Zor-Macros

Zor-Macros is a Shadow Sun Syndicate monster and belongs to the Collaborators Agenda.

Proportions:
 * Height:52 Meters
 * Weight:10,000 Tons

Alpha

 * With two boost dice and red Sniper, Zor-Decius is the best of the four at quick Power Dice generation. Decius (and anyone standing next to him, since all his blast-related abilities are red) can often pick off enemy units or buildings with ease.  He reaps Power Dice for each kill and can oftentimes clean enemies out of your own power base while giving your other morphers that extra boost they need to engage the opposing monster.
 * With Lightning Attack and red Gang, Zor-Fractus is the primary source of damage to the enemy monster out of the SSS morphers. Making a combined brawl with an adjacent Zor-Quanta lets you attack with 5 boost dice and up to 4 power dice.  When attacking high-defense targets and/or when short on power dice all three of the non-Decius morphers can dogpile on the same target for a total of 7 boost dice.
 * All the Zor morphers have Jump, and with base Speed 7, have excellent mobility with which to get into hiding places between buildings, places where full-fledged monsters can't reach. Oftentimes, it's best to just set up good morpher placement and bide your time, thus threatening your opponent with a hyper up from multiple positions. If they don't watch their step, you can break all their building and unit screens, leaving them open to major power attacks.
 * Zor-Quanta helps to protect the morpher team with red Cloak, greatly increasing their survival rate and circumventing their low Def of 5 on many occasions. He also shields adjacent units with red Force Field as well.  He has the most boost dice on Brawl of any of these morphers and thus is the best choice for brawling with Fractus.
 * Zor-Sectus's red Sprint allows you to break up the morpher formation after a flex-down, Disrupt or form-kill, reducing the danger that your morphers will be Smashed or Beat-backed into each other for multiple points of damage. Sectus can also wipe out throngs of enemy units with Chain Reaction on the brawl, and his Power Sink reaction will trigger whenever any of your figures are attacked using power dice, giving you more power dice to spend on hypering up or attacking.

Ultra

 * With a Hyper cost of 3, Zor-Macros is great at flexing. Position your morphers in multiple areas that threaten the opponent no matter where they run, then hyper up to break screens and deal serious damage.
 * With high Speed, high Defense, Cloak, a likely 2-damage Brawl attack and super damage on Power Attacks, Zor-Macros is a straightforward, powerful monster. Brawling when you can get close and Swatting a unit at the enemy monster when you can't will nearly guarantee 2 damage each turn, even if you can't get aligned for a more damaging Throw or Body Slam.
 * Be aware of Energy Cycle. It allows you to throw more Action Dice into attacks than you might normally consider while still returning enough Action dice to allow you to multi-turn effectively. Also, don't forget that Energy Cycle can trigger twice off a Lightning Attack or Swat if you use 3 or more Action Dice.

Mega

 * The Mega version of Zor-Macros plays very similarly to his Ultra, but trades a point of speed and Cloak for the powerful Sprint ability and   improved power attack potency thanks to Martial Artist.  With Sprint you can align to your opponent after destroying a screen, or retreat behind a screen of your own after attacking an opponent. It also comes in very handy on maps with lots of water spaces, making it much easier to retreat onto water and flex down with the "Manly Morpher Retreat." Since none of the Macros Morphers have Flight or Burrow, they can then be replaced safely away to avoid counterattacks from the opposing monster.

Other Media
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