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KD's Comprehensive Coop Merc Guide

Arandi Penumbra

Arandi Penumbra

Fundamentals

Arandi Penumbra

Arandi T1 Merc Outpost Building

Author Rating: B-

  • Merc Hub is a mobile flying structure; Permits Faster Reinforcement

  • Very Expensive Roster; Low Unit Count

  • All Ranged Units; 3/4 Can Hit Air

  • Fragile; No Tanking Potential

  • Low Item Synergy

  • Gimmicky Roster; 2/4 Units are Support Casters

  • Excellent support for swarmy builds

  • Good Crowd Control

  • Only Merc Hub that can transport units

  • Transport ability can be used to juggle units in and out of combat, preventing damage/death

  • Can hold 10 Supply worth of units

  • Can transport Heavy units like Juggernauts

Roster

Phoenix Guard

Arandi Phoenix Guard

Arandi T1 Merc Unit

Mobile ranged infantry whose attacks slows targets.

Author Rating: C-

Roles: Ranged, DPS

Synergies: Hero, Tank, Melee, Artillery, Asterion

  • Spawns in Pairs

  • The fact it costs 50 Flux as a T1 significantly reduces its utility

  • Good DPS Output; Hit-scan weapon

  • Fast firing rate ensures contributions during fights

  • Significantly less overkill than other DPS units

  • Slows enemies on Hit; Niche effect

  • Useful against Melee Tanks and AoE Charge Abilities

  • Fragile and not very fast

  • Cannot be garrisoned inside a Strider

  • Can target Air

Asterion

Arandi Asterion

Arandi T1 Merc Unit

Weapon projectiles are slow but pass through enemies damaging all on its way.

Author Rating: B-

Roles: Ranged, Crowd Control, Burst

Synergies: Tank, Melee, Phoenix Guard, Chronowarper

  • Looks better than it performs

  • Slow Firing Speed, Slow Projectile Speed

  • Very good damage

  • Bulky; Body-blocks often, especially when infused

  • Fragile for its cost

  • Heavily benefits from Attack Speed buffs like Rally and Frenzy

  • It functions best as a support to your DPS, not a replacement

  • Excellent against swarms of lighter enemy units

  • Cannot target Air

Ethermancer

Arandi Ethermancer

Arandi T2 Merc Unit

Can mind-control enemy units. Killed friendly units nearby spawn hallucination on death. Hallucinations deal damage but have little life and can't use abilities.

Author Rating: A+

Roles: Ranged, Support, Caster

Synergies: Tank, Melee, Fodder, Hexite Dump

  • Support Caster

  • Slow and Fragile

  • Expensive but very cost-effective when utilized in its niche

  • Paths through other ground units

  • Has a weak basic weapon; Will not death-rush into enemies

  • Can target Air

  • Passive Ability: All Friendly Units killed within range 10 or so are automatically revived as Hallucinations

  • Hallucinations spawn at 30% of a unit's HP and do 50% damage

  • Hallucinations are temporary, but last enough to finish the fight

  • Hallucinations count for Galavax's sacrifice mechanics

  • Hallucinations can spawn for units that die from Galavax's Mindblaze duration expiring

  • A single Ethermancer increases the efficiency of any swarmy composition by 40%

  • Can create Hallucinations of One-Use-Attack units like Boomers, Havocs and Ghost Crabs

  • Also very useful for helping AI allies remain relevant in fights

  • Rushing one Ethermancer is a perfectly valid strategy when playing with the AI

Ability

Mind ControlChannel

Take over enemy unit. Consumes energy when channeling. Energy drain rate is based on controlled unit's status resist. Cannot use abilities of controlled units.

View Mind Control in the Library
  • Max Energy Pool of 100

  • Has a 10sec Cooldown that prevents canceling early; Auto-cancels on death of Mind-controlled unit

  • 10sec is roughly the time needed to finish a fight; Works okay

  • Cooldown can be reduced by Items

  • Remember that once the Mind Control Expires, the unit becomes an enemy once again

  • Very useful for stealing suicide units/causing distractions

  • Can Mind-Control Dreadnoughts; Cannot Mind-Control Bosses

  • Ethermancer becomes a flying unit and cannot move while using the ability

  • Can also be useful for keeping the Ethermancer alive during fights with heavy AoE

  • Mind Controlled units that die within a Tree of Life's revive range are revived and become permanently yours

Chronowarper

Arandi Chronowarper

Arandi T3 Merc Unit

Flying unit that can enter phase mode, slowing enemy units in an area.

Author Rating: A+

Roles: Flying, Support, Caster, Detector

Synergies: Every Unit, Particularly Artillery and Melee

  • Relatively Fragile but high range keeps it out of combat

  • Very expensive but also very cost-effective

  • Utility entirely depends on your capability to use the ability

  • Has a surprisingly good weapon

  • Can target Air

Ability

PhaseSiege Mode

Siege ability. Slow attack and movement speed of enemy units in area (-30%)

View Phase in the Library
  • Deceptively powerful ability; Very useful in sustained fights

  • 2.5 Casting Delay; 0.5 Cancel Delay

  • 20 Casting Range

  • Rough 6-Area AoE Size

  • Affects Air Units

  • Cannot move while Phased

  • Can still attack when Phased; After the casting delay

  • Lasts until canceled; Remember to Cancel once the battle ends

Synergies

  1. Aster:

  • Low synergy; Utility for 2/4 units

  • While Arandi units benefit from Aster's Extra HP and Veterancy, Aster himself does not benefit from Arandi units

  • Aster's Reinforcements Ability reduces the burden that Arandi High Flux Costs would incur on his ramp-up speed

  • The Chronowarper is reliably useful

  • No Arandi Units can be garrisoned within a Strider

  • Aster is the most reliant on unit survivability; Hallucinations have low utility

  • High Firepower units mean low utility for 10sec of Mind-Control

  • Ethermancers can have some utility in swarmy Commando-Strider builds and distracting enemies with Mind Control

  • Asterions greatly benefit from Rally and Aster's many stun abilities; Their role would be to complement existing DPS units

  • Phoenix Guards can be a good complement to Strider-based builds

  1. Vynthra:

  • Some Synergy, best to pick other Mercs; Utility for 3/4 Units

  • Vynthra's Frenzy and Infusion abilities significantly empower Arandi Asterions

  • Other Arandi units do not benefit from Infusion, beyond the boost to their HP

  • Vynthra's swarmy builds benefit from the Ethermancer's revival ability

  • However, Vynthra's amazing sustain abilities give low utility to Hallucinations outside of swarmy builds

  • Vynthra's Ranged Anti-Air needs are not covered by the Arandi

  • Chronowarpers can benefit Vynthra

  1. Galavax:

  • The best Merc Faction for Galavax; Utility for 3/4 Units

  • Hallucinations are a massive boost in firepower

  • Keep 1-3 Arandi Ethermancers in your army; they will ensure every Thrall and Steelsworn death counts twice

  • That includes buffs from sacrificing units; You can sacrifice the same Steelsworn twice and fully restore a Terror Tank

  • Remember Ethermancers can have their energy restored by Idal Conduits

  • Arandi Chronowarpers can provide good utility due to their Time Slow ability

  • Phoenix Guards are simply not worth the Flux

  • Asterions are entirely deprecated by the Terror Tank's Soul Dynamo

Tips When Facing Arandi Enemies

  • Arandi are not particularly powerful during the early-game

  • They become fierce opponents during the late-game however

  • Phoenix Guards' Slow effect is very oppressive during the early-game, attempt to stun and focus them with your Hero

  • Phoenix Guards can heavily affect your melee tank units, utilize numbers when facing them

  • Try to focus-fire Asterions and Ethermancers to prevent the damage bleeding

  • Arandi are vulnerable to Longer Range weapons and Crowd Control

  • Longer Ranged Weapons also permit the units to dodge Asterion attacks

  • Since Asterions cannot target Air, it is more beneficial to utilize Air-focused Builds

  • Arandi can Mind-Control your powerful units, attempt to keep out of their range

  • Units Mind-Controlled by Ethermancers are typically not attacked by the rest of your units

  • Caution: Mind-Control permanently removes units from your active selection and control groups