Fundamentals
Author Rating:
Merc Hub is a stationary structure; Longer Reinforcing Time
Diverse, All-Purpose Roster
Excellent Anti-Air Capabilities; 3/4 Units
4/4 Ranged Units
Best T1.5 Merc Tank
Only Faction with an Artillery Merc
High Item Synergy; 2/4 Units are Mechanical
Can benefit every Commander
Roster
Raider
Author Rating:
Roles: Ranged, Anti-Medium, DPS, Caster, Hexite Dump
Synergies: Melee, Rover, Flamer
Spawns in Trios
Basically a Commando with +1 Range; Deceptively effective
Note that said +1 means a total range of 8; Still insufficient for many builds
Slower Fire-Rate in exchange for more per-shot damage
Quite fast
Small unit size; Very Space-Efficient
Cannot compete with Upgraded Commando performance
+50% Damage to Medium
Can target Air
Ability
Requires Melee Range to be cast; 5sec Casting Time
Raiders sometimes cancel the queued ability en route to target; Watch them carefully
Can Steal Flux from Enemy Harvesters; 35 per Raider
Flux stolen does not depend on the Enemy Faction
Very useful early-game tool
Trades 175 Hexite for 105 Flux; Excellent value on repeated use
Utility depends on Starting Hexite effects and Builds
Raider Cost can slow down builds that aren't Flux-heavy
Note that not all Enemy Comps on Maps spawn Harvesters
Recommend scouting and buying Raiders only if you spot a Harvester
Requires good micro and communication with your ally for value
Thieve can be utilized even with AI allies; If you tell them to Retreat beforehand
Reliable Maps for Thieve: Ancient Walkers, Iron Shield, Planetdeath, Metal March
Rover
Author Rating:
Roles: Ranged, DPS, Tank
Synergies: Ranged, Raider
Spawns in Pairs
Surprisingly effective Tank, when combined with Valkaru Archeoalloys
Affordable cost
Solid DPS Output; Fast Attack Speed means they make good clean-up DPS
Fast; Reliably gets to the front-line
Good enough range
Low Per-Shot Damage; Ineffective against targets with armor
DPS increases by 175% for targets within Range 3; Further incentivizes Tanking
Can target Air
Deadeye
Author Rating:
Roles: Artillery, Anti-Light, Burst
Synergies: Melee, Rover, Flamer, Raider
Spawns in Pairs
Only Artillery DPS Merc
Slower Firing Rate; Excellent Range
Caution: Artillery Range can leave them vulnerable to attacks spawning/coming from the rear
Artillery Range makes them excellent at sniping dangerous opponents
50% Shields; 50% Life
Larger Unit Size; Less Space-Efficient
Slow; Partially compensated by their long range
Due to their low DPS, Deadeyes can be stuck targeting a random enemy structure
Deadeyes function best on a separate control group from the main army
Greatly benefits from Attack Speed Boosting effects
Also benefits from support by faster-attacking units
Very Powerful when Infused
Flux-Expensive; Can be attenuated by good Raider micro
+100% Damage to Light
Can target Air
Flamer
Author Rating:
Roles: Ranged, Anti-Light, Crowd Control, Tank, DPS
Synergies: Ranged, Raider
Expensive but capable Tank
Can be out-performed by baseline Roster units
Good durability
Short Range; Okay Damage Output
Limited by its slow speed; Cannot reliably get to the front-line
Outran by most units that would benefit from its tanking
+50% Damage to Light
Cannot target air
Synergies
Aster:
Some Synergy; Utility for 2/4 Units
Aster's Veterancy Mechanic and Rally ability can greatly benefit Corsair troops
However Veterancy scales worse for Corsair units due to the high cost of Deadeyes and Flamers
Rovers can become excellent Tanks
The higher base damage of Corsair Raiders raises the ceiling of their DPS output as they gain Veterancy
Deadeyes can make for okay support damage dealers but they are not needed
However, Aster's lack of Frenzy significantly lowers the utility of Deadeyes
Flamers are too slow to be effective tanks for Aster's Roster
Vynthra:
High Synergy; Utility for 3/4 Units
Vynthra's Infusion and Frenzy abilities significantly empower the Corsair Roster
Raiders can boost the Ramp-Up speed for Vynthra and provide good early-game ranged DPS
Rovers and Flamers become very powerful when infused
Deadeyes can cover Vynthra's Ranged DPS needs
Raiders and Rovers synergize very well with Deadeyes and further increase their Artillery output
Flamers benefit greatly from Frenzy which permits them to reliably get to the front-line
The Range and Stat boosts provided by Infusion further empowers Flames into amazing Tank units
Galavax
Some Synergy; Utility for 2/4 Units
Galavax's lack of healing or unit retention buff greatly lowers the performance of the Corsairs
Galavax greatly benefits from the extra Flux Corsair Raiders can provide
Raiders and Rovers can be okay additions to Galavax's Roster
Deadeyes are too expensive and out-performed by Galavax's baseline Roster
Flamers are deprecated by Galavax's much cheaper and replenishing front-line
Tips When Facing Free Corsair Enemies
Note that the Corsair Roster features one unit that cannot be recruited: Corsair Hovercraft
Even if a Bonus Objective "permits" recruiting them, they cannot actually be purchased
Raider can Cliff-jump on the approach, causing them to arrive early and from weird angles
Deadeyes have poor target prioritization, reducing their performance
They can still be dangerous against light units like Commandos
Hovercraft lay annoying Mines that deal little damage
The Mines can still finish a weakened unit however
Flamers very tanky and surprisingly space-efficient, avoid engaging them with light units
Flamers and Rovers perform poorly against Armored targets
High armor on non-Light units practically counters the entire Corsair Roster




