Broodwomb
Requires a Nourishment Pod and Biomass
When utilizing Broodwomb units, construct 5–9 Broodwombs
Stinger and Lasher upgrades are researched at the Young Canopy; Brood Guard upgrades are researched at the Synapse Canopy
Arkanid
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Living Meatshield that can be spawned by other Grell units
Dies automatically after (roughly) 40 seconds
Pathethic stats, exists only to soak up damage
Can use Frenzy too for some reason
Can be charged into enemies to distract & bait AoE attacks
Ineffective against armored targets (4 Damage per attack)
Clips through units ; Does not Bodyblock
Abilities
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Upgrades
No upgrades.
Stinger
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Swarmy melee unit, spawns in groups of three
Cheap and with decent stats
Surprisingly cost-effective
Very vulnerable to crowd control and AoE effects
Ineffective against armored targets (6 Damage per attack)
Is small enough to NOT bodyblock other Grell melee units
Synergies: Benefits all of Vynthra's more expensive units, increasing their survivability
Abilities
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Upgrades
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Exactly what a swarmy unit needs to reach the frontline
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The attack-speed bonus brings a Stinger to 12 DPS.
Cloak is auto-removed when attacking
Useful for defense and if you're good with your Biomass spread
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Sounds cool, is not
The rest of your army will lag behind and the Stingers will die alone
5 Seconds is barely enough time to reach the enemy in many cases
Can cause issues on large maps where Stingers will path into uncleared enemy bases Can synergize okay with Behemoth-focused builds
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Basically one extra Stinger attacking the target ; Slow is irrelevant as enemies do not flee Effect does not stack
Damage affected by enemy armor
Brood Guard
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No Library target currently matches coop/commander/vynthra/unit/coop-vynthra-grell-keeper.
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Not-so-durable melee unit (250 HP, which is not tanky for co-op)
Affordable (125 Hexite; 3 Supply) with okay damage (20 every 1.3 seconds)
Outperformed by significantly more cost-effective units
Spawns one Arkanid for every 20 damage taken (250 HP maximum)
Enemy units do NOT reliably switch targets to kill the Arkanids
Arkanid-spawning is worthless when attacked by targets with AoE
With double Infusion, T2 Incubator units also spawn Arkanids on every kill, further reducing the Brood Guard's utility
Mandragoras can still attack from behind a 1× Infused Brood Guard
Reavers can barely attack from beyond a 0× Infused Brood Guard
This is not a recommended strategy however, as the extra range this units has reduces bodyblocking issues and permits them to chomp further into the enemy forces. Stingers work better for this task.
Synergies: Lasher, Weaver, Harbinger, Behemoth (Anything that needs tanking)
Abilities
Wanted embed
No Library target currently matches coop/commander/vynthra/unit/coop-vynthra-grell-keeper/spell/frenzy.
(No notes.)
Wanted embed
No Library target currently matches coop/commander/vynthra/unit/coop-vynthra-grell-keeper/passive/arkanid-spawn.
Enemy units do not reliably switch targets to kill the spawned Arkanids
Arkanid spawning is ineffective against attackers with AoE
Upgrades
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Good upgrade, not game-changing
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The regeneration applies out of combat. Cumulative with the boost from Infusion & other sources Does not address the unit's big issues Lifesteal per attack from later levels deprecates the utility of this upgrade
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Only affects Arkanids spawned by the Brood Guard Okay upgrade, not game-changing
Lasher
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Basic Ranged Unit ; Respectable DPS
+50% damage against Medium
Can target Air
Fragile and costs 25 Flux
Benefits a lot from Infusion
Requires a Young Canopy
Synergies: Stinger, Brood Guard, Mandragora, Reaver
Abilities
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Upgrades
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Very useful, exactly what the Lasher needs
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Making your ranged unit faster than your melee tanks is a recipe for disaster It does not address the unit's actual weaknesses This is a perfect example of a PvP upgrade copied into Coop
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This brings the total bonus against Medium to +100%, or 34 damage. Reliable, bound to be useful sometime during the match
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Cloak is removed when the unit attacks Not useful in coop ; Useless without a hold-fire button
Incubator - 100 Hexite, 50 Flux
Requires a Broodwomb and Biomass
When utilizing Incubator units, construct 3–6 Incubators
2× Infused Incubator units spawn Arkanids with every kill
Mandragora upgrades are researched at the Young Canopy; Harbinger and Thresher upgrades are researched at the Synapse Canopy
Mandragora
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Powerful Melee Brawler ; Excellent against large numbers of ground units
Affordable and durable ; good Armor
Deals splash damage ; Good DPS output
Has some issues with bodyblocking at 2x Infusion
Synergies: Believe it or not, every single unit in Vynthra's Roster... except Brood Guards
Abilities
Utility varies with the enemy composition
Using Tunnel at the back of an attack wave can leave Mandragoras out of range of healers
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Upgrades
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Reliable and powerful Remember AoE damage counts for Life-Steal
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(No additional notes.)
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God-tier synergy with the Frenzy ability, which now gives Mandragoras 90% Attack Speed Great synergy with the Life-Steal Level upgrade
Harbinger
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Affordable but inefficient second-line support
The Trick is to have a Frontline, and then 4-5 of Harbingers behind it.
Size and cost of roughly 2 Stingers ; DPS of only one
Suffers from severe bodyblocking when 2x Infused
Bodyblocking hurts casting ability and also hurts all other units in your army composition
Thus, the one unit in Vynthra's roster that should only be infused once
Heavily reliant on gimmicky ability damage
+50% Damage against Heavy
Cannot attack air
Synergies: Stinger, Brood Guard, Mandragora, Reaver
Abilities
Its casting range is insufficient when severe body-blocking is taken into account
The very small AoE demands a stationary target
Each Infusion increases the AoE by 50%, but that is not justification to infuse Harbingers twice
Focus on enemy tanks, static defenses, and Heroes
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Upgrades
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Hardly an useful upgrade unless you want them to tank
Vynthra has far more efficient dedicated tank units
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This is a 42.1% increase. Makes them faster than all Grell Units except Stingers & Weavers Useful for getting into position for using Eruption It is an indirect solution to the problem
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Must-have upgrade when utilizing Harbingers Still too small to be of much use
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Utility pales in comparison to its counterpart
Thresher
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Siege Unit, great for mobile defense
Competes with the best static defense in Coop
Did I mention you can Air-Drop static defense and a wall that heals it?
Expensive, as far as Vynthra units go
Relatively fragile and slow
Great Range (27 ; 31 with 2x Infusion), meh damage, deals splash
Projectiles do not track, can miss moving targets
Has a minimum range of 4-ish
Requires a Macrogenesis Canopy
Abilities
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Upgrades
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Subpar damage ; unreliable Basically one little Stinger's worth of damage
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Exactly the kind of upgrade a Thresher needs for Coop Not useful for static/prolonged defense
Elderwomb - 125 Hexite, 75 Flux
Requires an Incubator and Biomass
When utilizing Elderwomb units, construct 3–6 Elderwombs
2× Infused Elderwomb units deal AoE damage and stun once every 7 seconds
Reaver and Weaver upgrades are researched at the Synapse Canopy; Behemoth upgrades are researched at the Skyclutch
Reaver
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Very powerful and reliable melee tank
2k+ HP at 2x Infusion
Also deals AoE damage at 2x Infusion
Great DPS output
Quite large, which means it will reliable be targeted by the enemy
Ravage/Charge ability ensures it can be at the frontline every fight
Synergies: Believe it or not, every single unit in Vynthra's Roster
Abilities
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Upgrades
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Amazing upgrade, ensures the Reaver can get to the Frontline no matter where it is in your formation
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Utility pales in comparison to its counterpart.
Weaver
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Support Unit, good healing ability
Multiple Weavers can heal the same target
Good range, not-quite-fragile
Requires a Synapse Canopy
Decent DPS, but out-classed by Lashers against Ground
Excellent support against large numbers of enemies due to their ability.
Damage competes with healing weapon ; Cannot have both simultaneously
Weavers can quickly switch weapons mid-combat. Healing, shooting once, healing again
Fast, has a tendency to run ahead of army
As such, requires a mobile frontline unit like Reavers with Ravage, Stingers, etc
Can also lag behind to heal allied units, if A-clicked towards a position
Slower projectile speed compared to Stinger, overall less efficient in combat
+100% Damage against Air
Abilities
The projectile must travel to its target, creating a one-to-four-second delay before impact
Cast ahead of enemies rather than in their middle to reduce that delay
It frequently moves into range when cast beyond its reach
The poison refreshes until the pool expires or enemies leave it
Arkanid spawning stacks with other sources
Can hit air
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Upgrades
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Quite useful for ensuring the ability makes it to the fight BEFORE the target dies
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Reliable and worthwhile upgrade
Behemoth
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Siege Flyer ; Designated Anti-Heavy unit
Has an unreliable secondary weapon (Fires once every 5 attacks) that shoots an AoE flame puddle
Ineffective beyond stationary targets, can easily miss
Flame puddle deals constant damage to units in its area of effect
Puddle lasts 10+ seconds
Slower projectile attack, low DPS for its cost and size
Expensive, by Vynthra standards
Greatly empowered by Infusion, which makes its attack AoE
In spite of being a flying unit, its attacks are still blocked by enemy buildings
+200% Damage against Heavy
Cannot target Air
Less recommended when facing enemy Grell, its Flame attacks can be confused for those of enemy Behemoths
Abilities
(No notes.)
Upgrades
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Not much to say, low utility unless you plan to use it for Transportation
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Great upgrade; permits besieging objectives and bases Basically turns the Behemoth into a flying Thresher
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Carrying capacity is not increased with Infusion
However Infused units cost more to be carried by the Behemoth Fast loading and unloading Loaded units cannot attack, but they are healed while inside Loaded Arkanids & other temporary units can still expire
Keep in mind the Behemoth, without the Speed upgrade, is still slower than most of your Roster. Overall, niche utility








