N7 Fury Adept

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.

Fury operatives use implants to fuel biotics and their incredible movement speed. These operatives wind an unpredictable path on the battlefield, moving in and out of combat before returning to unleash a sweeping biotic attack on their unsuspecting targets.

General Notes

 * Annihilation Field is similar to the Sentinel's Tech armor with a time period; it lasts until the player activates it once more. While it is active, any enemy coming in contact with the field takes damage and is susceptible to a biotic combo. Annihilation field can also detonate any source power, so it's better to evolve its radius to catch more enemies and then explode them with Throw.
 * Since Annihilation Field's burning damage is quite small, it may be wise to keep the power on until the player decides to detonate the field. Additionally, it may be wise to choose the option to level up this power to increase their movement speed while the power is active, waiting until the right moment to detonate the power.
 * Since this is a power intensive class, a light load-out is highly recommended, focusing on power recharge speed.
 * The Fury's combat evasive maneuver is a biotic dash, similar to the asari characters, meaning the player can somewhat teleport at the cost of barrier strength. If the player practices this enough, they can actually move through walls. It is somewhat easier to move through walls of the map if the player dashes from side to side.
 * The Fury's melee is a series of kicks and punches. The heavy melee is similar to the biotic blasts of the asari characters. However, unlike an asari's biotic blast where the asari stays in the same place, the Fury's biotic blast moves the player forward some distance. Players should start the melee a little distance prior to the targeted enemy, or they can use it tactically to be target a group of enemies without exposing oneself to enemy fire.
 * Be careful with this class on gold difficulty, since even with full shield upgrades you will only have 800-900 shield and in direct combat you'll die quickly, use the teleport ability to your advantage and teleport through walls to escape/surprise enemies (a very fun and effective tactic on "Firebase Glacier"), you may sooner or later have trouble moving through walls on your front (you move into cover instead of teleporting), just teleport sideways. An even better idea (especially if enemies are on the other side) is to execute a heavy melee attack, it also teleports you forward and unleashes a shockwave that knocks enemy units back and buys you some time to kill them off.
 * If you don't consider using the Annihilation Field power at all, use the "biotic explosion combo" with throw and dark channel, by using these powers you can dispose of boss units quite fast (atlas mechs usually stagger if hit by a biotic explosion so they don't get close THAT fast)
 * The fury can set of multiple biotic explosions that can affect all enemies with Dark Chanel and Throw combination, as Dark Channel travels to the next enemy when they expire, regardless of defences. Used correctly it becomes easy to wipe out a cluster of enemies with minimum difficulty
 * The N7 Fury is extremely potent when paired with the M-37 Falcon. The Falcon can stagger a group of enemies long enough for the player to rush in and detonate those caught in the Annihilation field with Throw.  If the biotic explosion itself doesn't kill, then a follow-up shot from the Falcon will usually be adequate, and even in cases where it isn't, a second stagger is guaranteed, allowing for another biotic explosion.  Strictly speaking, any weapon that can stagger enemies on-demand (such as the Scorpion, Graal Spike Thrower, or Geth Plasma Shotgun) will work.  The Falcon's advantage over these is the fact that is doesn't require precise aiming, and because it can impact multiple enemies at a time.  This strategy can work against boss enemies, but it isn't recommended, and should only be attempted if your target is occupied with another player.
 * The N7 Fury's melee attack can be used to safely prime targets for a biotic explosion. The melee attack will stagger enemies caught in its radius, allowing for a followup by casting Throw or detonating Annihilation Field.
 * A low-cooldown Fury with Annihilation Field and Throw is an absolute terror on the battlefield, especially in a map with lots of cover, like Glacier or Reactor. Basically the Fury runs from enemy to enemy while Annihilation Field primes each one, and detonates them with Throw. In this way the Fury creates a seemingly unending chain of biotic explosions, staggering and killing enemies before they can inflict significant harm. The rank 4 radius evolution on Annihilation Field is extremely useful with this tactic. Tougher enemies can be handled from cover with Dark Channel + Throw.

Cerberus

 * Guardians pose a serious problem for the Fury if not using a weapon with a piercing mod or armor piercing ammo. The shield will block Dark Channel, and it is very risky to run behind them to detonate Annihilation Field. Furies can either use Throw to knock aside the shield briefly for unobstructed shots, or equip a piercing weapon. A Throw arced slightly behind the guardian will knock its shield, but this is difficult to reliably line up. Another option with Guardians is to run by them or circle them quickly with Annihilation Field activated.  If you're fast enough, you may not take a hit from them, but you will have applied the biotic effect to them, which begins to damage them as well as give your squad mates a chance to detonate a combo or attack them from behind if the Guardian turns to track you.  In any case, you will have damaged them at least a little.
 * 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 (which she will frequently use to block projectile power attacks).  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.

Collectors

 * This faction is possibly the easiest (and the hardest) to defeat, since no enemies have shields and all are protected by barriers or armour. But at the same time, have devastating melee and close range attacks.
 * If you wish to use the character to best suit the Collectors, aim for a Dark Channel and Throw build, since you would not want to be within melee distance of boss level enemies or Abominations.
 * Abominations pose a serious threat, especially when becoming possessed, since their post-mortem explosion is greatly enhanced, to the point where if you kill one close to you, you are instantly downed.
 * On that note, throw is still useful as it can push the Abomination away, allowing them to safely detonate far from the Fury.
 * A good strategy to use against Possessed Scions is to use the Fury's evade maneuver to dodge the cluster of grenades occasionally thrown at the player.

Geth

 * This is perhaps where the N7 Fury has the most trouble. Almost every enemy has shields, and the Fury's powers are better focused around single enemies. A player should keep their distance at all times.
 * Even then, by taking the Drain evolution at Rank 6 of Annihilation Field, the Fury can take advantage of the prevalence of shields by using them to restore their own. Geth Hunters and Pyros can be staggered by biotic explosions this way, buying time for the Fury to retreat to a safer distance.
 * Care must be taken when using the above method, since geth are notorious for staggering a player at close range.

Reapers

 * This is probably where the N7 Fury can be most useful since only two units have any form of extra protection.
 * Since Dark Channel can now be used as a source power for biotic combos, Brutes, Ravagers, and (especially) Banshees can be taken down almost single-handedly with Dark Channel and Throw that are properly evolved.
 * Swarmers will instantly be killed when they come in contact with Annihilation Field. This can potentially eliminate the threat of having barriers or health depleted by Swarmers.
 * It may be wise to keep Annihilation Field active in case any Husks get too close to the player. A properly leveled up field can kill Husks in a single detonation.