Fundamentals
Author Rating:
Merc Hub is a mobile hovering structure; Permits Faster Reinforcement
All Ranged Units; 2/4 Can Hit Air
Single-Target-DPS-focused faction; Lower utility with Coop's Swarms
Fragile; 2/4 Units have limited tanking potential
Relatively Expensive; Very Gimmicky
High-Dependence on Shields for HP
Low Item Synergy
Shields Auto-Regenerate by Default; Higher Longevity for units
All Marran Units have 9 Shield Regeneration per second
Note that Shields cannot be healed by any unit; No Mid-Combat healing
Roster
Pulse Skimmer
Author Rating:
Roles: Ranged, Anti-Medium, DPS, Hexite Dump
Synergies: Ranged, DPS
Spawns in Pairs
66% Shields, 33% Life
Decent tanking potential
Poor DPS
Out-performed by designated tank units in base Commander Rosters, as well as other Tanky Mercs
Fast enough to get to the front-line; Mediocre performance once they do
Fast enough that it can out-run most allied units
+50% Damage to Medium
Can target Air
Sharpshooter
Author Rating:
Roles: Ranged, DPS, Caster
Synergies: Melee, Tank
Spawns in Trios
50% Shields, 50% Life
Expensive; Not quite worth 200 Flux
If you utilize a build that is not Flux Heavy, they can be a powerful addition
Slow, Fragile and Gimmicky
If you have the micro to handle their ability and a reliable front-line, they can be an excellent DPS
Still a great DPS even without the ability
Can be garrisoned but that blocks using the ability
Can target Air
Ability
1sec Set-up time; Try to do it before engaging into a fight
29 Max Range
Underwhelming in practice
Cone width makes it hard to operate; May require multiple Set-Ups per fight
Generally too micro-intensive to work with for the high Sharpshooter numbers you'd need
Coop's large amount of AoE makes being stationary very dangerous
Lasts until canceled
Badger
Author Rating:
Roles: Ranged, Anti-Medium, DPS
Synergies: Melee, Tank
Spawns in Trios
50% Shields, 50% Life
Mediocre individual Stats; Annoyingly Slow
Inefficient DPS; Body-blocks often, especially when infused
Significantly out-performed by Sharpshooters, even without using the latter's ability
+50% Damage to Medium
Cannot target Air
Halo Tank
Author Rating:
Roles: Ranged, DPS, Crowd Control, Burst
Synergies: Melee, Tank
50% Shields; 50% Life
Surprisingly Durable; Shockingly Expensive
Annoyingly Slow
Range is too short to provide proper back-line support
Range is so small it can't actually shoot from behind Badgers
Size is too big to provide proper second line support
Can fire while moving but struggles to track with lateral movement
Pretty okay DPS Output; Gimmicky Burst
Absurdly expensive to infuse
Cannot target Air
Ability
Fires across the tank's full range in a straight line; Width 1.5
4 Attacks to charge is unusually fast for ABES abilities
Generally unreliable due to wide attack wave patterns and unpredictable path-finding
Ability does not track; High chance to miss moving targets
Synergies
Aster:
Low Synergy; Utility for 0/4 units
Aster's Veterancy Mechanic can greatly benefit the Marrans
Aster's HP boost from Commander Level 8 does not boost Shields
Their high unit count per charge means a faster than usual Veterancy Gain Rate
The low item synergy means Marran troops do not work well with items that benefit Aster
Aster's lack of Early-Game Healing makes Marran shields more useful
Sharpshooters and Badgers are out-performed by Commandos
Vynthra:
Some Synergy; Utility for 1/4 units
Only the Sharpshooter is actually useful, but it is out-performed by better units
While the Badger and Halo Tank have decent DPS, they are bulky and not needed
Unit speed makes it hard for Marrans to keep up with Grell forces
Vynthra's Infusion and Frenzy abilities are a great boon to the Marran's ABES Alt Attacks
Infusion does affect Max Shields; Life-steal does not affect Shield Regen
However, due to their mediocre performance and bulky size, it is not worth the effort
Galavax:
Low synergy; Utility for 1/4 Units
Due to Galavax's lack of unit sustainability mechanics, Marrans are at their weakest with him
Galavax's lack of Healing makes Marran shields much more useful than with other Commanders
The high speed of Pulse Skimmers greatly increases the chance they will die in combat
Badgers have okay cost-effectiveness but are out-performed by Galavax's powerful back-line
Galavax's already Flux-intensive Roster further discourages utilizing Marran troops
However, Galavax's slow ramp-up speed can benefit from additional fast DPS
The Flux cost will slow down the rest of the build
Tips When Facing Marran Enemies
Do NOT underestimate Marran Halo Tanks, they can quickly melt your Heroes
Do not underestimate the power of 6 Sharpshooters focusing one unit down
During Early-Game Engagements, Move out of the Cone of Sharpshooter to save HP
Enemy Sharpshooters do not reliably re-cast their abilities mid-combat
Marran Halo Tank Line shots can be dodged by moving to the side
The Range of Marran units permit them to out-range static defense
As such, construct your defenses around high-ground to limit their bonus
Caution: They can out-range the City Defenses on Iron Shield
Marran can be very dangerous with the Extra Range mutator




