Mass Effect 3 Multiplayer/Character Customization/Infiltrator

While focusing on taking out enemies from afar without detection, Infiltrators also specialize in flanking and misdirection, serving to disorient the opponent.

Human Infiltrator
Humans joined the galactic community after discovering a Prothean data cache on Mars in 2148. Their devotion to understanding and adapting to modern warfare left the staid Council races stunned. Humanity's persistence and unflappable spirit has taken them further than anyone in the galaxy could have imagined.

Human infiltrators focus on taking out enemies from afar without detection, but they also specialize in flanking and misdirection, allowing their allies to make short work of disorientated opponents on the battlefield.

Heavy Melee and Dodge

 * Disruptor Omni-Blade - The Human Infiltrator slashes with a forked omni-blade discharging electrical energy.
 * Combat Roll - The Human Infiltrator rolls to quickly evade incoming attacks.

Player Notes

 * General Notes
 * Cryo Blast can freeze unshielded and unarmored enemies, making them much easier to headshot. Cryo Blast can also debuff armor targets by 50% and increase damage to frozen and chilled targets by 25% as well.
 * As Human Infiltrators have no really damaging offensive powers with a cool down, it is worth foregoing the Power & Capacity/Power Damage/Weapon Weight ranks of Alliance Training in order to maximize weapon and headshot damage.
 * Sticky Grenades are perfect for escaping situations whilst damaging enemies, as they have no cooldown and will not break your Tactical Cloak when thrown, allowing an Infiltrator to retreat throwing grenades, whilst under cloak.
 * A duration maxed Tactical Cloak is very useful on Gold, when it allows a player to be invisible for the time it takes to activate an objective (such as Signal Boosters etc).


 * Cerberus
 * Cryo Blast is more useful here due to the number of enemies that can be frozen, since, barring Atlases and Dragoons, all Cerberus units have health. If combined with a player who has a shield stripping power, such as Arc Grenade, Cryo Blast can be used in tandem to snap freeze groups of enemies if the increased radius evolution is chosen.
 * Cryo Blast can also be useful if a Phantom gets too close to your squad - it will slow her down significantly, allowing for retreat/headshots.
 * A Sticky Grenade can be used to eliminate whole groups of Guardians and Troopers by, if the increased radius evolution is chosen, sticking it to a low ceiling above them. They will rarely ever dodge it, and it ignores the Guardians shields as it damages them from the top down. Alternatively, a grenade can be stuck directly to a Guardians shield, which can kill them.
 * Tactical Cloak can allow the player to sneak out of close quarters situations, and to sneak past Guardians and attack them from behind if it is too tricky to shoot them through the slit in their shields.
 * On bronze, it is advisable to have maximised Sticky Grenade damage and to equip Grenade Capacity gear - this way, you can take down Atlases with ease by sticking up to 8 grenades to them, and this can be accomplished without breaking cloak.


 * Reapers
 * Cryo Blast can help against Reapers due to its armor debuff, making Brutes, Ravagers and Banshees die much faster. It will also freeze any unprotected infantry I.E Cannibals, or Marauders or Husks.
 * Sticky Grenades, when leveled up to do max damage to armor, can be used to instantly eliminate Brutes and Ravagers. They have the additional bonus that they will kill any Swarmers that appear with their area of effect damage. However, it is inadvisable to use them against Banshees unless they have had their barrier already removed - they are likely to biotic jump out of the way, wasting the grenade.
 * Sticky Grenades are very effective against Reaper enemies, given their propensity to stick together in groups. This allows a player to take down multiple enemies with only one grenade, as the area of effect damage will be utilized to the max.


 * Geth
 * Headshots can be performed on all geth units, allowing for heavy damage to be inflicted easily with just a sniper rifle.


 * Collectors
 * The Human Infiltrator is useful for taking out hardened enemies and sniping from afar.
 * Cryo Blast is good at weakening armored targets like the Praetorian and the Scion, and using the power on unarmored targets, along with sticky grenade, will pull off powerful cryo explosions to decimate the target.

Salarian Infiltrator
Salarians have a high-speed metabolism that allows them to function on just one hour of sleep a day. They also process information much faster than other sentient races.

Salarian infiltrators specialize in long-range suppression, flanking, and stealth-based combat. These agile combatants are deadly and difficult to detect on the battlefield.

Heavy Melee and Dodge

 * Disruptor Omni-Blade - The Salarian Infiltrator slashes with a forked omni-blade discharging electrical energy.
 * Combat Leap - The Salarian Infiltrator jumps out of the way incoming attacks.

Player Notes

 * General Notes
 * Energy Drain is the biggest asset of a salarian Infiltrator. It allows them to not only inflict heavy shield damage against enemies but to also repair their own shields.
 * Proximity Mine can be used very effectively even on higher difficulties as, if it detonates whilst the player is in cloak, it can do lots of damage. However, it is worth maximizing one or the other but not both of Energy Drain and Proximity Mine in order to have maximum shields and weapon damage, and one very strong offensive power.
 * A duration maxed Tactical Cloak is very useful on Gold, when it allows a player to be invisible for the time it takes to activate an objective (such as Signal Boosters etc). Without the duration bonus a cloak will barely last halfway through a device (de-)activation.
 * Because the Tactical Cloak's cooldown is based on the length of time it is used, salarian Infiltrators should consider a heavy weapons loadout. Using for example a Valiant or Krysae with a Claymore can offer unprecedented firepower and so long as you use the Cloak judiciously, you can retain a 3 second cooldown as opposed to for example, 20 seconds. This can also be used in tandem with Energy Drain too, you could use the Cloak, then the Drain immediately afterwards and still maintain a 3 second cooldown. Just remember to break the cloak after a period of time has passed. This also subsequently bypasses the biggest weakness of an Infiltrator, which is the inability to regenerate shields when using Tactical Cloak on a regular basis. What it does not do however is protect you from enemies bypassing the "Shield Gate" aspect of your overall status if you have not had adequate time to properly recover (the time shields and health take to recover naturally).


 * Cerberus
 * Proximity Mine is arguably more useful than Energy Drain against Cerberus on lower difficulties - when fully upgraded, it can be used like a grenade with a cool down, allowing for takedown of groups of troopers.
 * However, on higher difficulties Energy Drain is much more effective as it can strip the shields/barrier from a multitude of the harder enemies, allowing for fast elimination of Phantoms and Nemeses.
 * Energy Drain can be used to remove the shields of Centurions, exposing them to a headshot, especially as it can momentarily stagger them.
 * Tactical Cloak can allow Infiltrators to sneak out of close quarters situations, and to sneak past Guardians and attack them from behind if it is too tricky to shoot them through the slit in their shields. This problem can be countered however by using a Piercing Mod on a weapon, as it then mitigates the need to aim for the hole in the shields. One should still be careful around Guardians however as they can flank you, or let other troops flank you while you are trying to deal with said enemies. Since the update, the Tactical Cloak's duration has been drastically decreased, and therefore is not as effective for avoiding said enemies.


 * Reapers
 * Proximity Mine is infinitely more useful against all of the Reaper troops except for Banshees. It can be used to guard against Husks/Swarmers that come to close, and does decent damage to armoured enemies.
 * However on higher difficulties, it is better to equip a harder hitting weapon such as the Javelin to deal with these armoured enemies, and max out Energy Drain to strip the barriers from Banshees, stopping them from getting any closer to you.
 * Tactical Cloak is incredibly useful, as it allows the player to retreat safely from a Brute/Banshee that has got too close.


 * Geth
 * The salarian is one of the best Infiltrator races to play as when fighting the geth as a player can use a maxed out Energy Drain to not only restore shields completely but to reduce the damage they take by 40% for ten seconds, after which they can simply use it on another target.
 * Salarians looking to play Gold should grab Damage instead of Armor Boost; this will ensure that Drain removes all of the shields from weaker enemies.
 * Proximity mine is comparatively redundant, as a player can instead use the headshots that can be performed on all geth enemies to do high damage to them. As well as this, the use of Energy Drain is far more useful since it can strip both shields and energy from geth units. Proximity mine should only really be used against geth to stagger them to relieve pressure on a team mate.
 * Despite their power, Hunters should be targeted as a priority, since the Hunters are more than capable of flanking you, and your team, and subsequently stunning or incapacitating you and them.
 * Energy Drain with the radius upgrade can be used to effectively reveal cloaked Hunters, even by accidentally using it on other nearby enemies.


 * Collectors
 * The salarian is somewhat useful against this faction. Energy Drain is good against barriers and replenishes your own while draining theirs.
 * Another useful technique is to use the Proximity Mine to debuff enemies, with the Damage Taken evolution of the power, then use a powerful Sniper Rifle or Shotgun to take down the enemy quickly.

Quarian Infiltrator
Quarians have spent centuries at perpetual salvage and ship repair; the survival of their species depends on this technical expertise.

Quarian infiltrators are elite support specialists with a talent for setting up ambushes. Their technical wizardry makes them crucial contributors on the battlefield.

Heavy Melee and Dodge

 * Disruptor Omni-Blade - The Quarian Infiltrator slashes with a forked omni-blade discharging electrical energy.
 * Combat Leap - The Quarian Infiltrator jumps out of the way incoming attacks.

Player Notes

 * General Notes
 * Sticky Grenades are perfect for escaping situations whilst damaging enemies, as they have no cooldown and will not break your Tactical Cloak when thrown, allowing an Infiltrator to retreat throwing grenades, whilst under cloak. On top of this, they can inflict just over 5000 damage on armored targets if using the right evolutions and equipment. This will allow you to tear straight through a single targets armor and when Grenade Capacity gear is equipped, you can take down whole groups of armored foes in double quick time.
 * A duration maxed Tactical Cloak's Duration evolution allows a player to be invisible for the time it takes to activate/eliminate an objective (such as Signal Boosters etc).
 * In addition to the hacking ability, Sabotage is fairly useful for its brief stun effect. As almost all but the most powerful enemies have guns, stunning them briefly allows much easier headshots, killing infantry level enemies and severely damaging others.  The excellent damage-to-weight ratio of the M-92 Mantis Sniper Rifle allows you to do this more often, and reload-canceling lets a player fire shots more often.
 * Players could rely on Tactical Cloak's quickened cooldown. By activating Tactical Cloak and immediately using the power, this reduces the cool down to about 3 seconds because it uses the Tactical Cloak's cool down instead of Sabotage's. Combined with a quick sniper shot, this allows for heavier load outs while still keeping lower cool downs and using the damage bonus from the cloak.
 * Taking the Rank 6 Tech Vulnerability evolution of Sabotage makes the Quarian Infiltrator much more practical for fighting all factions. In a tech-heavy team, Sabotage can make downing even the toughest enemies significantly easier.
 * Note that Sticky Grenades are classed as a combat power and thus do not receive a damage bonus from Sabotage's Tech Vulnerability evolution.


 * Cerberus
 * A Sticky Grenade can be used to eliminate whole groups of Guardians and Troopers by, if the increased radius evolution is chosen, sticking it to a low ceiling above them. They will rarely ever dodge it, and it ignores the Guardians shields as it damages them from the top down. Alternatively, a grenade can be stuck directly to a Guardians shield, which can kill them.
 * Tactical Cloak can allow the player to sneak out of close quarters situations, and to sneak past Guardians and attack them from behind if it is too tricky to shoot them through the slit in their shields.
 * On bronze, it is advisable to have maximised Sticky Grenade damage and to equip Grenade Capacity gear - this way, you can take down Atlases with ease by sticking up to 8 grenades to them, and this can be accomplished without breaking cloak.
 * Sabotage is fantastic on higher difficulties as it can be used to cause Atlas Mechs to attack their own troops. More importantly, they will also normally have to turn around to do so, allowing the player a bit of respite as they then have to turn back to shoot at the player.
 * Sabotage can also be used on Turrets, which is useful to kill their own nearby master, the Engineers, and other nearby enemies, whilst distracting it from shooting you and your teammates.


 * Reapers
 * Sticky Grenades, when levelled up to do max damage to armour, can be used to instantly eliminate Brutes and Ravagers. They have the additionally bonus that they will kill any Swarmers that appear with their area of effect damage. However, it is inadvisable to use them against Banshees unless they have had their barrier already removed - they are likely to biotic jump out of the way, wasting the grenade.
 * Sticky Grenades are very effective against Reaper enemies, given their propensity to stick together in groups. This allows a player to take down multiple enemies with only one grenade, as the area of effect damage will be utilised to the max.


 * Geth
 * One of, if not the best class to play as when fighting the geth as Sabotage can turn any geth enemy into a momentary ally. This is very effective when used on Geth Rocket Troopers, as they deal high damage with their rocket launcher and thus can do a lot of damage to their fellow geth in the short time that they are sabotaged. Pyros can also burn through armor and shields very quickly and are also very slow to reach you when the effect wears off. Primes also deal massive damage to anybody around them, but it does not effect their drones or turrets.
 * However, it is important to remember that enemies build up resistance to Sabotage and so can only be used three times on any enemy before it becomes ineffective.
 * When used whilst in Tactical Cloak, depending on how long you stayed in the cloak (or your power recharge speed), Sabotage will use the recharge speed of the cloak instead of its own, meaning you can use it much more regularly. This can allow the player to headshot any enemy (whilst in cloak), Sabotage it before the cloak breaks and then headshot it again whilst it is attacking its allies.
 * Grenades can be used against the Pyros and Primes, but it would probably be better to use Sabotage since it will more than likely inflict more damage than a Grenade ever will, especially on Gold.
 * In some sense, Sabotage can also be used like a mobile bomb although a little unorthodox and slightly unreliable when the target has been hit multiple times with Sabotage. However used correctly, it can be used very effectively to deal significant damage to enemies around the unfortunate victim. Chain this together with other geth, and huge damage can be inflicted to tougher enemies, or smaller enemies can sometimes be killed outright.
 * Deal with Geth Hunters when able, since they can suppress a player's sabotaging skills. Allies with detection powers (i.e. Hunter Mode, Tactical Scan, Recon Mine, etc.) can partially eliminate this threat, but vigilance is the best tactic.
 * When Sabotaging targets, it is usually best to prioritize Geth Hunters and Pyros over other units, since both of these can seriously ruin your day if they get close. While a Sabotaged Geth Prime can do massive damage, it will usually deploy turrets, and then attack them first.  This wastes some of the hack's duration, and prevents the hacked Prime from drawing enemy fire.  Ideally, a Prime should be hacked when other Geth are in very close proximity, so that it will prioritize them as targets.


 * Collectors
 * If one wishes to emphasize on Sticky Grenades, one should choose a high rate-of-fire weapon to compensate for lack of barrier stripping powers.
 * If you wish to focus on powers and fill more of a support role, you should equip a light assault rifle, like the Avenger or a Revenant (at level 10) (you can even use a Hurricane effectively, and lowering your cooldown), and a harder hitting heavy pistol, like a Talon or the Carnifex, using Sabotage to shock lower level enemies, and using your weapons to deal with barriers and armor.

Geth Hunter Infiltrator
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.

Geth hunters converge quickly on a target while remaining undetected. Unique perception systems give geth an unsurpassed understanding of the battlefield.

Heavy Melee and Dodge

 * Shield Pulse - The Geth Infiltrator generates pulses of damaging energy at the expense of shield strength.
 * Geth Hop - The Geth Infiltrator jumps out of the way incoming attacks.

Player Notes

 * General Notes
 * This is potentially the most damaging class in Multiplayer, as it can acquire passive weapon damage bonuses from Networked AI and Hunter Mode, an additional bonus from Tactical Cloak, and still more from Proximity Mine. This makes the Geth Infiltrator one of the best classes to take down heavy units, due to the high damage that they can put out. However to obtain maximum damage, one must sacrifice points into fitness which can make the geth infiltrator very squishy.
 * Taking into account the geth weapon damage bonuses acquired from Networked AI, it is worth using the Javelin or the Geth Plasma Shotgun on this class in order to maximize the damage done.
 * The Javelin's natural Pierce distance is 1m, while the Widow's is 0.5m, while the Black Widow's is 0.25m. Hunter Mode, any of those weapons and a wall shorter than the applicable distance means easy kills with no worries of fighting back.
 * A player can use the ability of the Plasma Shotgun to be charged up, go into cloak, and then fire without breaking cloak to devastating effect, as it allows for an incredibly powerful attack without losing your cloak. However, beware of the "charge-cloak" glitch when using the GPS though; the cloak is prone to instantly deactivating if the player has been using a charged weapon.
 * The Geth Infiltrator can also excel with a heavy shotgun like the Claymore or Wraith. A cloaked Proximity Mine + Shotgun blast is fatal to all but the most powerful enemies, even on Gold. Don't put points into rank 6 of Tactical Cloak if you want to use a shotgun, though; put them in Advanced Hardware to give you some extra survivability.
 * Having Hunter Mode on allows a player to use the penetration of either the Widow, the Black Widow or the Javelin to great effect, as it outlines enemies through walls and allow a player to then headshot them.
 * Hunter Mode allows a deadly strategy on even the highest of difficulties. Knowing exactly where you opponent is, especially their head, even through environment is invaluable information.
 * Defensively, Hunter Mode allows you to defend yourself against enemies by always keeping a wall and some cover between you and them at all times, thus never taking any damage.
 * Offensively, with the aforementioned Sniper Rifles with natural piercing, the player can combine one with Armor Piercing Ammo, a Sniper Rifle Piercing Mod V, and a Sniper Rifle Rail Amp III to be able to penetrate the furthest possible distance of any combined set of weapons and equipment. Combined with Hunter Mode's awareness of where enemies are exactly behind a wall, and you can pierce up to 3.35m of environment with a shot, targeting the head, doing massive damage. The only reduction of damage is the 30% reduction of the Sniper Rifle Piercing Mod, and it is made up for in damage bonuses of the Armor Piercing Ammo and the Extended Barrel, the other advised mod. The only problem is that the Javelin and Widow only have one shot per clip, and Hunter Mode is a passive ability that increases damage dealt with guns and powers but does no damage. If you're shooting through walls completely, the Proximity Mine can be ignored. As such all damage will be coming from weapons, so its recommended to take the Black Widow, as of the 3 sniper rifles which can increase piercing damage, the Black Widow is the only one with a multi-shot clip. The resulting pierce distance is 2.6m. An alternate option is to use the Javelin due to its piercing properties and high damage.
 * With all damage bonuses of Ranks 4 and 6 for Sniper Rifles in Tactical Cloak, and all other damage bonuses it is possible to kill a Prime with 9 shots, 3 clips, and 2 reloads or less.
 * However, Hunter Mode comes at the price of incredibly reduced shields, combined with the already low health the geth characters have, making the player very vulnerable to grenades and rockets, which can kill a player in one hit on Gold. Grenades, however, require the enemy to have a straight line of sight on you, in order for the enemy to target you, and on higher difficulties, Grenades one-shot everyone but the most sturdy Krogan. Even without Hunter Mode on, one is likely to be killed by a grenade on Gold. Rockets can't initially shoot through shields, but if shields are not given a chance to regenerate adequately enough, rockets CAN hit through shields. That being said, there is an annoying bug where Rocket Troopers may shoot 2 rockets practically simultaneously. Other than that, both grenades and rockets can be avoided to taking no damage, and the battle information and tactical awareness gained from Hunter Mode can be invaluable regardless.
 * A duration maxed Tactical Cloak is very useful on Gold, when it allows a player to be invisible for the time it takes to activate an objective (such as Signal Boosters etc). That being said, when buying the Rank 4 Damage bonus rank over the Rank 4 Duration bonus rank, one can cloak right before starting a device, and finish mere seconds after the cloak breaks. If timed properly and no one sees you, enemies are unlikely to attack, and you can even use a power right as you're finishing the device and standing, and the Tactical Cloak will override the recharge speed, as it would have anyway.
 * Proximity Mine can be used very effectively even on higher difficulties as, if it detonates whilst the player is in cloak, it can do lots of damage. However, it might be worth maximising either Hunter Mode or Proximity Mine, but not both in order to have maximum shields and weapon damage, and one very strong power.
 * The geth's "light" melee strike is actually slower in execution than the "heavy" shield pulse, which is also capable of doing more damage, to multiple enemies, so it is generally better to use the shield pulse.
 * Note that keeping the melee button held will cause you to continuously send out up to six pulses.
 * One of the key things to keep in mind when playing a geth character is the shield/health balance. This means that you will only get a full screen visual warning (bloody screen) about how much damage you have taken when you have lost 75% of your hit points. In return, you can fully restore more of your hit points by taking cover than most other classes (since such a low proportion of your hit points are health).
 * Since enemies that fire their weapons in a heavy 3 shot burst such as atlases and Geth Primes can remove player shields so easily, a geth player should be very careful or try to avoid fighting one of these units if it is backed up by other enemies with faster firing weapons as they with rip through your defences if they catch you.


 * Cerberus
 * Using both the Javelin and Hunter Mode in concert are effective vs. Cerberus. They render Centurion's smoke grenades useless, pierces through multiple Guardians, reveals cloaked Phantoms, highlights a Trooper's head behind cover, and renders thick cover comparatively redundant.
 * Proximity Mine combined with Hunter Mode's awareness bonuses, can help kill phantoms easily. Use Hunter Mode to first locate, cloak, shoot the ground near their feet with Proximity Mine to stagger and weaken them, then move in or aim for the kill. Repeat until dead.
 * Geth Infiltrators are the only enemies that can truly one shot kill foes even on Gold, but a Javelin and some equipment is needed.


 * Reapers
 * Geth are overkill against Reapers, and as such it would generally be better to play as one of the other Infiltrators, or switch your weapon loadout since the snipers can kill enemies regardless of cloak. If you do opt for the standard Javelin Geth Hunter combo, then you will completely annihilate weaker enemies, and do extreme damage to Brutes, Ravagers, and unprotected Banshees. This'll make you a very powerful support class, but not really ideal for constant work on smaller foes. As such you may want to consider the Valiant, Black Widow, or Indra, if you want to snipe as these will give you more room for error, more shots to kill foes with, and make you more flexible.
 * The Acolyte would prove quite useful against the Banshee, since you can then single handedly take down barriers alongside armor, the Geth Infiltrators main weakness.


 * Geth
 * Both Hunter Mode and the Javelin are fantastic! It allows a player to clearly see any Hunters sneaking up on their squad, and highlights where the head of a hunters is. Headshots can be performed on all geth foes: Geth Pyro's fuel tanks are especially vulnerable points.
 * Shielding can easily be stripped off of heavier enemies by using the Acolyte. This will expose the armor in just a couple of shots.
 * Take care to look out for where the Geth Prime lays its turrets and drones, if you get caught in their triple burst while one of the turrets is in a position to flank you, you will almost certainly be downed.


 * Collectors
 * Geth are very weak, even with Hunter Mode off and Advanced Hardware maxed out. It's advisable to maintain distance/cover/cloak vs. heavy hitters and armoured foes on higher difficulties, like Scions and Praetorians.
 * It may be best to forego the Javelin and instead use a weapon that is a little more versatile I.E. the Valiant, Indra, or Collector Sniper Rifle, or the Acolyte pistol to dispose of the barriers. That will help you to strip barriers from every enemy who has them, and still allow you to deal with enemies who have armor.

Quarian Male Infiltrator
Quarians have spent centuries at perpetual salvage and ship repair; the survival of their species depends on this technical expertise.

Quarian infiltrators are elite support specialists with a talent for setting up ambushes. Their technical wizardry makes them crucial contributors on the battlefield.

Heavy Melee and Dodge

 * Incendiary Omni-Blade - The Quarian Male Infiltrator strikes with an omni-blade charged with incendiary energy.
 * Combat Leap - The Quarian Male Infiltrator jumps out of the way incoming attacks.

Player Notes

 * General Notes
 * Tactical Scan is one of the most useful powers in game, as it can increase weapon damage taken by a target by up to 32.5%. This allows for incredibly fast takedown of hardened enemies on gold, especially if paired with a damage maxed geth Infiltrator.
 * Due to the Male Quarian Infiltrator having 3 good powers, it can be useful (if unconventional) to maximize all of them along with Quarian Defender in order to do the most damage possible - however, this comes at the price of being physically weak.
 * Arc Grenades can be combined with Tactical Scan to remove the barrier/shields of an enemy very rapidly, as they can do an extra 32.5% damage when Tactical Scan is evolved to maximize power damage.
 * Arc Grenades do not break cloak and as such can be used to kill enemies/take down their shields whilst the player is retreating.


 * Cerberus
 * Tactical Scan can be used to not only eliminate Atlases, but, if placed on a Phantom, also show where a cloaked Phantom is hiding.
 * If the Area Scan evolution is chosen, it allows for easy headshots of Guardians since it displays them in a similar manner to Hunter Mode. It can also be useful for finding cloaked Phantoms without having to target them with it.
 * Arc Grenades are incredibly effective against Cerberus troops, as they can remove the shields from Centurions, Nemeses, Phantoms and Atlases with ease - it is therefore recommended to equip the Grenade Capacity gear in order to be able to spam these for a long period.


 * Reapers
 * Tactical Scan works wonders against the armored units that Reaper forces possess - when used in tandem with Arc Grenades, a player can strip the barrier of a Banshee and then use a sniper rifle to finish her off.
 * However, Arc Grenades are less useful against all other Reaper units, so it might be a good idea to invest points elsewhere.


 * Geth
 * The best enemy to use the Male Quarian Infiltrator against, as Arc Grenades can kill entire groups of enemies with ease, even on gold, since they have such a large area of effect.
 * Arc Grenades can easily be used to remove the shields from multiple Geth Hunters at one time and therefore make them all visible, which is very valuable on gold as Hunters are much more deadly.
 * The Tactical Scan evolution Area Scan can also be used to reveal where Geth Hunters are - however, its effects wear of quickly.
 * Tactical Scan can be used to fantastic effect on Geth Primes - it allows a player to then easily strip its shields with Arc Grenades, and then to kill it with a few sniper rifle shots from Tactical Cloak.
 * However, having all of the non passive powers and Quarian Defender upgraded leaves the player very vulnerable to attack. On gold, a player will die after two hits from a Geth Prime's cannon.


 * Collectors
 * Quarian Infiltrators should not be the first class to choose in battle against the Collectors, since they only have one offensive power, Arc Grenades, and they can only be effective against either armor or barriers, not both.
 * It is best to equip a weapon opposite of what Arc Grenades are evolved to do. (Assault Rifle and SMG when used against armor, and Shotgun, Sniper Rifle, and Heavy Pistol when used against barriers.)

N7 Shadow Infiltrator
These soldiers are the go-anywhere, fight-anything special forces of the Alliance that were trained at the Interplanetary Combatives Academy in Rio de Janeiro, Brazil. They had to survive combat situations "in an admirable and effective fashion" to receive the N7 rank. Many N7s now train other species in anti-Reaper asymmetric warfare.

Shadow infiltrators use implants to dramatically improve agility, making them slippery combatants on the battlefield. Their monomolecular blades are a menace from cover and close range.

Heavy Melee and Dodge

 * Martial Arts - The N7 Shadow Infiltrator slashes at an enemy with her sword, resulting in a decapitation if the attack is fatal.
 * Acrobatics - The N7 Shadow Infiltrator flips to evade incoming attacks and cross obstacles.

Player Notes

 * General Notes
 * Primarily, a Shadow's specialty is to quickly eliminate dangerous or hard to reach enemies while the rest of the team deal with the main force. Key targets include Geth Rocket Troopers, Nemeses, Phantoms, Ravagers and Turrets.
 * When using Shadow Strike, you will cloak and move behind the opponent, even if they are at range. This essentially turns Shadow Strike into an Infiltrator's Charge, allowing unsurpassed mobility around the battlefield. Shadow Strike can also be rank evolved to provide either; damage reduction or shield drain evolutions of the power. Couple this with the fact that the N7 Shadow Infiltrator can cloak, and a player can: select targets while shielded from enemy sight, Shadow Strike (which is a melee class attack and as such could couple cloak damage bonuses and dual power use evolutions at rank 6), and return to cover before the target (if still standing) is alert to the player.
 * The rank six shield drain evolution of Shadow Strike will make the N7 Shadow significantly more durable in combat. It functions in a similar manner to Energy Drain; when performing Shadow Strike on a shielded opponent, you will absorb their shields, restoring your own. Unlike Energy Drain, it will not restore shields when used on unshielded synthetics.
 * With Sword Mastery maxed out in favor of heavy melee damage, and Shadow Strike maxed out in favor of damage, it is possible to kill almost every single enemy in one hit (on Silver) if used with Tactical Cloak. This is true even without the rank 4 Tactical damage evolution. Even Phantoms can be instantly killed in this manner. This makes duration a much more appealing option at rank 4, since the Shadow is far better at close range than any other infiltrator.
 * The bonus power evolution of Tactical Cloak is extremely useful for the Shadow, as it allows two Shadow Strikes to be performed before uncloaking (and therefore benefit from the Cloak's damage bonus twice). This allows the cloaked Shadow to dance around the battlefield, taking at two enemies in each cloak. Alternatively, she can cloak, take out a target with Shadow Strike, then return to safety while still cloaked. This gives her some great mobility options for getting out of tough situations.
 * The Shadow performs best when geared around melee damage and power use. For these reasons, a light load-out is recommended.  With the massive damage of their melee attacks, the sheer lethality of Shadow Strike, and the decent crowd control ability Electric Slash, they are well suited to complete a match without firing a single shot.
 * If the Rank 5 Electrical Damage evolution of Shadow Strike is taken, players can detonate it with Electric Slash to create a Tech Burst single-handedly. This is useful when engaging large enemies who will still be alive after the former - execute a Strike, quickly dodge behind cover, then activate the Slash. The brief vulnerable period is largely irrelevant since Electric Slash can hit enemies behind solid objects.
 * As always, caution should be exercised when engaging Banshees, Brutes, Atlases, and Phantoms at close range, in order to avoid their insta-kill moves.
 * The rank 4 damage reduction evolution of Shadow Strike can greatly increase your survivability after uncloaking, allowing you to shrug off 40% of all damage for five seconds after performing Shadow Strike. This lets you survive in heated combat until cloak is off cool-down.
 * As with Kasumi's power in Mass Effect 2, Shadow Strike can be a useful distraction. Using it on a powerful enemy will get its attention, causing it to turn around and redirect its fire from the player's teammates. A nimble player can dodge the retaliatory strike and escape into cloak, though this is a risky maneuver.
 * While shotguns combine well with Shadow Strike for a close quarters specialized character, equipping a lightweight sniper rifle is also an excellent choice. The resulting character is strong at all ranges, with melee attacks and Shadow Strike (with a short cooldown) covering short-range combat, and the rifle covering long range. A sniper rifle's scope also allows the player to lock onto enemies for Shadow Strike from further away.
 * For a completely Shadow Strike-oriented Shadow, to retain a cooldown reduction of 200%, a heavy pistol is an excellent choice. With this play style, you are unlikely to fire your weapon, so damage is irrelevant. What is important, however, are the Melee Damage and Scope mods. This gives you even more damage output and a longer range for Shadow Strike at no cost to your power recharge. Alternatively, you could equip the Disciple and an omni-blade attachment for a close quarters edge as well as up to 50% more damage in hand-to-hand combat. It'll drastically increase your effectiveness against almost any foe, but at the cost of +50 weight, possibly causing you to have less than 150% cooldown.
 * The Bonus Armour Damage Evolution of Sword Mastery is an excellent choice, as it allows the Shadow to be good at what it previously lacks - dealing with armour. Both shields and barriers are devastated by Electric Slash and Shadow Strike but armour remains stubborn without this Evolution taken. Alternately, the Shadow can carry a weapon such as a sniper rifle or the Carnifex that is effective against armor.
 * The Shadow is capable of using Shadow Strike twice, at 200% CDR, if Bonus Power Cloak is taken but the window of time available requires extreme precision and an instant jump to a second target; Shadow Strike followed by Electric Slash is impossible. To improve this, the 4th Evolution of Tactical Cloak, Duration, is an ideal choice. The window of time available for double Shadow Strike gives you time to choose your second target or escape if you must and Shadow Strike followed by Electric Slash becomes possible, for Cloaked, high damaging Tech Bursts.
 * It's possible to replace Tactical Cloaks' cooldown timer with Electric Slash by cancelling Tactical Cloak manually right before using Electric Slash itself. This essentially swaps the two powers' respective cooldown timers, as Electric Slash is done last. Due to Electric Slash' extremely low cooldown, this is extremely useful as it allows the Shadow to get Tactical Cloak back up extremely fast, or even allow a player to simply reset it if the duration is running low. This can also make it so rapid use of Electric Slash, or the Shadow Strike to Electric Slash combo as noted above, can always be done in stealth or minimize exposure respectively.


 * Cerberus
 * Shadow Strike is usually effective against Guardians -- since the Shadow appears behind the target, the Guardian's shield is useless. However, sometimes the Guardian will be aware of the Shadow, and will turn to interpose his shield in time.
 * Properly specialized, a double Shadow Strike from cloak (bonus power allows two to be used before cloak is removed) with melee damage bonuses will kill a phantom full health and barriers even on gold.
 * Even without the highest-damage Shadow Strike specialization, Shadow Strike is extremely effective at killing Phantoms. With the electrical damage evolution, the Phantom will continue to take damage over time, allowing her to still be targeted when she cloaks, and Shadow Strike has essentially perfect accuracy, allowing it to connect even if the Phantom is running or dodging. Make sure to dodge away after performing Shadow Strike, though, as the Phantom will perform a retaliatory strike even if the player is cloaked.
 * It is very important to ensure that the Phantom is not aware of the Shadow when executing Shadow Strike or the Phantom will immediately counterattack, leaving the Shadow highly vulnerable and in critical condition. If the Phantom is aware of the Shadow prior to performing Shadow Strike, the Phantom may, on occasion, interrupt the Shadow Strike with her instant-kill attack, killing the Shadow before the blow even lands.


 * Reapers
 * When using Shadow Strike on a Ravager, be sure that you will kill it and whether or not you do, be ready to Dodge backwards as soon as you are able, otherwise you are going to be assaulted by Swarmers or be quickly damaged by the blood, something you simply cannot afford.
 * It is recommended to wait until the Ravager is preoccupied with shooting before using Shadow Strike or it will rupture its sacs and cause massive damage. Alternatively, one could deliberately shoot all of the Ravager's sacs before performing a Shadow Strike.
 * Brutes are an excellent way to test your capability to Shadow Strike. Always wait for a Brute to charge before you initiate your combo and Shadow Strike just before it reaches you. That way, you will teleport behind the beast and strike him from behind where he takes maximum damage.
 * Shadow Strike may be safely used against Banshees if they are in the early stages of a teleport chain. Shadow Strike will often position the Shadow a few jumps before the current location of the Banshee to slash at nothing. Despite the apparent miss, the Banshee will still take full damage.


 * Geth
 * With Geth, using shadow strike on enemies is not as risky as it is with the other factions, since Geth do not have any units that can instantly kill you. However, since all Geth possess the ability to stagger a player, getting caught in the middle of a cross-fire after using Shadow Strike can be a grave mistake.


 * Collectors
 * Using Shadow Strike on an Abomination (and thus killing it) will cause it to immediately explode, inflicting a lot of damage. For this reason, using Shadow Strike on Abominations is not recommended, especially if it is Possessed.
 * Shadow Strike is more effective against Collector Troopers and Collector Captains. If you evolve Shadow Strike and the Sword Mastery classes to do max damage, you can get rid of these enemies in one strike. If they are Possessed, you'll still do plenty of damage.
 * Electric Slash can be used to get rid of Seeker Swarms or Seeker Plagues without getting close.
 * Because Scions are very slow to react, Shadow Strike can be very useful on them, especially when evolved to do max damage to armor.
 * A good note to remember is that if you decapitate an Abomination, it will not explode. So if you maximize melee damage, along with a weapon mod that increases melee damage, one never has to worry about dodging their post-mortem explosions.

Turian Ghost Infiltrator
Turians adhere to a strict moral code: "The needs of the group outweigh that of the individual." Discipline is the foundation of turian society. A turian line never collapses; its troops fall back in order, setting ambushes as they go. You will only see a turian's back when they're dead.

Ghost infiltrators are a part of the turian's lethal 26th Armiger Legion, a respected and feared frontline assault squad. On the battlefield, a Ghost uses propulsion packs and advanced stealth technology to launch lightning-quick airstrikes on unsuspecting foes.

Heavy Melee and Dodge

 * Dual Omni-Blades - The Turian Ghost Infiltrator jets towards an enemy and slams the ground with dual omni-blades.
 * Propulsion Packs - The Turian Ghost Infiltrator jets a short distance to evade incoming attacks.

Player Notes

 * General Notes
 * Because of the Stimulant Pack power and Fitness upgrades that bolster a Turian's defenses, the Ghost has tremendous staying power in a regular firefight in addition to the "snipe and relocate" strategies available to all infiltrators. As such, the Ghost is a very versatile and tough combatant, able to switch roles easily between fire support and flanking maneuvers.
 * The Ghost Infiltrator is the only Infiltrator with Overload. Given the significant damage Overload does, it is much more effective than the Salarian's Energy Drain for destroying shields, but lacks the obvious absorption and area of effect the drain has. This makes the Ghost much more effective against singular enemies with bigger shielding, but its lack of any area of effect leaves much to be desired against squads. While you can hit 3 enemies, it comes at the cost of the majority of Overloads strength, plus the chain hits do 60% less damage, thus it is recommended to stick to single foes.
 * The Ghost Infiltrator's melee attacks and combat maneuvers involve jet propulsion effects on the armor. These generally propel the player faster and further than their normal counterparts, so it takes a bit of practice to get the timing and distance right.
 * The Ghost can also be an effective (albeit unorthodox) melee character. By investing in the melee upgrades in Tactical Cloak, Stimulant Packs, and Fitness, the Ghost can become a highly mobile melee assassin, second only to the N7 Shadow.
 * The Stimulant Pack power exhibits the same behavior as a grenade power: it benefits from the same upgrades as a grenade power, is reloadable at ammo crates, and does not have a usage cooldown time.
 * However, Stimulant Packs do not have the brief immunity that Ops Survival Packs grant. Activating a pack right before health reaches zero will use up a pack without preventing the player's going down, due to the comparatively shorter shield gate cooldown.
 * The Rank 6 evolution for the Ghost's Tactical Cloak differs from the typical Infiltrator's Cloak—instead of the option to deal extra damage with sniper rifles, it offers the option to increase damage for assault rifles by 20% for 10 seconds when activated (it starts counting when activated, not after de-cloak).
 * With a short enough cooldown, or if the player makes a point to break cloak quickly, this bonus can be kept active indefinitely, even when using Overload; simply cloak any time you want to use Overload, this will usually result in a shorter cooldown than Overload alone, as well as extra damage on the Overload.
 * Activating Tactical Cloak after an extended magazine upgraded Striker Assault Rifle has already achieved its maximum fire rate will allow the remaining shots to be fired without breaking Cloak.
 * With shields comparable to a geth character but regular health, the Ghost is the most resilient Infiltrator as of yet. Good use of Stimulant Packs combined with high health/shield bonuses from Fitness can allow the Ghost to tank the triple shots of enemies like Ravagers and Scions. This makes the Ghost a good candidate for solo missions.
 * The Ghost's propulsion packs can be used to push through basic enemies like cannibals and assault troopers. So if your find yourself swarmed or trapped in a corner you have the ability to break the attack.  This will not work on more advanced enemies and trying it on one's with instant kill abilities will leave you dead quickly.


 * Cerberus
 * Ghost's heavy melee attack can stun Phantoms and Dragoons, which gives them an edge to escape a fatal attack, or the dodge can help escape a dangerous position.
 * Overload is devastating against Atlases and Phantoms, due to the fact that the power hits instantly, and said enemies can quickly have their shields or barriers stripped, leaving them exposed extra damage - or to a headshot from a sniper in the Phantoms case, often killing them. It also works very well on the Centurions or Nemeses.
 * Dragoons will be the biggest problem, bearing no shields, but instead armor and a pair of whips. However, that is nothing a high-powered sniper rifle like the Widow, or Javelin cant handle at range.


 * Geth
 * You will be the Geth's biggest threat due to your ability to Overload not only their shields, but their core systems too. Those that are incapable of being overloaded or have had their shields destroyed, are very vulnerable to an anti-armor weapon such as a heavy pistol or sniper rifle.
 * The only problem as always with any class, is the Geth Hunter which will stun you if you give it half a chance. They can be easily grabbed however, and any at range, if you have the skill can easily be dispatched with an automatic weapon, followed by an immediate Overload to strip their shields, and cloaking ability.
 * Reapers
 * Take note that you can be grabbed by Husks during the heavy melee animation, even while in the air.
 * Overload isn't really needed here, as only two enemies have a barrier, Marauders and Banshees.
 * The Dodge moves will prove invaluable against the Banshees since all other Turians cannot dodge back quickly.
 * Equip two anti-armor weapons or one if your going for a lighter loadout so you can strip shields from Marauders or Banshees with Overload, then eliminate them with some well placed shots, and/or deal with armored enemies like Ravagers much quicker.
 * Stimulant packs will be very helpful against the biotic attacks of the Banshees, or the barrage from the Ravagers.
 * Collectors
 * Overload is extremely useful against Collector Captains, possessed enemies, and Praetorians when their barriers are up. Once that is dealt with, a powerful anti-armor weapon will dispose of them in double-quick time. The anti-armor weapon will also prove effective against Scions since said foes can be dealt with very quickly if one knows where to aim. One shot will shred its armor, and a second will very likely kill a Scion.
 * Keep away from Praetorians, since their claw attacks will deal with you very quickly. Should you come under fire, a stimulant pack may give you the time you need to escape.

Drell Ass Infiltrator
The reptilian drell have dense muscle tissue that grants them surprising, wiry strength. With unique hyoid bones in their throats, drell can vocalize high-pitched sounds outside of human hearing range. The bones have the added benefit of making drell extremely difficult to strangle.

Though drell may lack the rugged durability of other races, they are lightning fast and deadly accurate. Drell are to be feared on the battlefield.

Heavy Melee and Dodge

 * Biotic Strike - The Drell Assassin Infiltrator strikes at enemies with a biotically-charged fist.
 * Acrobatics - The Drell Assassin Infiltrator rolls to quickly evade incoming attacks and flips over obstacles.

Player Notes

 * General Notes
 * The Drell Assassin Infiltrator is a character capable of dealing a huge amount of power damage in matter of seconds. Setting a Recon Mine in a high-traffic area and detonating it right after the Homing Grenade is thrown can cause fire explosions that can obliterate large crowds and deal significant damage to bulky armored foes.
 * Since firing and detonating Recon Mine does not break cloak, the Drell Assassin can cloak, fire the Recon Mine, shoot his weapon (breaking cloak), and then detonate the Recon Mine. Since this triggers the shorter cloak cooldown, a relatively lightly loaded Assassin will be able to quickly re-cloak, rinse and repeat for devastating damage.
 * Since the Assassin lacks anti-shield powers, equipping the Acolyte is advised.
 * The Drell Assassin's Homing Grenade can be the most powerful on the game if all the power bonuses are picked in Tactical Cloak and in the passive skills.
 * Paired with the N7 Shadow, the Drell Assassin is the most agile Infiltrator in the game.


 * Cerberus
 * As a Drell's main strength is his speed, you are less likely to be impaled by a Phantom's instant-kill move but caution should still be exercised.
 * Recon Mine can be used to deal massive damage to an Atlas. Their slow speed makes it easy to catch one in the explosion radius. Care should still be taken to avoid their close range grab.
 * Additionally, Recon Mine, when evolved to Rank 6 Invasive Scan, can also be used to bring the already slow Atlas to a snails pace, making it much easier to kill.
 * Homing Grenade can be very effective against Guardians as it usually drops down and bypasses their shields entirely.
 * If that fails Tactical Cloak can be used to move behind the Guardian and shoot him.


 * Geth
 * The Geth are hard hitting specialists and can very easily strip the Assassin's already low health and shields with flanking approaches. They can also stun in succession, limiting the movement and actions of the player.
 * A cautious approach is recommended against the Geth due the Assassin's low health and shields; take cover and stick by your teammates to give you more survivability.
 * Recon Mine can be used to reveal cloaked Geth Hunters sneaking up on you and your squad, which is vital on Gold and Platinum.


 * Reapers
 * This is where the Assassin will shine due to the number of armored enemies that can be easily dispatched with the right upgrades in Recon Mine and Homing Grenade.
 * Only Banshees and Marauders have additional layers of protection, but it may still be wise to bring a back-up weapon (like a light SMG or Acolyte) to deal with shields.
 * Avoid Ravagers at all costs as if all three shots land you will either be downed or critically injured. Swarmers can also deal a lot of damage to your low shields and health.
 * Try to avoid the acid puddles left by Ravagers as they can do serious damage to a low fitness Drell.


 * Collectors
 * Collectors are specialists in both close and ranged combat, so care should be taken all the time. It's advised to be even more defensive with the Assassin when fighting the Collectors, as the Drell's low shields and health can put the player at risk easily.
 * Recon Mine evolved to Rank 6 Invasive Scan can slow down dangerous enemies such as Swarms, Possessed Abominations and especially Praetorians.

Asari Huntress Infiltrator
Asari are the most influential and respected sentient species in the galaxy. They are native to the planet Thessia and were the first species to discover the Citadel. Their long lifespan and history have allowed them to serve as galactic mediators for centuries. While not as physically powerful as other species, their proficiency with biotics makes them dangerous opponents.

Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield.

Heavy Melee and Dodge

 * Heavy Biotic Blast - The Asari Huntress Infiltrator unleashes a biotic pulse that damages enemies within a certain radius.
 * Biotic Dash - The Asari Huntress Infiltrator quickly slides using biotic energy at the expense of barrier strength.

Player Notes

 * General Notes
 * The Asari Huntress is the only Infiltrator capable of detonating combos (in this case, Biotic) in succession, and also the second one (along with Human Infiltrator) able to weaken armor (with Warp), making her a great support for the squad.
 * Unlike most Infiltrators, the Asari Huntress favors Power Damage over Weapon Damage (similar to the N7 Shadow). Due to a developer oversight, the Huntress' Tactical Cloak does not provide bonus weapon damage; instead, the Huntress' damage bonus only applies to powers and melee attacks. As a short-term correction, the Huntress' damage bonus from cloaked attacks begins at 60%, and can be upgraded to 120%.
 * Since the Asari Huntress is a power based character, one should want to keep the loadout at minimum in order to have fast cooldown. Heavy Pistols such as the Carnifex or the Acolyte, or light Sniper Rifles such as an N7 Valiant are useful.
 * With Tactical Cloak leveled for Bonus Power, the Huntress can easily snipe Biotic Detonations from any range while keeping herself safe.
 * On the other hand, taking all of the Power Damage evolutions will make the Huntress' Dark Channel incredibly powerful, able to take down most or all of a Banshee's barriers and armor singlehandedly.
 * Additionally, the increased mobility of the asari combined with the low profile from Tactical Cloak makes her very useful in flanking strategies, especially on higher difficulties. An effective maneuver is to employ Dark Channel on hardened enemies as the back of a formation, by using Tactical Cloak to get close and then retreating. This will ensure that by the time the enemy reaches your team, it will have suffered tremendous damage.
 * Dark Channel and Warp are a lethal combination since both cause damage over time and their effects stack. This is particularly useful when dealing with large armored enemies such as Atlases, or nimble opponents that can hide from line of sight, like Geth Hunters and Phantoms.


 * Cerberus
 * Guardians, while being annoying, are not a huge threat to the Huntress. Despite the fact that their large shields block Dark Channel, the player can sneak behind them with Tactical Cloak to use Warp or Dark Channel. If engaging them directly, a Warp arced slightly behind the Guardian's shield will cause them to stagger, but this is difficult to reliably line up. As usual, equipping piercing weapons/mods helps to deal with them.
 * Dark Channel is invaluable against Phantoms. Because it is a "hit-scan" ability, it will affect the target instantly. This means the Phantom will not have time to raise her power-blocking barrier as she would with Warp. If the Slow Evolution (Rank 5) is taken, Dark Channel will significantly decrease the Phantom's movement speed; furthermore, the damage-over-time will disrupt her cloaking ability.


 * Geth
 * Almost every enemy has shields, and the Huntress's powers are better focused around single enemies. The player should keep their distance at all times.
 * Since Geth always walk together as a single unit, Dark Channel will spread easily. This sometimes reveals hidden Geth Hunters, since the damage over time will expose them, even with their shields active.


 * Reapers
 * Using Dark Channel on weaker enemies such as Husks and Swarmers is a fast way to unleash quick and successive Biotic Detonations with Warp.
 * A properly evolved Dark Channel, used under the effects of a damage boosting Tactical Cloak, is great for seriously damaging or outright killing far away Ravagers before they even come into range, even on higher difficulties. The Dark Channel will also take care of any Swarmers released upon their host's death.


 * Collectors
 * Because the Collectors have barriers instead of shields, the "Pierce" evolutions of both Warp and Dark Channel come in particularly handy, as they do increased damage to barriers and armor.
 * Dark Channel is invaluable against the agile Swarms. Since it doesn't need time to travel, missing them is hard.
 * As usual, care should be taken when dealing with Swarms and Abominations, particularly when either is possessed.

Alliance Infiltration Unit Infiltrator
The Alliance Infiltration Unit is modeled on the Cerberus synthetic Eva that Commander Shepard's team discovered on Mars. Quantum blue-box AIs are considered illegal by the Council, but the Alliance has secured a special allowance to deploy the infiltration unit in this time of need.

Alliance Infiltration Units favor shotguns and are designed for close-quarters combat. They are durable and able to self-repair when downed.

Heavy Melee and Dodge

 * Cryo Omni-Blade - The Alliance Infiltration Unit's heavy melee uppercuts an enemy with a cryo-infused omni-blade.
 * Acrobatics - The Alliance Infiltration Unit flips to evade incoming attacks and cross obstacles.

Player Notes

 * General Notes
 * The Alliance Infiltration Unit is built for close-quarters combat, with the fairly short-range power Snap Freeze, its version of Tactical Cloak, which can grant bonus shotgun damage on Rank 6, and the invulnerability power Repair Matrix.
 * Repair Matrix is a powerful survival tool for this kit. It works in a similar manner to Stimulant Packs, with the added bonus of an instant revival if downed during the duration of the power. This allows the Infiltration Unit to get up-close and personal with enemies without fear of wasting too many consumables.
 * The Alliance Infiltration Unit serves as an excellent support/revival class. Since Repair Matrix prevents you from being knocked out, the Alliance Infiltration Unit's natural speed allows it to easily reach downed players.
 * This unit can do a "one-two punch" of sorts by freezing an unprotected enemy before unleashing a powerful Omni-Blade attack.
 * If one is pursing a melee based focus, level up Tactical Cloak with recharge and damage to become a hard-hitting shotgun ninja.


 * Cerberus


 * Geth


 * Reapers


 * Collectors