Meet Your Makerfeatures a small cast of horribly mutated bionic guards to defend your outposts, but which ones are worth using and which ones are you better off avoiding? Each guard comes with a number of unique abilities and augments that can change how they perform in certain parts of your outposts, but not all these abilities are made equal.
RELATED:Meet Your Maker: How To Get GenMat Fast
Whether you’re trying to build a terrifying deathtrap or trying to raid more efficiently, you should know which guards are the most dangerous, and which ones you can more or less avoid. Of course, each guard can perform well if put in the right situation, but some are clearly better than others. Here’s how the guards compare to one another.
4Enforcers
The Enforcer is solidly the worst guard on the roster. Before you cry foul, there are certainly times when an enforcer in the right place can make a trap much more deadly. However,in terms of versatility and overall danger, they are lacking compared to the other guards.
The main issue with the Enforcer is that there is nothing special about them. They shoot a simple projectile and follow their target a short distance to get a better angle. Other than that,you may almost replace every Enforcer in your Outpost with the Plasma Sentinel trapand achieve the same or a better effect. The only advantages they can boast are their low cost, allowing you to place tons of them and still augment your base with traps, and their smaller size, which prevents them from getting hit by other projectiles.

RELATED:Meet Your Maker: All Materials & How To Get Them
Their augments don’t make them much better. There are two that are particularly useful: the Plating augment which adds armor to their torso, and the Dead Man’s Switch, which makes them explode on death. However, unlike with other guards,these augments do little to change the core issues of the Enforcer.Instead, they just make killing them slightly more complicated, andany player with good instinctswill have no trouble dealing with them.
Hornets are a solid yet unfortunate guard. They have two very useful unique abilities:they can fly, and their projectiles track the player as they move.This combination makes for a difficult enemy in the right circumstances, but creating those circumstances is anything but easy.

If a Hornet is too high to reach with a melee weapon, you’re able to always grapple onto the Hornet itself to get closer.
Hornets suffer from two glaring problems. For instance,their mobility can become a liability.Not only can they easily get in the way of other friendly projectiles, but the players can also use this mobility to lead the Hornet away from the room it’s best fitted to. Hornets prefer to fight in wide spaces that demand the player to dodge all sorts of hazards at the same time, but they’re next to useless in the tight hallways that most maps utilize, making them sometimes ill-suited to the type of outpost you want to build.

However,Hornets have access to a few augments that can mitigate these problems.The Short Leash augment forces the Hornet to stay near its proper position, making much more use of its projectile than its mobility. If you’re worried about them being easy to snipe from afar, you may always utilize the Plating augment which adds armor to its torso and makes it much more difficult to kill from range.
2Cannonbacks
Cannonbacks are one of the most deadly guards in Meet Your Maker. They feature a shoulder-mounted cannon that fires rolling, exploding projectiles.This is the only way to repeatedly launch explosives in Meet Your Maker,and tons of outposts make great use of this ability.
While the Cannonback is very similar to the Enforcer in form, it performs very differently thanks to the explosive projectile it launches. You can’t expect a Cannonback to kill a raider once they get in close, butthese cannon-wielding clones excel at amplifying other traps and locking down tight entrances to rooms.Their bombs are hard to predict and harder to deal with once they roll nearby. The only significant downside to speak of is that Cannonbacks are equally great at destroying other guards and traps, so you should place them wisely.

RELATED:Meet Your Maker: How To Unlock & Upgrade Weapons
On top of this natural talent, Cannonbacks have a few augments that make them significantly more powerful. The Optical Implant augment increase their firing range, letting you fine-tune your Cannonback placement and force players to close in even more if they want to deal with them. Additionally,the Plating augment covers both the legs and the torso for Cannonbacks,making them an absolute pain to deal with when armored.
1Warmongers
Warmongers are the only melee guard in Meet Your Maker, and they easily take the top spot as the best guard in the game.Their ability to close the gap makes them a threat to both reckless and careful raiders,but what really makes this unit shine is the bevy of useful augments that turn a good unit into a monstrous one.
Watch for a spare Warmonger or two following behind you while you clear an outpost. It’s a common community trap that can catch you off guard if you’re not careful.
Even basic Warmongers can perform really well in your outpost. For all the other guards, their tendency to follow the player tends to get them in trouble more often than not, but the same is not true for the Warmonger.Their ability to chase players demands a response and creates an immediate threatthat can adapt to nearly any situation. This tendency to chase players also makes them anatural counter to co-op raids,as both players have to respond quickly and will often end up tripping over themselves.
As if this wasn’t enough, Warmongers take versatility to another level. They make a great addition to a complicated trap setup, can work well in ambushes, and even present a significant problem when simply grouped together in a room. There’s no outpost that can’t benefit from a few well-placed Warmongers to heighten the tension.
However, these advantages become much more apparent when you add augments to these blade-wielding clones.The Plating augment is a community favoritesince it adds armor to the legs and torso of the Warmonger, making the face and the back the only unguarded parts. Players either need to break the armor first or execute a risky dodge to get behind the Warmonger. On top of that, the Dead Man’s Switch augment makes the Warmonger explode on death, turning it into a walking bomb that will follow the player wherever.