ZeroSpace.gg

KD's Comprehensive Coop Merc Guide

Valkaru War Vault

Valkaru War Vault

Fundamentals

Valkaru War Vault

Valkaru T1 Merc Outpost Building

Author Rating: A-

  • 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

Valkaru Hound

Valkaru T1 Merc Unit

Tanky melee unit.

Author Rating: B+

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

Valkaru Shock Trooper

Valkaru T2 Merc Unit

Medium ranged infantry with splash damage.

Author Rating: C+

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

Valkaru Tow Bot

Valkaru T3 Merc Unit

Heavy ranged walker which can pull units towards itself.

Author Rating: C-

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

PullSpell

Pulls all units in the target area towards the Tow Bot. Pull distance is reduced by status resist.

View Pull in the Library
  • 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

Valkaru Flame Walker

Valkaru T3 Merc Unit

Heavy ranged infantry which deals damage in a line. Deals bonus damage vs light units.

Author Rating: B+

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

Leap-SmashSpell

Jumps to a target location after a small delay. Stuns nearby enemies for 1 second then slows enemies for 1 second upon landing.

View Leap-Smash in the Library
  • Insufficient Range to be effective

  • Crowd Control effects synergize quite well with the unit

Synergies

  1. 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

  1. 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

  1. 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