Fundamentals
Mercs are currently a type of General Item; for info on the Fundamentals of the Item system, view the Comprehensive Item Guide
Only one Merc Item may be equipped at a time, per Commander
The exception are the Cha'Kru Mercs, with both temples being equippable simultaneously
If both Temples are equipped, both of their Respective Rosters can be recruited during missions
Mercs benefit from Mastery, as well as Commander-specific buffs granted by levels
Mercs can be recruited from a special Hub building
Only one Hub building may exist at a given time
Marran & Arandi Hubs are mobile; Arandi Hubs are flying structures
Currently, Merc Faction items have a level cap of 5
Each upgrade after level 1 provides +5% Damage & Health to the Faction's Merc Units
The upgrade to lvl5 provides a +10% bonus instead
Upgrade bonuses are cumulative
When consulting what items to use, remember to account for Item Level Stat Increases
Missions may have a Bonus Objective Mercenary Outpost that permits recruitment of Mercs from a different faction than the one equipped
The Outpost has a limited selection of units from the faction's roster; Can be 2-4 units
The Mercenary Outpost Bonus objective structure can also recruit Mercs of your equipped faction
Once the objective is secured, your equipped Merc Faction's Outpost/Hub can also recruit Mercs from the faction provided by the bonus objective
Charge accumulation is different between the regular Outpost and the bonus objective one; Can spawn 8 Merc Charges worth of units
Caution: This can cause issues depending on your chosen hotkeys for Merc Units
Merc Units are split across tiers like regular units, and ordered as such
The first two are T1 and require a basic production structure
The next is T2 and the last is T3
Merc Unit Synergies are noted on a Per-Category Basis; A single unit does not need all Roles to be compatible
Other Merc Units from the same Roster that synergize will be noted by name
Commander Synergy = How well the Commander's mechanics and buffs benefit the Merc Faction and vice versa
Commander Utility = How useful the Merc Faction's units are for the Commander
For reviewing synergies with Items, please check the Comprehensive Items Guide
Special Thanks to Photoloss for helping with Unit Classification types, Merc Roster Info and Tips
Unit Classifications
General:
Melee = This unit deals damage at a close range (2=<)
Ranged = This unit deals damage at a medium to long range (2-16)
Artillery = This unit deals damage at very long range (17=>)
Specializations:
Anti-Light = This unit excels at dealing with Light-Armored units
Anti-Medium = This unit excels at dealing with Medium-Armored units
Anti-Heavy = This unit excels at dealing with Heavy-Armored units
Crowd Control = This unit excels at dealing with larger groups of enemies
Anti-Air = This unit excels at dealing with flying enemies
Roster Roles:
Tank = This unit's primary role is to take damage
DPS = This unit's primary role is to deal damage with a fast firing rate
Burst = This unit's primary role is to deal damage with a slow firing rate
Support = This unit's primary role is to support allies
Additional: 1 Healer = This unit heals allies
Caster = This unit has an ability as a key component
Detector = This unit detects cloaked enemy units
Flying = This unit flies and cannot be attacked by ground-only weapons
Fodder = This unit is individually weak and reliant on numbers
Hexite Dump = This unit is a good way to invest excess Hexite
Transport = This unit can garrison certain ground units
One-Use-Attack = This unit will die after making one attack
Rank Classifications
Based on the performance and cost-effectiveness of an unit at its specified classifications, it will be given a rank
S = This unit is reliable, cost-effective and (almost) flawless (Ex: A Tank that is very Durable, Armored, Self-Heals and reliably gets to the front-line)
A = This unit performs its Roles reliably and is cost-effective, but has small limitations (Ex: a Slow, Tanky unit)
B = This unit is not always reliable/cost-effective and/or otherwise has noticeable limitations; yet still performs okay
C = This unit is not reliable/cost-effective and often mediocre at its roles
D = This unit is always mediocre, never cost-effective and is not worth producing outside of memey army compositions
Please note that due to the variety in Commander Abilities and Equippable Item, Ranks are for general performance
Per-Commander Unit Utilities will be noted in the Synergy section of each Merc Faction