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KD's Comprehensive Coop Merc Guide

Cha'Kru Temple of Stars

Cha'Kru Temple of Stars

Fundamentals

Cha'Kru Temple of Stars

Chakru T1 Special Building

Author Rating: C-

  • Merc Hub is a stationary structure; Longer Reinforcing Time

  • Reliable, Affordable, Tanky Roster

  • Durable; 2/3 Designated Tank units

  • Smaller Roster; Only 3 Units

  • No Ranged Units

  • Low Item Synergy

  • Limited Crowd Control

  • Non-existent Anti-Air capabilities

  • Units are Slower than Aster & Vynthra's Roster

  • Can be equipped alongside the Cha'Kru Temple of Anqas

Roster

Ghost Crab

Cha'Kru Ghost Crab

Chakru T1 Merc Unit

Light melee unit which explodes, dealing AoE damage.

Author Rating: D

Roles: Melee, Anti-Light, One-Use-Attack, Crowd Control

Synergies: Melee

  • Spawns in Quintets (Groups of Five)

  • Okay Splash; Poor damage

  • Generally not worth making

  • Coop features too many units for one-use-attacks to be cost-effective

  • The massive amount of Crowd Control in Coop further reduces their utility

  • +75% Damage to Light

  • Cannot target Air

Clakjaw

Cha'Kru Clakjaw

Chakru T1 Merc Unit

Tanky armored unit which reduces incoming damage by 5.

Author Rating: C+

Roles: Melee, Tank

Synergies: Ranged

  • Spawns in Pairs

  • Decent tanking unit; Limited by its modest HP

  • Due to the large amount of enemies in Coop, they are less useful

  • Slow speed; Cannot reliably front-line

  • Poor Damage Output

  • Lack of AoE makes it subpar to most Tank alternatives

  • Cannot target Air

Hat'un

Cha'Kru Hat'un

Chakru T3 Merc Unit

Large melee unit that can create a Rift preventing unit movement.

Author Rating: B+

Roles: Melee, Crowd Control, DPS, Tank, Caster

Synergies: Ranged, Crowd Control, Artillery

  • The Star in the Cha'Kru Stars Roster

  • Fairly Expensive but Reliable Tank

  • Utility comes from its Rift Ability, not the unit itself

  • Surprisingly Agile; Can reliably front-line

  • High Infusion Cost

  • Very good Damage Output

  • Range is a little too small for damage-dealing

  • Cannot target air

Ability

RiftSpell

Create a rift that pushes all units away and creates unpathable area for 8 seconds.

View Rift in the Library
  • Rift forms in a direct line from the Caster

  • The Rift has a width 2 and a length of 30

  • Excellent Range; Too excellent

  • Roughly 2sec Casting Time

  • Units within the Rift's width are immediately knocked back to the closest side

  • Very useful for creating choke-points

  • Limited utility with only one Hat'un

  • Subpar duration; Must be used more carefully

  • Very useful synergy with AoE Damage effects, as well as Cone Damage Abilities

  • Two Hat'uns can reliably block attack waves from entering Melee range

  • Caution: Rift blocks the pathing of friendly units as well; Can cause issues for allied Melee units

  • Long Cooldown; One use per battle

Synergies

  1. Aster:

  • Low Synergy; Utility for 1/3 Units

  • While Clakjaws can be okay early-game tanks, they do not synergize well with Aster's Roster

  • 0/3 Units are mechanical; 2/3 are swarmy; As such they do not synergize well with Veterancy

  • Hat'uns can be a boon for Strider builds, reducing the damage Striders take

  • Hat'uns can also work well with Ironwing builds, synergizing well with the Ironwing's Missiles

  • Hat'uns also make for effective Tanks, albeit Veterancy gain will be low due to their high cost

  • Utilizing Biological Tank units necessitates the Bio-Matrix upgrade for Griffins, otherwise they cannot regen reliably

  1. Vynthra:

  • Some Synergy; Utility for 1/3 Units

  • As with all other Merc Factions, Infusion, Life-steal and Frenzy are a great boon to the Cha'Kru

  • Vynthra's Infusion can also empower the damage of Ghost Crabs, permitting some very niche combos

  • While Clakjaws are at their best with Vynthra, her Mandragoras and Reavers reliably out-perform them

  • Hat'uns have a niche in assisting siege-oriented Thresher, Harbinger or Behemoth builds

  • Caution: Harbingers and Hat'uns combined can be hard to micro

  1. Galavax

  • Low Synergy; Utility for 1/3 Units

  • Galavax does not benefit from Clakjaw tanking

  • His Flux-intensive roster punishes utilizing Ghost Crab

  • Galavax's lack of mobile healing makes sustain tanking inefficient

  • Hat'uns have a niche in assisting Crowd Control Terror Tank and Dreadnought builds

Tips When Facing Cha'Kru Stars Enemies

  • Remember both Cha'Kru Temples are considered the same faction, you will also face Anqas units

  • The complete lack of Anti-Air for this Merc Faction provides an easy counter

  • The Hat'un's Rift ability does not affect Air units

  • Do note that the Anqas units do have Anti-Air

  • Ironically enough, the enemy Hat'uns will be reducing the effectiveness of the attack waves

  • Hat'uns can be baited into triggering their ability on irrelevant map sections with good micro

  • The Hat'uns Crowd Control does not affect buildings or Entrenched units like Striders

  • The closer the Range to the enemy, the Stronger the Cha'Kru are; keep a distance

  • Countering a Hat'un Rift with only ground forces can be done by moving back

  • Having Transport unit in your Army Composition can greatly help with dealing with Rifts