Fundamentals
Author Rating:
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
Author Rating:
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
Author Rating:
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
Author Rating:
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
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
Author Rating:
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
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
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
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
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




