*The CUEBALLS have some interesting intel. Remember those HIVES? More are coming-three this time. They hover above a legion of ARCHERS (who naturally wield copies of the ARMS OF ATLAS) mixed in with PROMETHEAN KNIGHTS and, interestingly enough, CANDYMEN.*

*Naturally, ARCHERS are slow Glass Cannons, so units who are fast and able to do moderate damage from any range can quickly dispatch them, especially if you Zerg Rush them with said units, as they lack multi-hit attacks that take care of large waves. They have SOME, don't misinterpret that, but they're hardly AoE classes.*

*The PROMETHEAN KNIGHTS are lightning bruisers with tools for every job. There aren't many, but they are extremely deadly, and possess the dreaded TELEPORT SPAM ability, usually in combo with a very powerful melee attack. They are not easy to defeat, especially the ELITE variants, who usually pack INCINERATOR CANNONS, the fusion of flamethrowers, shotguns and rocket launchers. All wield ARCHEON as a melee weapon over their typical hard-light blade, making a deadly melee even stronger.*

*The CANDYMEN are strictly support, not good at taking hits, and will stick behind the front lines and bloster the ARCHERS with the CANDY element and empower their attacks. They can strike back with some candy-based attacks of their own if directly confronted, but are hardly threatening. They possess no particular weaknesses, though. Just brute-force should take care of them.*

*The ARCHERS are weak to WIND due to it messing up their aim, and PROMETHEANS have a slight weakness to DARKNESS because they're made of hard light, but neither is truly significant enough to really decide the unit choice here.*