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Prodigy

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KW gameicon.png
CNCKW Prodigy Cameo.png

TW Commando Symbol.png Prodigy

autosize
Unit
Affiliation

CNCKW Traveler-59 Logo.png Traveler-59

Role

Elite unit

Armament

Advanced manipulator device
Advanced blink pack

Tier

3

Properties
Hit points

1250

Armour type

Light (5% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper)

Production
Cost

$2500

Build time

25

Produced by

Portal

Requires

Stasis chamber
Technology assembler

Hotkey

F7

Combat
Speed

90

Function
Abilities

CNCTW Teleport Units Cameo.png Teleport friendly units
CNCTW Mind Control Cameo.png Control enemy unit or structure
CNCKW Area of Effect Mind Control Cameo.png Area of Effect Mind Control
CNCTW Blink Packs Cameo.png Blink packs

A Prodigy using its Blink pack

The Scrin subfaction Traveler-59 uses a mutation of the Mastermind, known as the Prodigy.

Background[edit | edit source]

A highly modified version of the Mastermind, it can mind control several units in a single area. Highly effective, it could mind control an entire population within days of arriving. It still retains the ability to control a single unit, and can be used at the same time as its area ability, if need be.

Little remains known about this unit. Even among the Scrin, the origins of the Prodigy remain unknown. Its birth is speculated by many to be a result of dark experiments conducted by Traveler, involving genetic engineering and inbreeding, or it could've been an experiment gone horribly wrong with a Mastermind. The results, however, are undeniable. A single Prodigy, blink-teleported onto a host planet, is often all that is necessary to bring the population under Scrin control within a matter of days.

The spawn of these creatures can be planted onto human brains, resulting in 'human' mind control units loyal to the Scrin, called Cultists.

Abilities[edit | edit source]

CNCTW Teleport Units Cameo.png
Teleport units A Prodigy can use its psychic power to teleport any allied unit(s) within a 50 unit radius to a location within 250 of the Mastermind. This ability has a 20 second cooldown (Ctrl+A).
CNCTW Mind Control Cameo.png
Mind control The Prodigy warps the mind of its victim, taking permanent control over any structure or unit except enemy Commandos, base defenses, superweapons, and epic units. This ability has a cooldown of 30 seconds and a range of 200 (Ctrl+D).
CNCKW Area of Effect Mind Control Cameo.png
Area of Effect Mind Control The Prodigy can temporarily seize groups of units for its nefarious purposes, though air units, commandos, and epic units cannot be captured. This ability has a range of 400 and lasts 20 seconds, with a recharge time of 30 seconds (Ctrl+F).
CNCTW Blink Packs Cameo.png
Blink packs Allow the Prodigy to teleport to the selected location, with a maximum range of 750. This ability has a 10 second cooldown (Ctrl+S).

In-game[edit | edit source]

With a personal Blink pack, it can teleport anywhere in the battlefield. Notably, a Prodigy would covertly transport itself into an area, causing anyone under its control to inexplicably attack their side. The Prodigy also has the ability to teleport units at its location, using the chaos to its advantage to send in reinforcements. A Prodigy can also go into an Eradicator Hexapod, granting the Eradicator's ability to teleport. However, one might be wiser to simply have the Prodigy use its Teleport Units ability on the Hexapod. This not only allows for using the Prodigy's other abilities to aid the Hexapod in battle, but also frees up a turret slot on the Hexapod for additional weapons.

Despite its awesome power, the Prodigy can not use its mind control on Epic Units. Its area mind control is limited to ground forces, and cannot affect aircraft (although it is still capable of controlling a single aircraft while it is on the ground). Also, the unit lacks a direct weapon to defend itself. Worse still, because of its power, enemy Commanders make the Prodigy the first target to eliminate.

Above all, use caution when choosing targets for any of the Prodigy's abilities. For example, using Area Mind Control on units is preferable to the normal, single target Mind Control since only the single target ability affects enemy Structures. Also, targeting an enemy Barracks, Hand of Nod, or rogue Portal would allow for production of Engineers or Assimilators from within the opponent's base, potentially allowing a lone Prodigy to take over an entire enemy position. Alternatively, mind controlling any building that provides a Build Radius would allow for the deployment of a Storm Column within their base, wreaking far more havoc than merely capturing the target Structure alone. In all of these cases, caution must be used to ensure the rather expensive Prodigy doesn't get killed. For this reason, mind controlling any enemy unit at all is a good first step so that they can draw fire, with preference given to enemy Sniper Teams and Shadow Teams that might otherwise cut down the Prodigy in a single shot.

Finally, keep in mind that while Mind Control has a limited activation range, once a target is controlled, the link can be maintained from across the map. Once the Prodigy mind controls a target, quickly Blink away to ensure the Prodigy's safety.

Changelog[edit | edit source]

  • Kane's Wrath patch 1.02:
    • Mastermind/Prodigy teleport recharge increased to 20s, no longer works on EMP'd/phased units
    • Cultist, Prodigy, and Mastermind mind controls (all types) no longer work on epic units or commandosa

a - due to a coding oversight, the Prodigy's area-of-effect mind control still works on epic units

Gallery[edit | edit source]

CNCKW Scrin logo.png Scrin Third Tiberium War Arsenal CNCKW Scrin logo.png