ZeroSpace.gg

KD's Comprehensive Coop Merc Guide

Marran Bulwark

Marran Bulwark

Fundamentals

Marran Bulwark

Marran Special Building

Author Rating: C

  • 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

Marran Pulse Skimmer

Marran T1 Merc Unit

Fast moving hovertank with fast recharging shields.

Author Rating: C+

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

Marran Sharpshooter

Marran T1 Merc Unit

Infantry which can deploy to attack with extra range in a limited area.

Author Rating: B+

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

Firing PositionSiege Mode

Gain +100% range and +50% attack speed against units in a limited arc. Cannot move while in firing position.

View Firing Position in the Library
  • 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

Marran Badger

Marran T2 Merc Unit

Tank whose attacks stack a debuff on the target. Every Badger's attack adds a stack, so several attacking together reach it faster, and the sixth deals area damage and slows.

Author Rating: C

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

Marran Halo Tank

Marran T3 Merc Unit

Tank that can attack while moving. Each attack charges up a powerful laser, dealing damage in a line after 4 attacks.

Author Rating: B

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

Halo Linear AOEAttack

Does 80 damage in a line

View Halo Linear AOE in the Library
  • 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

  1. 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

  1. 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

  1. 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