Command & Conquer 3: Tiberium Wars/Scrin support powers

Reconstruction Drones
A useful power for those Scrin commanders who prefer to stay on the ground, the Reconstruction drones power deploys, for a price, several drones that will repair any nearby vehicles for an extended period. Due to the fact that the drones cannot be targeted and that there is no stopping their deployment (unlike GDI's reinforcement powers or Nod's mine drop and vapour bomb), this power can be used to great effect on the front lines, healing your vehicles as they take damage.

Lightning Spike
The Lightning Spike creates a Lightning Spike defensive structure which fires lightning at nearby enemies. While its attack is often negligible, as a structure it can take quite a beating, and as such can draw fire for a few moments while you recuperate your forces.

Lightning Spikes "warp" in like most Scrin buildings when deployed, but they can be deployed anywhere. Spikes are generally decent against light vehicles. Infantry and heavier vehicles can generally shrug off Lightning Spike attacks, and they cannot attack aerial units at all.

The Swarm
Without a doubt the most powerful anti-infantry support power possible, the Swarm support power teleports in a group of five Buzzers to the target area. This allows you to easily counter Commando raids or missile troops by spawning Buzzers behind them. Earlier patches had more Buzzers and can spawn on top of infantry, but they cannot as of the later versions.

Buzzers, don't forget, are also extremely useful for clearing enemy garrisons.

Tiberium Vibration Scan
This power reveals any unit using or containing Tiberium anywhere on the map. It is extremely useful for tracking expansions, as most of them contain a refinery and the scan can piece through stealth.

Refineries, Harvesters, and Tiberium fields are not the only things revealed by the vibration scan - upgraded Nod power plants, Tiberium Chemical Plants, and enemy Scrin, to name a few - are all revealed by the scan. Note that this power does not reveal the shroud around them, so do not assume that these structures and units are undefended.

Stasis Field
An extremely useful ability, this power works just like the Stasis field from Starcraft; it strikes any enemy units in the target area and freezes them, preventing them from being damaged or distributing damage themselves. If a large army is attacking your base, this power can put half of them in stasis while you fight only half an army. Meanwhile your defences can easily rejuvenate and deal with the other half later.

Phase Field
This ability works almost identically to that of the Soviet Iron Curtain from the Red Alert series of Command and Conquer. Targeting vehicles (infantry used to be susceptible, but no longer) with this power renders them almost immune (taking drastically reduced damage) to any and all attacks, and also prevents them from attacking themselves.

This ability can prove extremely annoying when performed on a group of Tripods, allowing them to walk right into one's base - right past all the defenses. This ability can also be used to safeguard defending units from a superweapon blast.

Wormhole
The Wormhole, obviously, creates a wormhole between two points on the map. Any units can use the wormhole for the duration it is active for easy two-way transport between the two points. It is highly effective when deployed in the middle of an enemy base, but it can also be effective to reach otherwise unreachable places on the map when one is Scrin. This is especially useful because the Scrin cannot Call for Transport.