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KD's Comprehensive Coop Merc Guide

Overview

Overview

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:

  1. Melee = This unit deals damage at a close range (2=<)

  2. Ranged = This unit deals damage at a medium to long range (2-16)

  3. Artillery = This unit deals damage at very long range (17=>)

  • Specializations:

  1. Anti-Light = This unit excels at dealing with Light-Armored units

  2. Anti-Medium = This unit excels at dealing with Medium-Armored units

  3. Anti-Heavy = This unit excels at dealing with Heavy-Armored units

  4. Crowd Control = This unit excels at dealing with larger groups of enemies

  5. Anti-Air = This unit excels at dealing with flying enemies

  • Roster Roles:

  1. Tank = This unit's primary role is to take damage

  2. DPS = This unit's primary role is to deal damage with a fast firing rate

  3. Burst = This unit's primary role is to deal damage with a slow firing rate

  4. Support = This unit's primary role is to support allies

  • Additional: 1 Healer = This unit heals allies

  1. Caster = This unit has an ability as a key component

  2. Detector = This unit detects cloaked enemy units

  3. Flying = This unit flies and cannot be attacked by ground-only weapons

  4. Fodder = This unit is individually weak and reliant on numbers

  5. Hexite Dump = This unit is a good way to invest excess Hexite

  6. Transport = This unit can garrison certain ground units

  7. 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