Tempest Rising Best Doctrines: Faction Picks and Armory Synergies
Compare GDF and Tempest Dynasty doctrines, review campaign Armory examples, and learn how weapon types interact with armor in Tempest Rising.
Jump to
How to choose Tempest Rising best doctrines
Doctrines can affect more than one part of your force when their effects interact with Armory upgrades. This guide to Tempest Rising best doctrines compares examples for the GDF and Tempest Dynasty, then explains how harvesting and weapon matchups fit into those examples. Knowing what each bonus actually does can help you decide which mechanics to consider as you play.
In the campaign, Armory upgrades are purchased with points earned from missions and from completing main and optional objectives. More Armory slots become available as you finish missions. The player video also describes combining doctrines in Skirmish and Multiplayer. The specific combinations below come from a player video and a Steam Community guide, rather than official documentation.
| Mode | Source-backed detail |
|---|---|
| Campaign | Armory points come from missions and completing main and optional objectives; more slots open as you finish missions |
| Skirmish and Multiplayer | The player guide describes combining doctrines in both modes |
| Any mode | Units and buildings have resistances to six weapon types |
For the original context, read the player’s Steam Community guide to harvesting, doctrines, Armory upgrades, and combat. The practical tips here follow from mechanics described in those sources.
GDF doctrines: harvesting and laser interactions
The GDF examples include Rapid Deployment and Resistant Treads. These Tempest Rising best doctrines examples show effects related to construction, building sales, and harvesters. Rapid Deployment shortens building construction time and increases the credits received when selling a building. Resistant Treads makes GDF harvesters 15% faster, gives them 20% more health, and grants self-repair.
The video connects the harvester bonus to GDF’s Tempest Refineries, which are not mobile like the Dynasty’s harvesting option. It explains that GDF may build and sell refineries while harvesting across the map. A good approach is to consider how the construction-time and sale-credit effects relate to that mechanic; Resistant Treads’ listed effects apply to harvesters.
| Doctrine | Sourced effect | Related mechanic |
|---|---|---|
| Rapid Deployment | Faster building construction; more credits from selling a building | GDF Tempest Refineries are not mobile |
| Resistant Treads | GDF harvesters gain 15% speed, 20% health, and self-repair | Applies to GDF harvesters |
| EM interference | Silences a marked enemy unit, disabling its active and passive abilities for the duration | Requires a marked unit |
| Pinpoint Weaknesses | Increases laser damage and causes laser damage to mark enemies | Applies to laser damage |
The player video describes an interaction between EM interference and Pinpoint Weaknesses. With both doctrines active, the first laser hit marks an enemy; subsequent hits silence it, refreshing the silence with each hit. The video lists Quellers, shieldmaidens, the Comms Officer, and the Laser Turret as GDF laser users.
The Armory upgrade Laser Drones turns the drones used by the Drone Operator, Drone Mauler, and Drone Control Unit into laser drones. The video describes those drones as both marking and silencing enemies they fire on when used alongside the two doctrines.
| Doctrine and Armory pieces | Source-described effect |
|---|---|
| EM interference + Pinpoint Weaknesses | Laser hits mark enemies; subsequent hits silence them and refresh the silence |
| Laser Drones | Turns drones used by the Drone Operator, Drone Mauler, and Drone Control Unit into laser drones |
Tempest Dynasty doctrines: vehicle veterancy and durability
The Tempest Dynasty examples cover vehicle veterancy and damage resistance. The Armory upgrade Veteran crew makes newly produced vehicles start at their first veteran level, called Hardened. The video says Hardened improves armor rating and rate of fire.
The Training Regimen doctrine helps all units gain new veterancy levels faster. The source explains that vehicles already at Hardened can reach their second veterancy level faster through combat; that level increases damage per shot and sight range.
The video also describes two other vehicle bonuses. Improved reliability reduces damage taken by vehicles by 15%, and Leading the Charge gives all vehicles 20% extra health. They are described as separate Armory and doctrine effects.
| Choice | System | Sourced effect |
|---|---|---|
| Veteran crew | Armory | Newly produced vehicles begin at Hardened, gaining armor rating and rate of fire |
| Training Regimen | Doctrine | All units gain new veterancy levels faster |
| Improved reliability | Armory | Vehicles take 15% less damage |
| Leading the Charge | Doctrine | All vehicles gain 20% health |
These Tempest Rising best doctrines examples show how doctrine effects and Armory upgrades can interact. A good approach is to check the stated effect of each choice and keep in mind that veterancy does not replace the need to account for weapon types and armor.
Match damage types to armor
The player guide lists six attack types: Rifle, Rocket, Explosive, Cannon, Fire, and Sniper. These are useful details to consider when assessing Tempest Rising best doctrines and their place in combat. It says you can inspect a selected unit’s weapon type by hovering over its gun icon. The adjacent armor information shows percentage resistances. A good approach is to compare those details before choosing which units to send against a target.
The examples in the source illustrate the interaction. A Tempest Sphere deals Explosive damage, while a Porcupine MLRS uses Rocket attacks. The guide says a GDF Power Plant has no resistance to Explosive and low resistance to Rocket, and reports that both vehicles deal a lot of damage to it. It also says Voltaic Tanks take a while to destroy a building with 50% resistance to Cannon, even with Tempest Dynamos turned on.
| Example from the source | Attack type | Target resistance detail |
|---|---|---|
| Tempest Sphere against a GDF Power Plant | Explosive | No Explosive resistance |
| Porcupine MLRS against a GDF Power Plant | Rocket | Low Rocket resistance |
| Voltaic Tank against a building | Cannon | The example describes a building with 50% Cannon resistance |
| Attacking a harvester | Cannon | The guide identifies Cannon as the harvester’s weakness |
Doctrine effects can change unit stats or how attacks interact with enemies, while armor resistance remains relevant to combat. Before sending a force into a defended area, inspect the target’s armor and compare it with the weapon types in your army. That check gives you the information the guide says is available through the unit and armor icons.
Consider harvesting and map resources
A Tempest field’s regeneration depends on whether it contains a root node or crater. The player video and Steam Community guide say fields without either cannot regenerate vines and pods. Even fields with a node or crater can run out temporarily if harvested aggressively; vines may grow back if the area is left alone for a while.
The sources describe two sizes of root nodes and craters. Root nodes can be distinguished by their height and number of interwoven roots. Larger nodes are usually surrounded by larger Tempest fields and are often concentrated near the middle of maps. A good approach is to inspect a field for a node or crater before relying on it to regenerate.
Before committing to a harvesting route, check whether the field has a root node or crater, since that determines whether its vines and pods can regenerate. The video notes that harvesting can still exhaust a field with one of these features, particularly when harvesters work it aggressively. Leaving the field alone for a while may allow vines to grow back. The two node and crater sizes offer another detail to observe: root height and the number of interwoven roots distinguish node sizes, while crater size is visible from the crater itself. Larger roots are usually associated with larger fields and are often found near the middle of a map. This is a useful reason to assess nearby fields instead of assuming every patch will replenish.
The sources also describe faction-specific passive income options. Later in the GDF campaign, Refineries can be upgraded to provide passive credit income. For the Dynasty, plans enabled at multiple HQs can provide passive income. The reference does not give the full costs or conditions for these options, so check their details in-game.
A few mechanics to keep in mind:
- GDF Tempest Refineries are not mobile; the video describes building and selling them while harvesting across the map.
- The Dynasty’s Tempest Rig combines a mobile refinery and harvester.
- Root nodes and craters are associated with regenerating Tempest fields; fields without them do not regenerate vines and pods.
- The sources describe the GDF refinery upgrade and Dynasty HQ plans as later passive-income options.
The Tempest Rising best doctrines examples in this guide are specific effects described in player material, not a ranked list. When considering Tempest Rising best doctrines, read each doctrine’s effect alongside the Armory upgrades, units, and combat information described in the sources.
FAQ
What are the Tempest Rising best doctrines for GDF?
The player video describes Rapid Deployment, Resistant Treads, EM interference, and Pinpoint Weaknesses. It gives their individual effects and explains the mark-and-silence interaction between EM interference and Pinpoint Weaknesses.
What doctrine combination helps Dynasty vehicles gain veterancy?
The source describes Training Regimen alongside the Veteran crew Armory upgrade. Veteran crew starts new vehicles at Hardened, while Training Regimen helps units gain further veterancy levels faster.
Do doctrines work with Armory upgrades?
The player video describes doctrine and Armory synergies in the campaign, and says doctrines can be combined in Skirmish and Multiplayer. The specific Armory upgrades in the examples are campaign upgrades purchased with mission points.
How can I tell which units are good against a target?
Select a unit and inspect its weapon information, then check the target’s armor resistances. The source lists Rifle, Rocket, Explosive, Cannon, Fire, and Sniper as the six attack types.