Ashes of the Singularity II PHC Build Order
A Post-Human Coalition opening for Ashes of the Singularity II: Factory units, the Forge transition and the first Champion timing.
The Post-Human Coalition is the faction of expensive units and efficient trades. Its opening is slower than UEF's because Brute costs 125 Durantium instead of 30, but its mid-game is stronger because every unit you keep is worth more.
This build order gets you from the Factory to the Forge, then to the first Champion without wasting Elerite on units that cannot survive.

This guide reflects the November 10, 2026 launch build. Re-check key numbers after each patch.
The sequence
| Step | Build | Why |
|---|---|---|
| 1 | Durantium extractor | Income |
| 2 | Elerite extractor | Forge and Nemesis need it |
| 3 | Factory | Brute, Hermes, Archer, Initiate |
| 4 | Second extractor pair | Sustain Factory |
| 5 | Supply Depot | Logistics |
| 6 | Armory (400 Dur + 400 Eler) | Nemesis, Apollo, Aspirant |
| 7 | Forge | Champion, Maverick, Typhon |
| 8 | Champion (1,500 Dur + 600 Eler) | The payoff |
The Forge is the expensive step. Do not start it until you have the Elerite income to finish a Champion after it. A Forge with no Champion is a very expensive building.
Factory choices
Brute is 2,000 HP and 12 DPS for 125 Durantium. It is a tank, not a damage dealer. Five Brutes can hold a chokepoint; they will not kill a Titan.
Hermes is 2,250 HP and 20 DPS for 150 Durantium. It is the better generalist and the unit you should default to if you are unsure.
Archer is an early artillery unit with 1,200 range and 22 DPS for 200 Durantium. It is useful against turrets and static openings, but it is fragile and does not scale.
Initiate is the best unit in the early roster: 3,500 HP, 90 DPS, 1 logistics, 400 Durantium and 150 Elerite. Build one as soon as the Factory is up. It is your first real damage unit and it remains useful into the mid-game.
The Armory transition
Nemesis is the standard line unit: 1,800 HP, 51 DPS, 1,300 range, 100 Durantium and 300 Elerite. It is the unit that makes PHC trades efficient. Build four to six before you consider the Forge.
Apollo is the anti-air answer: 84 DPS and 2,000 range for 275 Durantium. Two Apollos behind a Nemesis line will stop most early air pushes.
Aspirant is the mid-game commander: 6,000 HP and 120 DPS for 800 Durantium and 350 Elerite. It is a 2-logistics unit, so it competes with two Nemesis. Build it when you need a unit that can survive a focus fire.
Research priorities
PHC research unlocks the units that make the faction work. The priorities are:
- The Tier 1 economy upgrade for your expansion.
- The research that unlocks Champion at the Forge.
- The research that unlocks Hyperion at the Omega Arsenal, if the game goes long.
- Air research only if the opponent commits to air.
Do not research every unit. PHC's roster is deep, but its economy is not. Pick the units you will actually build.
The first Champion
Champion costs 1,500 Durantium and 600 Elerite, takes 360 seconds and uses 3 logistics. It has 7,500 HP and 300 DPS, and it shoots both ground and air. That combination is why it is the best mid-game unit in the game.
When the Champion arrives, use it as the tip of the spear. It can absorb a volley that would kill a Nemesis and it can kill a Nemesis in return. Do not send it in alone; even 7,500 HP disappears under focused fire.
Adaptation
Against UEF infantry: add Acolyte or Zeus for splash, and keep Nemesis behind the Brutes. Rifle Squads are cheap enough that you will run out of shots before you run out of targets.
Against UEF Titans: Champion plus Nemesis. Thermal damage into Thermal 0 armor is the correct answer. Do not build Maverick just for HP; it has 80 DPS and 15,000 HP, which is a tank, not a killer.
Against Substrate: burst damage. Champion and Aspirant can strip a shield before it regenerates. Avoid long fights with Eradicators.
Against air: Apollo first, Fury second. Apollo's 2,000 range is the best anti-air reach in the game.
What not to do
Do not spam Brutes. They are a 12 DPS unit; ten of them deal less damage than two Nemesis.
Do not build Hyperion before you have map control. It costs 10 logistics and 360 seconds, and it cannot save a losing game.
Do not ignore the Omega Arsenal. If the game goes past 30 minutes, Sovereign and Hyperion are the units that end it.
Transition to the mid-game
A finished opening looks like this:
- Two or three regions.
- Factory and Armory online, Forge building.
- One Initiate, four to six Nemesis, two Apollo.
- Champion in production.
- Research toward the Omega Arsenal.
From here, the choice is quality or air. A ground army of Champion, Nemesis and Apollo is the safest. A Sky Factory transition is stronger against a turtle but weaker against a prepared anti-air screen.
For the next step, read Ashes of the Singularity II PHC Units and Stats→.
FAQ
When should I build the Forge? After the Armory and four to six Nemesis. Starting the Forge earlier leaves you with no army to protect it.
Is Brute ever worth building? Yes, as a cheap early tank. Stop building it once Nemesis is available.
What is the best PHC anti-air unit? Apollo, with 84 DPS and 2,000 range. Fury is the alternative if you already have a Sky Factory.
Sources
Official source: GameWatcher unit database ↗
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