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



