ZeroSpace.gg

KD's Comprehensive Co-op Vynthra Guide

Overview

Overview

Fundamentals

  • Best army sustain and durability among all commanders

  • Very versatile roster: swarm, tank, ranged and siege options

    • Limited anti-air units

  • Heroes and units can be infused twice for large buffs

    • +50% health, damage or healing, and health regeneration per Infusion

    • Multiple additional upgrades

    • Allies, including both the co-op partner and map allies, can also be infused

    • Infusion cost depends on the unit

    • Infused units become larger, which can cause body blocking

  • Units can be Frenzied for +40% movement and attack speed

  • Structures spread Biomass, which reduces damage taken by friendly units

    • Structures can only be built on Biomass

    • Harvesters can spawn Cultivators that spread Biomass

  • Structures require Seedlings, which spawn free at the base, throttling ramp-up

  • Best static defense

  • Sustain-focused Top Bar: deploy healing, Biomass, and workers; infuse units; create a large healing and revival structure; or summon a tank

Unit Classifications

  • Classifications preceded by "+" are obtained via Upgrades

  • 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

Special Thanks to Photoloss

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