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KD's Comprehensive Co-op Galavax Guide

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Legion Barracks

  • Requires an Idal Conduit

  • If utilizing Barracks units, construct 9-15 Barracks

  • Upgrades for units produced by the Legion Barracks are researched at the Citadel

Thrall

Thrall

Legion Co-Op T1 Army Unit

Light ranged infantry. Attacks ground and air units.

Author Rating: B

Roles: Ranged, Fodder, DPS, Hexite Dump

Synergies: Every Unit

  • Weak, fragile and with low DPS individually ; Ranged Stinger basically

  • Decent range (7)

  • Very vulnerable to Splash

  • Ineffective against Armored targets (due to dealing only 7 damage per Attack)

  • Spawns in groups of three

  • Promoted to relevance only by their cheap cost (30 Hex) and abundance of Synergies

  • You'll want Thralls in your army 8/10 times

  • Can hit air

Upgrades

Battle Frenzy

+15 per attack to a maximum of 75%

View Battle Frenzy in the Library

Author Rating: B-

  • Takes 6 attacks to hit full potential. Aka 5.625 seconds of combat life-time

  • DPS adds up FAST in larger armies ; Almost useless on an individual unit level

  • Utility highly depends on composition, both enemy and your own

  • Thrall "durability" is not a value you should rely on in combat

  • Use Steelsworn if you plan to get this upgrade for increased value

Charged Shot

Every 15 seconds your next attack deals +100% damage

View Charged Shot in the Library

Author Rating: D

  • Very unlikely to get this effect to fire twice in combat

  • Less DPS than its counterpart

  • Due to Thrall's projectile attack, there's a high chance for overkill/wasted uses of Charged Shot

  • Due to the plethora of Attack Speed Buffs, this upgrade has reduced utility

  • Useful if you plan to suicide walls of Thralls into the enemy I suppose

Sacrificial Pawns

Thralls spawn in groups of four at no additional Hexite cost.

View Sacrificial Pawns in the Library

Author Rating: C

  • Generally less useful than its counterpart, even for Sacrifice-Based Builds

  • Extra Thrall does cost supply, contrary to tooltip

  • Utility largely limited to Tempest Dreadnought-based builds

Witness Me!

On death, grants one random ally +40% attack speed and +20% movement speed for 20 seconds.

View Witness Me! in the Library

Author Rating: S

  • Very good for all sacrifice-based builds

  • Buff applies to Storm Bringer's ability DPS

  • Buff does not stack on a per-unit basis; Instead it refreshes the duration

Steelsworn

Steelsworn

Legion Co-Op T1 Army Unit

Tanky melee infantry. Attacks ground units.

Author Rating: B

Roles: Melee, +Anti-Light, +Crowd Control, Fodder, +Tank, Hexite Dump

Synergies: Thrall, Storm Bringer, Terror Tank

  • Relatively ineffective baseline

  • Promoted to relevance by its cheap cost and upgrades

  • Best Described by its voice-line "Not coming back, I know"

  • Exists to buy time for ranged DPS to kill the enemy

  • Low utility on builds focused around Thralls dying

  • Guaranteed to appear during the match when using Summoning Obelisks

Upgrades

Emperor's Blessing

Steelsworn gain +50 Health and +1 Armor. Steelsworn will sacrifice nearby thralls to regain health and sending the steelsworn into a frenzy. {dur} cooldown.

View Emperor's Blessing in the Library

Author Rating: B+

Best Use: Steelsworn-Dark Disciple Builds

  • Good for keeping an active tanking line

  • Sacrifice Range seems insufficient, combined with how fast Thrall die, it's not that reliable

  • Sacrificing a Thrall also boosts Attack Speed by 100%; Stacks infinitely

  • Can be quite useful for DPS builds, if you have enough Thralls to support them

  • Due to the subpar performance of Steelsworn, upgrades can be skipped

Leech Protocol

Attacks now cleave, gain additional +300% damage against light, and +50% lifesteal.

View Leech Protocol in the Library

Author Rating: B

Best Use: Any Steelsworn Build

  • The resulting attack deals 45 damage to Light and has 1 range AoE

  • Life-steal is 50% of all damage dealt

  • Useful dealing with swarms of enemies

  • Due to the subpar performance of Steelsworn, upgrades can be skipped

Dark Disciple

Dark Disciple

Legion Co-Op T2 Army Unit

Light ranged infantry. Its damage increases the longer it attacks.

Author Rating: B+

Roles: Ranged, Anti-Heavy, DPS, +Caster

Synergies: Thrall, Steelsworn, Terror Tank

  • Powerful Single-Target Ranged DPS; Solid Range

  • Relatively Expensive

  • Slow, fragile and vulnerable to AoE

  • Heavily Reliant on having another unit tank for them

  • Tendency to body-block

  • Requires a Citadel to be produced

  • +75% Damage to Heavy

  • Can target Air

Ability

Battle Frenzy

Gain +50% attack speed and +30% movement speed for 20 seconds. Costs 75 energy.

View Battle Frenzy in the Library

(No notes.)

Upgrades

Battle Frenzy

Gain +50% attack speed and +30% movement speed for 20 seconds. Costs 75 energy.

View Battle Frenzy in the Library

Author Rating: S

Best Use: Any Dark Disciple Build

  • Synergizes great with base damage ramp-up

  • Quite useful ; Greatly boosts Damage Ramp-Up time

  • Range and body-blocking still limit performance

  • Note that the upgrade makes Dark Disciples count as Casters for Mutator buffs

Eroding Lightning

Attacks reduce the target's armor by 5.

View Eroding Lightning in the Library

Author Rating: A

Best Use: Any Dark Disciple Build

  • Armor Reduction seems to be -1 per attack

  • Reduction is not permanent but lasts enough to kill most units

  • Excess Armor Reduction turns into Negative Armor

  • Negative Armor increases all damage taken by that amount

  • Basically gives a permanent +5 damage (Base Damage being 6 before that)

Storm Bringer

Storm Bringer

Legion T3 Army Unit

Light ranged infantry that can create a Tempest. Attacking generates energy.

Author Rating: B

Roles: Ranged, Crowd Control, DPS, Caster

Synergies: Thrall, Steelsworn

  • Gimmicky; relies on a channeled ability

  • Needs to be manually and individually sieged up

  • Less effective than Terror Tanks with Soul Dynamo

  • Enemies do not need to be fully in the AoE zone to be hit

  • Requires vision to cast and attack

  • Micro-intensive to use

  • Regular attack is pathetic

  • Slow, expensive, and very fragile at 150 HP

  • Needs high numbers (5+) to efficiently kill high-HP targets

  • Requires a Terror Tower to be produced

  • Can target air

Ability

TempestSpell

Casts a storm at a target location, dealing 40 damage per second to enemies in the area. Lasts for 5 seconds

View Tempest in the Library
  • Excellent damage output; Even 3 Storm Bringers can be a menace

  • Deals damage to all units within the AoE circle

  • Roughly 3.5 Circle Size

  • Enemies do not need to be fully in the circle to be hit

  • Requires vision to cast

  • Large casting range, roughly 18

  • Attack Speed can be increased by ability effects like Galavax's Elemental Shift and Thrall's Witness Me

  • Utility is limited by its gimmicky nature

  • Can target structures

  • Can target air

Upgrades

Tempest Perpetuator

When low on energy while casting Tempest, Storm Bringer will sacrifice a nearby Thrall to regain energy to continue casting.

View Tempest Perpetuator in the Library

Author Rating: S

Best Use: Any Storm Bringer Build

  • Storm Bringers sacrifice a Thrall automatically to restore energy

  • Each Thrall restores 75 energy

  • Sacrifice occurs once a Storm Bringer hits 0 Energy

  • Very useful upgrade ; Exactly what the Storm Bringer needs

Galeblood Stimulants

Storm Bringer attacks slow attack speed in addition to movement speed, and gain more energy from attacks.

View Galeblood Stimulants in the Library

Author Rating: D

Best Use: N/A

  • Base Attacks reduce the target's Attack Speed as well

  • Increases the energy obtained by basic attacks (Each gives 4 energy now)

  • Utility depends on enemy composition, but if you make Storm Bringers, you generally want enough to liquidate targets fast enough that the slow won't matter.

Terror Tower

  • Produces Terror Tanks and Dreadnoughts

  • Terror Towers boost the construction rate of 1 Terror Tank/Dreadnought at a time

  • Their upgrades and modules are researched at the Armory

Terror Tank

Terror Tank

Legion Co-Op T3 Army Unit

Heavy tank with installable turrets.

Author Rating: A

Roles: Ranged, +Artillery, +Anti-Light, Anti-Heavy, DPS, +Crowd Control, +Support, +Caster

Synergies: Thrall, Steelsworn, Dreadnought

  • Versatile Damage Dealer

  • NOT a Tank; Do NOT use it on the front-line

  • Very Expensive (Due to Module-Cost)

  • Massive and clunky; Body-blocks often

  • Costs 15 supply

  • Not produced, but constructed on the field

  • Expends energy to shoot faster (Pool of 100)

  • Thralls can be manually sacrificed to refill Energy (15 Energy per Thrall)

  • Steelsworn can also be sacrificed (50 Energy per Steelsworn)

  • Sacrificed units also restore HP to the Terror Tank (Thralls give 100; Steelsworn give 400)

  • +50% damage to Heavy

  • Can target Air

Ability

Soul DynamoSpell

Fire a ball of energy, damaging enemies in a line. Costs energy gained from souls of dying friendly units. Each module increases max energy and ability range.

Unlocked By
soulDynamo
View Soul Dynamo in the Library
  • Roughly 25 ability range and a width of roughly 3

  • Inefficient against Armored or high-HP targets

  • Effects stack, with a one-second cooldown between casts

  • The projectile travels its full distance and can be cast without vision of the final destination

  • Excellent Synergy with Gavalax's Lighting Blast ability

  • Can target air

Modules

  • Terror Tanks have 4 Modules ; Modules cost 125/125 from lvl3

  • Modules build in 10sec

  • Multiple modules of the same type can be equipped

  • Modules appear to have 225hp each and share damage with the Terror Tank

  • In the sense that 50% of the damage dealt to the Terror Tank, per attack, is also dealt to one module, in order

  • On top of the above, AoE damage also does 100% damage to each module within the radius

  • For your own good, keep your tanks AWAY from any and all AoE effects

  • Modules do not increase Terror Tank Max HP

Flame Turret

Adds a Flame turret that attacks nearby ground targets. Passive: +20% damage reduction per turret. Passive: Main gun deals splash damage.

Unlocks
flameTurretAttack
View Flame Turret in the Library

Author Rating: B+

  • Adds a Flame Turret with 10 damage, 0.25sec attack speed, 1.2 AoE Range

  • +100% Damage to Light

  • Range 15, but appears to calculated from the Module not the Tank

  • Passive: Tank Damage Resistance increased by 20%

    • Damage Reduction also increases Module longevity

  • Passive: Terror Tanks now deal AoE

  • AoE Range is increased for each additional Flame Turret

  • AoE Range provided by 1 turret is insignificant, recommend using 2

  • Great Synergy with Pulseforge Accelerator

  • 2 Modules Significantly boost the durability of the Terror Tank

  • Significantly less effective than Soul Dynamo Damage-Wise

  • Ineffective if the Terror Tank gets surrounded

  • Cannot target air

Pulseforge Accelerator

Boosts the main gun with +50% damage and +5 range. Effect stacks from more modules.

View Pulseforge Accelerator in the Library

Author Rating: B+

  • Increases Damage by 50% and adds 5 attack range to the main turret

  • Energy can significantly reduce effectiveness

  • Does not affect other ability casting/attack ranges apparently

  • Powerful Artillery Tool ; Max Range at 4 Modules is 32

  • Great Synergy with Flame Turret, but remember Flame Turrets don't gain extra range

  • High Energy Dependence boosts the utility of Soul Dynamo... but Soul Dynamo significantly out-performs the turret weapon

Shield Generator

Shield Generators shield nearby attacked friendly units. 250 shields lasting 20 seconds. Max 4 charges per module. Gains a charge every 10 seconds.

View Shield Generator in the Library

Author Rating: A

  • The Terror Tank grants a 250hp shield for 20sec to the Target unit

  • Effect applies automatically to one friendly unit taking hp damage

  • Max 4 Shields per Module; 10sec Charge Cooldown to apply Shield

  • Casting & cooldown on a per-module basis

  • Available Charges can be seen on the Terror Tank; Look for the Electrical Arc

  • Very useful for non-sacrifice Builds

  • Not very good at keeping the Terror Tank Modules alive

  • Best used in pairs (aka 2 Modules of this slot)

Soul Dynamo

Gain an ability to fire a ball of energy damaging enemies in line. The ability costs energy gained from souls of dying friendly units. Each module increases max energy and ability range. Gain 100 maximum energy and 35 energy immediately when built.

Unlocks
soulDynamo
View Soul Dynamo in the Library

Author Rating: S

  • Very powerful ability; 1sec Cooldown

  • 35 Damage; Stacks between orbs; Each Orb can do 5+ Hits to even a Commando

  • Roughly 25 ability range and a width of roughly 3

  • Will use closest-possible if the target is out of range

  • Each module provides 25 Energy when first built

  • Each module increases Max Energy by 100

  • Energy is gained whenever friendly units die

  • God-tier synergy with Tempest Core Dreadnoughts, recharging a tank will fire off 20+ Tempest Shots

  • Caution: The Terror Tank will still waste energy firing its main weapon

  • Actually more effective than Storm Bringers and even the Terror Tank main weapon

  • Can hit air

Dreadnought

Dreadnought

Legion Co-Op T3 Army Unit

Heavy aircraft with installable turrets.

Author Rating: A

Roles: Ranged, +Anti-Air, DPS, Crowd Control, Flying, Transport

Synergies: Thrall, Steelsworn,, Terror Tank

  • Powerful and Versatile Flying DPS

  • Can Attack while Moving

  • More cost-effective than a Terror Tank, still very expensive; Costs 15 Supply

  • Can carry 60 Supply of Ground Units; No Modules Needed for it

  • Be careful as its easy to lose to track of units loaded into Dreadnoughts

  • Not Produced but constructed on the field

  • Cannot construct buildings underneath a finished Dreadnought

  • Can target Air

Ability

BombardmentSpell

Bombard the area under Dreadnought. Drops 4 bombs on targets (+4 for each bomb bay). Bombs deal 80 damage in a small radius.

View Bombardment in the Library
  • Utility varies heavily with the enemy composition and Bomb Bay module because an un-upgraded Dreadnought is relatively fragile

  • Three or four Dreadnoughts can make short work of attack waves

  • Great against objectives, but a little annoying to use in combat

Modules

  • Dreadnoughts have 2 Modules ; Modules cost 125/125

  • Modules build in 10sec

  • Multiple modules of the same type can be equipped

  • For (roughly) every 45%hp lost, a module will be destroyed

  • Modules do not increase unit HP

  • Can transport 60 supply

Bomb Bay

+4 bombs dropped. +400 shields.

View Bomb Bay in the Library

Author Rating: B

  • Covers both of the weaknesses of the ability

Gatling Gun

Add a Gatling turret. +25% movement speed per turret.

View Gatling Gun in the Library

Author Rating: C

  • Increases damage by 33% of base

  • Also boosts Movement Speed by 25%

  • Movement Speed buff is not needed; Dreadnought Damage Output should come from Bombardment and Tempest

  • Generally not worth getting

Tempest Core

When a friendly unit dies, lightning strikes a random enemy nearby for 35 damage.

Unlocks
tempestCore
View Tempest Core in the Library

Author Rating: A+

  • Whenever a friendly unit dies in range 17 or so, attacks one random enemy for 30 damage

  • Very very powerful when massing Thralls

  • Highly reliant on death charges straight into the enemy

  • Efficiency depends on numbers; Both of sacrificed allies and of enemy troops

  • Ineffective without 6+ Modules on Tempest

  • Can fire while moving

  • Requires an enemy in range 20 or so

Missile Turret

Add an anti-air missile turret. Passive: Advanced sensors show enemies in fog of war; each turret increases that range.

Unlocks
antiAirMissileTurretAttacksensor
View Missile Turret in the Library

Author Rating: {{rating|A}

  • Excellent Single-Target Anti-Air Damage

  • Can shoot while moving