Collector Assassins are the long-range marksmen of the Collectors.
Assassins are armed with the Collector Particle Beam, which has an extremely high rate of fire and will tear through shields and barriers with ease.
Assassins have a light biotic barrier, which becomes stronger on higher difficulties.
- Collector Assassins are almost always in cover and far away, usually behind other Collector troops. They use their Collector Particle Beams as sniper rifles, firing them in long bursts to pulverize their enemy. When working in tandem with Harbinger, the Assassin is particularly deadly; its Particle Beam will keep you pinned down while Harbinger closes in, allowing him to hit you with his cover-breaking attack, thus opening you up to lethal Collector fire. As such, you may consider prioritizing Assassins, especially before Harbinger shows up. Counter-sniping, the Pull-Throw combo, and Incendiary Ammo are all useful for interrupting or killing the Assassin after its barrier has been stripped. Reave is particularly useful, possessing the ability to strip an Assassin's barrier as well as flush an unprotected Assassin out of cover or temporarily halt their fire with its stun effect. Warp is also good for detonating the biotic barrier, causing damage and potentially killing the assassin (if it has a low biotic barrier) and other Collectors.
- Like all Collector troops, Collector Assassins are susceptible to possession by Harbinger.
- The Assassin is a long range opponent, and its Particle Beam excels at great distances where precision and sustained fire can be deadly. When faced at close range, however, the Beam is less reliable. Therefore, a close range class like the Vanguard will be able to kill Assassins more quickly by using Charge. Charge is a biotic power, and as with all biotic powers it has higher damage vs. biotic barriers, which means that a Vanguard will be able to severely damage the barrier, and then be able to finish the Assassin off with one or multiple shotgun blast.