Fundamentals
Author Rating:
Merc Hub is a stationary structure; Longer Reinforcing Time
Reliable, Affordable, All-Purpose Roster
Few Gimmicks, No nonsense
Unless you are facing Enemy Valkaru; Then they are all Gimmicks and Nonsense
Durable; 2 Designated Tank units
Best T1 Tank Mercenary
3/4 Ranged Units
Some Item Synergy
Non-existent Anti-Air capabilities
2 Units with solid AoE Capabilities, Shock Troopers and Flame Walkers
1 Designated Healer Unit, the Tow Bot
Units are Slower than Aster & Vynthra's Roster
Roster
Hound
Author Rating:
Roles: Melee, Tank, Hexite Dump
Synergies: Ranged, Burst, Shock Trooper, Tow Bot
Spawns in Quartets (Groups of 4)
Very Cost-Effective
Great Durability; Good DPS
Has issues with Body-blocking
Not fast enough to reliable get to the front-line
Retains some utility even into the late-game, in lapse of other Tank units
Shock Trooper
Author Rating:
Roles: Ranged, Crowd Control, Burst
Synergies: Melee, Tank, Hound
Spawns in Pairs
Affordable; Cost-Effective
Best utilized for Defense/Reactive combat
Decent Crowd Control Performance
Slower Projectile; Can be Dodged
Slow Movement Speed; Okay Range
Slow Attack Speed, can get overwhelmed
Cannot target air
Tow Bot
Author Rating:
Roles: Ranged, Support, Healer, Caster
Synergies: Every Unit
A mediocre, niche caster
Expensive for its performance
Heal output is sub-par to all other Healer units
Bulky, can body-block
Only one Tow-Bot may heal an unit at a time
Can block other Healers from actually keeping the unit alive
Can target air
Ability
Very niche utility in practice
Generally not worth it to pull units into your ranged troops
Cannot pull Terror Tanks, Striders, Air Units, nor Bosses
Can be used to recall units in danger
Longer Cooldown; One use per battle
Flame Walker
Author Rating:
Roles: Ranged, Anti-Light, Crowd Control, Tank, DPS, Caster
Synergies: Melee, Ranged, Hound, Shock Trooper, Tow Bot
Can be fairly Cost-Effective
Massive Range for a Tanky unit; Ensures an alternative role as second-line support
Very good Crowd Control potential
Decent DPS output; Ineffective against targets with armor
DPS output is also ineffective against medium/high HP targets (300+)
Fast Attack Speed significantly reduces overkill chances; Great clean-up DPS
Slow speed, unreliable front-lining; Ability helps but the Range is not big enough
Can be garrisoned inside a Strider for some reason; Absolute menace inside
Explodes upon death; Dealing Damage in a 6 Area for roughly 10sec
Death-Damage can annihilate weaker units
+150% Damage to Light
Cannot target air
Ability
Insufficient Range to be effective
Crowd Control effects synergize quite well with the unit
Synergies
Aster:
Some Synergy but Aster has better options; Utility for 2/4 Units
Veterancy can be a boon to Valkaru units but does not address their slow attack speed
Hounds can be an effective tanking tool, however they will leech XP from actually useful troops
Other Valkaru units are expensive and as such will gain veterancy at a slow rate
While Shock Troopers may look useful, they are generally out-performed by Bastions
Vynthra:
Some synergy; Utility for 1/4 Units
Vynthra's Frenzy and Infusion abilities cover many of the issues Valkaru units have
However her baseline roster out-performs the Valkaru
Hounds are neat but compete with Stingers, Keepers, Mandragoras and Reavers
Mandragoras deprecate Hounds
Shock Troopers do not fill the need for a Ranged DPS unit
Tow Bots are out-performed by Weavers as Healers; Some niche uses for melee compositions
Flame Walkers can be neat but Vynthra has better Anti-Ground Crowd Control
Additionally Flame Walkers are expensive to infuse
Galavax
Some synergy; Utility for 3/4 Units
Hounds can fill a niche for early-game tanking
However they do not benefit Galavax's sacrifice-focused builds as much as Steelsworn do
Shock Troopers have good utility as a second-line DPS; However they have a slow time-to-kill
Tow Bots are an ineffective Healer; However they can still be a worthwhile boon
Flame Walkers work quite well with Galavax's slow and large armies
Tips When Facing Valkaru Enemies
Valkaru bring many durable units and AoE, try to keep out of range
Their bulky size can help you limit their firepower
Avoid utilizing swarmy builds and units like Commandos and Stingers when facing Valkaru
Valkaru have a severe weakness to Air, make use of that to your advantage
Valkaru Flame Walkers can have their ability canceled by stunning them mid-cast
Valkaru Flame Walkers can be baited into triggering their ability by microing units well
Valkaru Flame Walkers explode on death, the fire lasts roughly until the fight ends
Avoid stepping in Flame Walker Death-Fires
No, do not jetpack your units into a Flame Walker
Valkaru Shock Trooper Projectiles can be dodged
Be careful as Tow Bots will still your front-line units and bring them directly into the enemy back-line, beyond the range of healing




