Fundamentals
Author Rating:
Merc Hub is a stationary structure; Longer Reinforcing Time
A disadvantage compensated by fast unit speed
Subpar performance compared to other Mercs
Middle-of-the-road choice in a category that encourages best-of
Smaller Roster; Only 3 Units
Low Item Synergy
Units are unusually fast, requiring more micro to manage
Can be equipped alongside the Cha'Kru Temple of Stars
Roster
Chas'Ki
Author Rating:
Roles: Ranged, Anti-Medium, DPS, Hexite Dump
Synergies: Melee, Tank, Rageborn
Spawns in Trios
Affordable, Reliable and decent DPS
Up-ranked by the lack of a Hexite Cost
Useful boost in firepower during the early game; Stays relevant afterwards
Out-ranged by an upgraded Lasher; Shoots slower than a Lasher
Out-performs a Lasher when upgraded
Smallest DPS option, 50% smaller than a Lasher; Most Size-Efficient
Very fast; Quick Reinforcement but requires more micro
Fast speed can permit certain speed-running tactics; Also ensure they can reliably target enemies
Fast speed can also result in running into enemies
Caution: Larger and Swarmy Tank units can push the Chas'Ki into enemy units
Utilizing a separate Control Group for Chas'Ki and Cultists can help prevent issues
Utilizing Chas'Ki over Lashers saves roughly 400 Flux per match
Projectile speed is similar to Lasher
+50% Damage to Medium
Can target Air
Cultist
Author Rating:
Roles: Ranged, Support, Healer
Synergies: Every Unit
Spawns in Pairs
Not-so-Affordable; Not very Reliable
Shortest range out of all the Healer units (4)
Significantly out-ranged by all other Healer units
Remember that range can be the deciding factor in whether an unit lives or dies
Heal output is pretty okay; Much Faster Heal Speed than Weavers
Faster Heal Speed ensures more benefits from Attack Speed Boosting Effects
Cannot Heal Mechanical units/structures
Benefits more than usual from Range boosting effects
50% Smaller than a Weaver
Caution: Cultists are often pushed into the enemy by allied melee units
However, Cultists seem to have more survivability when pushed than Weavers
Cannot attack enemies
Can target air
Rageborn
Author Rating:
Roles: Melee, Tank, DPS, Crowd Control, Burst
Synergies: Melee, Tank, Chas'Ki
Spawns in Pairs
Very poor and gimmicky AoE Damage; Good AoE Size
High Infusion Cost for its value
Not worth utilizing
Cannot target Air
Synergies
Aster:
Very Low Synergy; Utility for 1/3 Units
At most, the faction can provide a worse alternative to the Commando
Cultists can have some utility, as the can heal Biological units (including Aster)
However the Rageborn and Chas'Ki do not have any utility for Aster
The low mechanical synergy and solid baseline roster deprecates the need to use the Cha'Kru Anqas
Vynthra:
Some Synergy; Utility for 2/3 Units
Chas'Ki can operate as an effective replacement for Lashers
Infusion and Frenzy make them a fairly powerful unit
Cost-wise, it's a debatable trade; 400 Flux Saved, Significantly Faster Ramp-up
In exchange for missing out on +25% to Medium, 2 Range and a 0.4 faster attack speed
Do note the DPS loss is softened by Chas'Ki taking less space, which means you can field more units
Proper micro can result in far more pushing potential with Chas'Ki during the early-game
Cultists can be an amenable alternative to Weavers; They provide faster healing
Low Heal Range for Cultists can be compensated with Infusion; Note Weavers have +5 Heal Range
Rageborn serve next-to-no utility
Galavax
Low Synergy; Utility for 2/3 Units
Chas'Ki can operate as an okay DPS unit for Galavax and a good Hexite Dump
However they are out-classed by baseline units like Dark Disciples
The low mechanical synergy ensures they are not the ideal choice
Tips When Facing Cha'Kru Anqas Enemies
Remember both Cha'Kru Temples are considered the same faction, you will also face Stars units
Anqas units, with the exception of the Rageborn, are fragile and vulnerable to AoE
Attack Waves containing Chas'Ki will arrive faster at your base; Prepare accordingly



