Best Command and Conquer 3 Scrin UnitsThe third and final faction in Command and Conquer 3 is the Scrin, a mysterious alien species that sought to invade Earth to launch a Tiberium mining operation. The Scrin is more unique compared to the first two factions in that they have a more powerful air force (they have Devastators and Carriers), their infantry are completely immune to Tiberium and can heal in it, and they can store an infinite amount of Tiberium unlike Nod and GDI which gives them an edge in terms of economy. Their early game is somewhat weaker than Nod and GDI but they also have some of the strongest late game units, such as these that I'm about to rank.
To compensate for their relatively weaker early game vehicles, the Scrin has one of the strongest mechas in the game and that is none other than the Annihilator Tripod. This behemoth packs a terrifying punch in the form of its three laser arms mounted on its top, which allows it to engage multiple targets at once. They are also quiet fast for a heavy walker and can fire on the move! This allows them to chase slow vehicles like Juggernauts or kite enemy units. Another special ability is that they can EMP vehicles and structures if they manage to close in on them, which can be useful in disabling Epic Units or important structures like Nod Tiberium Chemical Plants or GDI Space Command Uplinks, which house very dangerous support powers. They are very expensive however and are less durable than the Mammoth or Avatar but can be upgraded with Shields to increase their staying power and the Scrin's strong economy sort of negates the high resource cost but Commandos and aircraft can still ...more
Compared to the other two Epic Units, the Eradicator special ability is arguably less useful since it just generates extra cash when a nearby unit dies (considering the Scrin's robust economy) though nevertheless it's very practical since it can double as a secondary income and that in Kane's Wrath, Tiberium spike income is cut in half and the increased cost of refineries makes it imperative that you would want pay back some of the value spent via killing enemy units and more often than not if you have no other forms of income under your possession but you still have the hexapod, it's your only hopes of gaining any cash. It's main advantage over the other two units is that it can be one of the hardest to kill because it can be phased when it is in danger, be teleported by Masterminds in and cause havoc or out of harm's way and can be healed continuously by corrupters, increasing it's longevity. The Eradicator beats the MARV in a one-on-one but loses to the Redeemer and is in between ...more
The Devastator reigns supreme as an anti-surface spaceship. Its photo discs will level down structures very quickly and easily kill enemy infantry because of it's high damage but it's fairly ineffective against vehicles. Like the Juggernaut it requires Tier 3 but for only 2400 (compared to the Juggernaut's 2200) it deals more damage and is generally more accurate since the discs hit all targets in a straight line as opposed to the more spread out but unpredictable splash damage of the Juggernaut, not to mention it moves faster, can avoid ground-only attacks and its' durability can be upgraded with force fields. It lacks any anti-air so any air unit that can attack other air units like Firehawks, Venoms, and Stormriders can take them down while fast AA units like Stealth Tanks and Slingshots can avoid their slow moving discs and use their high anti-air damage to bring them down very quickly.
The Cultist is available only to Traveler-59 but it's the unit that makes T-59 such an overpowered faction with good micromanagement. Cultists have the ability to mind-control a unit (save for Commandos, aircraft, Epic Units, and other Cultists, all of which are good counters against them), this compensates their lack of weapons and with Advanced Articulators, they can dive into enemy columns, mind control a unit (preferably a strong one like a Mammoth or a Juggernaut) to do some damage to the enemy, force them to auto-kill it, and quickly run away. Cultists have no attack and must be kept alive at all costs since they are rather pricey as well but unlike the Mastermind, they can be trained in large numbers allowing them and the Traveler-59 subfaction to be a force to be reckoned with.
In addition to its terrifying Cultists, Traveler-59 also has access to a much more dangerous version of the Mastermind, the Prodigy. This unit, like the Cultists can mind control enemy units but can also control structures like Mastermind. This means it can sneak into the enemy's base, mind control an important structure and force a sell-off, earning some cash for the Prodigy's commander. Another feature of the Prodigy is that it can mind control multiple units in a small area (albeit for a short period only), which can throw an densely packed advancing enemy column into disarray and can teleport by itself to, giving it excellent mobility and it can also teleport other units to it's side, allowing for quick relocation of units across the battlefield or saving a badly damaged unit like the Eradicator from certain doom. That being said it lacks defense weapons and is highly vulnerable to anti-infantry units like Commandos, which it cannot mind-control.
Shock Troopers are the Scrin's primary infantry unit throughout most of the game. The buzzers are useful for scouting and anti-infantry but not much else while disintegrators are cheap and can be rushed early but often become less useful in the mid-late game due their squishiness and lack of mobility (unless you're playing Traveler-59). Shock Troopers on the other hand are incredibly mobile (with their blink packs and advanced articulators) and well armored for a unit that costs 800 only. With plasma launchers they become super effective against nearly all targets (including aircraft and even infantry) and are incredibly versatile as well. Like all Scrin infantry, they can heal in Tiberium, making them good for guarding Tiberium fields or chasing weakened units that try to cross them.
The Corrupter is perhaps one of the Scrin's most valuable assets. Apart from being an anti-infantry and anti-structure vehicle, it can also heal friendly Scrin units simply by force-firing on them (it sprays Tiberium liquid as a weapon), enemy Scrin units will take damage. This healing ability makes it function like sort of a combat medic, damaged vehicles (including infantry) can be pulled back, healed by a nearby corrupter, and quickly be sent back into battle, negating the need to return to a Warp Sphere just to get repairs. Corrupters are often used to support Eradicator Hexapods as their healing can stack, allowing to Hexapod to be almost indestructible. Obviously a smart commander would have to target the Corrupters first due to their healing ability but with units to guard their flanks, the Corrupters should remain safe.
Compared to Buzzers, the Gun Walker is much better in the anti-infantry role thanks to it's stronger armor but the benefits don't end there, it is much superior to the Seeker in taking down aircraft due to it's better rate of fire and more importantly it can crush infantry so if it's getting overwhelmed it can simply charge through. It can be upgraded with Attenuated Forcefields for increased protection and at 700 it can easily be spammed and moves quite fast for it's size.
The Mechapede is one of Scrin's more unusual units because it has the unique ability to spawn segments (up to 8). Each segment deals differing types of damage depending on the type. This gives the Mechapede a jack-of-all-trades role. Mechapedes, with their fast speed are often used to harass enemy expansions and provide scouting information and while their segments can easily be destroyed they can be replaced quiet easily, making it imperative to target the head to kill them.