
 * Going for the Speed Boost evolution of Hardened Platform alleviates the slow movement somewhat and the boost is fairly easy to maintain.
 * The Juggernaut is very tall, which provides a limited ability to see over objects, but prevents it from using smaller pieces of cover.
 * Even with no points into its "fitness" power, Hardened Platform, the Juggernaut has significantly more health and shields than most characters with fully developed health and shields. In addition, every power can be evolved to further boost durability. This makes it easier for you to go toe-to-toe with tough foes such as Banshees, Phantoms, Geth Primes, and Praetorians.
 * The Juggernaut is not invincible, however, and can still be swarmed by smaller enemies unless caution is observed.
 * With maximum Hardened Platform evolutions for shields and health, combined with Stronghold Package V and Cyclonic Modulator IV, the Juggernaut can reach a shield strength of 8000 and a 27% shield recharge delay bonus.
 * Conversely, you may opt to go for the 10% ally damage bonus of the rank 6 Squad Command evolution to make the rest of your team more effective. While this benefit doesn't affect you, the damage boost perimeter is visible to both you and your allies.
 * The Light Melee is a short-range blast of energy from the Juggernaut's hand, which momentarily stuns enemies (including Atlas Mechs).


 * The primary tool for the Juggernaut's survival is its Heavy Melee. While the Juggernaut is the most durable class of all, it cannot easily escape or hide behind cover, and thus largely needs to rely on the Heavy Melee drain to sustain itself.
 * Because of this, the Juggernaut's allies should preferably focus their fire on targets further away.
 * The amount of shields drained by the Heavy Melee does not increase beyond the value provided by Hardened Platform, although the damage inflicted can be increased by melee bonuses.
 * As the Juggernaut, watch out for large distant threats.
 * While you close in on the distant threat, it may be wise to leave a nearby target alive in order to use it as a drain source.
 * When the incoming damage is about as much as you can handle, it is wise to minimize the time you spend not draining.
 * Mind the drain's cooldown, however: though short, it can be the difference between success and failure.
 * If the situation allows, it may be wise to primarily target enemies with the most health, leaving the weaker ones for you team to finish.
 * The Heavy Melee can't lift armored enemies, though Geth Pyros and Dragoons will be locked in a stun animation if the melee button is held down.
 * If the melee button is being held when the Juggernaut gets downed, it will still do damage and can even kill weakened enemies despite being out of action.
 * The Heavy Melee can be interrupted if the victim is affected by powers with a Force effect, such as Singularity or Pull.
 * Targeting an enemy for the Heavy Melee can be difficult if it is standing on a ramp. Smoke Grenades can likewise prevent you from using it.
 * If an enemy is targeted with Heavy Melee while climbing up a ladder, the animation appears for a moment and the enemy will then float up in to the air for several meters before the chain is broken. The enemy will then be stunned for a short time, and get up as if the melee attack had broken normally.
 * Likewise, if an enemy is targeted while climbing down a ladder, the enemy will fly out from the ladder perpendicularly until the chain is broken. The enemy will then be stunned for a short time, and get up as if the melee attack had broken normally.
 * The Geth Turret's Shield Restore evolution adds even more survivability, provided that you stay close to the turret.
 * The rank 6 Flamethrower evolution makes it especially useful when getting flanked or surrounded.


 * Although the Hex Shield does not allow your own gunfire to pass through, a good technique even against heavy enemy units is to Heavy Melee through the Hex Shield, draining your enemy's defenses and health while avoiding damage.
 * Avoid standing too close to the Shield while doing so, as the attacks of some enemies (such as Ravagers and Scions) will still be able to damage you.
 * Weapons with piercing mods can shoot through the Shield, but doing so damages the Shield and the usual penalties for piercing objects apply.
 * The Flamer power appears to go through the shield, but does no damage to enemies on the other side and only damages the Shield instead.
 * Hex Shield evolved towards damage over time can prime melee units, like Phantoms, for Tech Explosions.


 * The Juggernaut is not the best choice for hacking and escort, but should instead be covering the hackers/escorters and soaking damage.
 * The Juggernaut can be a good choice for object delivery as it is not affected by slowdown, but is actually able to move faster than other characters while carrying the object.
 * Since it could take a while for the Juggernaut to reach the object, the ideal would be another character picking the delivery up and then dropping it when meeting the Juggernaut to let it carry the delivery the rest of the way.
 * It should also be noted that the Juggernaut cannot move at all while draining, so in an event where the team needs the Juggernaut to tank, it would be better for another character to make the delivery.


 * Due to the Juggernaut's excellent durability, the Particle Rifle is a good weapon option, since almost nothing but dying and overheating can interrupt the rifle's firing sequence. Furthermore, its unlimited ammo removes the trouble of having to walk back to an ammo box, and your tall height makes it easier to spot enemies.
 * A possible strategy is to equip the Juggernaut with only an SMG and/or pistol, and use Siege Pulse as your main weapon. Upgrading its damage to the highest can deal extremely heavy damage to armored and protected units very quickly, making it a generally dependable power.
 * Geth Juggernauts work very well in close proximity to one another and grouped in close spaces. Consider having a team of Juggernauts, each with a different specialization: one Juggernaut can be defensively built, one can deploy healing turrets and act as an artillery unit. A group of Geth Juggernauts can easily handle the most powerful enemies of a faction even on Gold if they work together to drain the targets using Heavy Melee.

Cerberus

 * Since the Juggernaut is immune to sync-kills, it can easily stack itself against Atlases and Phantoms to draw their attention away from the rest of the squad, while draining their shields with Heavy Melee.
 * The heavy melee can immobilize and incapacitate Phantoms and Guardians, like any other infantry class. With relatively low barrier and health values, this can quickly kill them.
 * Nemeses, Atlases and turrets can quickly bring down shields, even on Silver. This can be partially mitigated with the Protection evolution from the Siege Pulse.
 * If you are having trouble, the extra large Hex Shield is an excellent damage sink against the Atlas, turrets, and Nemeses.
 * A well-timed Siege Pulse against an Engineer setting up a turret will interrupt the process.

Collectors

 * Since the Juggernaut is immune to sync-kills, it can easily stack itself against Praetorians to draw their attention away from the rest of the squad while draining their barriers with Heavy Melee.
 * Despite its high shields, Possessed Abominations can give trouble to the Juggernaut if they explode too close.
 * Since the Juggernaut cannot be grabbed, it lacks reliable means to decapitate Abominations to prevent the explosion.
 * Beware of Scions. Even with a fully defensive build, a single Scion can take down the Juggernaut's defenses extremely quickly, especially on higher difficulties. Stick to large cover, or make extensive use of Hex Shield to survive.
 * Grenades from Possessed Scions usually pass through the shield, so watch out for those.
 * Be careful while fighting a Praetorian in close range, as their melee attacks can stun even Juggernauts, stopping you from using heavy melee attacks.
 * Seeker Swarms will not prevent you from firing Siege Pulses, though they do block the recharge (the power icon will not display the swarm effect).
 * Hex Shield with the Shock Evolution will stop any Seeker Swarm attempting to pass through it, causing them to explode after a short time. This can still cause players to be swarmed if they are standing too close to the shield.

Geth

 * Having a natural resistance to stun and being able to drain energy from synthetics, the Juggernaut can deal with the geth easily.
 * Hex Shield is very useful for protecting the party from the heavy damage and stun that the Geth cause. It also catches Geth Hunters that the party may miss if the Shock evolution is taken.
 * Geth Pyro flames pass through the Hex Shield visually, but cause no damage to anything behind it.
 * Geth Juggernaut taking defense evolutions can easily handle 2 Geth Primes and multiple troops at the same time by using heavy melee on Gold.
 * Geth Bombers can be problematic due to the Juggernauts slow movement speed and should be taken down quickly. They are also completely immune to the stun effect of the Heavy Melee.
 * The Heavy Melee will prevent Geth Pyros from firing and immobilise them.

Reapers

 * Since the Juggernaut is immune to sync-kills, it can easily stack itself against Banshees to draw their attention away from the rest of the squad while draining their barriers with Heavy Melee.
 * This works with Brutes as well, but because they are more aggressive, it is more difficult.
 * This strategy can be a lifesaver on Gold, since the ire of all enemies capable of sync-killing can be reliably focused on the Juggernaut, allowing the squad to focus fire, and not be routed by advancing Banshees and Brutes.
 * Be wary of Ravagers at long distances, as the Juggernaut is very slow and the blast radius from a Ravager's cannon means that shots can damage you through a Hex Shield. Standing back a short distance from the shield will prevent this.
 * It is recommended to close the distance as quickly as possible, absorbing energy from passing enemies to increase survivability.
 * Alternatively, Siege Pulse is effective against isolated Ravagers, but multiple Ravagers can still bring the Juggernaut's shields down faster than they can be killed by Siege Pulse.