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KD's Comprehensive Co-op Vynthra Guide

Roster

Roster

Broodwomb

  • Requires a Nourishment Pod and Biomass

  • When utilizing Broodwomb units, construct 3–8 Broodwombs

  • Unit upgrades are researched at the Young Canopy

Arkanid

Arkanid

Grell Co-Op T0 Army Unit

Small and weak temporary unit spawned by Keeper, Reaver, and Deep Nest.

Author Rating: C Roles: Melee, Fodder, DPS Synergies: Every unit

  • Living Meat-shield that can be spawned by other Grell units

  • Dies automatically after (roughly) 40 seconds

  • Pathetic individual stats, strength in horde numbers and chip damage

  • Don't underestimate the value an extra ten 4 damage attacks can do

  • 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)

  • Can body-block other Arkanids; Walks through regular units

Ability

FrenzySpell

Lose 25% health and gain +50% attack and +30% movement speed. Requires commander 'Frenzy' level to be unlocked.

View Frenzy in the Library
  • Shown here for convenience; All combat units can utilize Frenzy

Stinger

Stinger

Grell Co-Op T1 Army Unit

Fast small melee unit.

Author Rating: B-

Roles: Melee, Fodder, DPS, Hexite Dump

Synergies: Every Unit

  • 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 body-block other Grell melee units

Upgrades

View Extensor Adaptation in the Library

Author Rating: A Best Use: Any Stinger Build

  • Exactly what a swarmy unit needs to reach the front-line

Biomass Submersion

+300 move speed and stealth on friendly Biomass.

View Biomass Submersion in the Library

Author Rating: C+ Best Use: Stinger Defense

  • Attack Speed Buff only applies on Biomass

  • Buff brings Stingers to 12 DPS

  • Cloak is auto-removed when attacking

  • Useful for defense and if you're good with your Biomass spread

Pouncing Reflex

Stingers can jump up and down cliffs. Upon landing, gain 50% attack speed for 5 seconds.

View Pouncing Reflex in the Library

Author Rating: D Best Use: N/A

  • 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

Dissolving Venom

Attacks deal 8 damage per second and slow movement speed by 25% for 5 seconds.

View Dissolving Venom in the Library

Author Rating: A Best Use: Any Stinger Build

  • Basically one extra Stinger attacking the target ; Slow is irrelevant as enemies do not flee

  • Effect does not stack

  • Damage affected by enemy armor

Keeper

Keeper

Grell Co-Op T1 Army Unit

Tanky melee unit which spawns Arkanid upon taking damage.

Author Rating: C

Roles: Melee, Fodder, Tank, Hexite Dump

Synergies: Stinger, Lasher, Weaver, Harbinger, Behemoth

  • Relatively durable melee unit; Competes with Vynthra's two most Reliable Units

  • Affordable and with okay single-target damage

  • Deprecated by the fact it shares a tech-level with the Mandragora

  • Spawns one Arkanid for every 20 damage taken

  • 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 Keeper's utility

  • Mandragoras can still attack from behind a 1× Infused Keeper; Not Reliable however

  • Reavers can barely attack from beyond a 0× Infused Keeper

  • This is not a recommended strategy however, as the extra range reduces body-blocking issues and permits them to chomp further into the enemy forces; Stingers work better for this task.

Upgrades

View Exoskeleton Reinforcement in the Library

Author Rating: B+

Best Use: Any Keeper Build

  • Good upgrade, not game-changing

  • Increases the HP given by Infusion

View Cytokinin Surge in the Library

Author Rating: D

Best Use: N/A

  • Regeneration applies only out of combat

  • Cumulative with the boost from Infusion & other sources

  • Does not address the unit's big issues

  • Life-steal per attack from later levels deprecates the utility of this upgrade

View Accelerated Mitosis in the Library

Author Rating: B

Best Use: Any Keeper Build

  • Only affects Arkanids spawned by the Keeper

  • Okay upgrade, not game-changing

Lasher

Lasher

Grell Co-Op T1 Army Unit

Ranged combat unit.

Author Rating: B+

Roles: Ranged, +Anti-Medium, DPS

Synergies: Stinger, Keeper, Mandragora, Harbinger, Weaver, Reaver

  • Basic Ranged Unit ; Solid Performance

  • Good Range; Cost-Effective

  • Relatively Fragile

  • Bulky size for a basic DPS unit; Causes body-blocking

  • Can target Air

Ability

CamouflageSpell

Grants invisibility and +75% movement speed for 6s

View Camouflage in the Library

(No notes.)

Upgrades

View Extensor Adaptation in the Library

Author Rating: A

Best Use: Any Lasher Build

  • Very useful, exactly what the Lasher needs

Sinuous Musculature

+50% movement speed.

View Sinuous Musculature in the Library

Author Rating: D

Best Use: N/A

  • 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

Corrosive Secretion

+75% damage to medium

View Corrosive Secretion in the Library

Author Rating: B+

Best Use: Any Lasher Build

  • Reliable, bound to be useful sometime during any mission

Camouflage

Unlocks Camouflage: +25% movement speed and cloak for 5 seconds. 20-second cooldown.

View Camouflage in the Library

Author Rating: D

Best Use: N/A

  • Cloak is removed when the unit attacks

  • Not useful in coop ; Useless without a hold-fire button

Mandragora

Mandragora

Grell Co-Op T1.5 Army Unit

Short ranged tanky unit that deals area damage.

Author Rating: A

Roles: Melee, Crowd Control, DPS, +Tank

Synergies: Every Unit, except Keepers

  • Powerful Melee Brawler

  • Excellent against ground units

  • In terms of Infusion, still seems to count as a T2 unit

  • Affordable and durable ; good Armor

  • Deals splash damage ; Good DPS output

  • Has a range of 3 but is still considered melee

  • Has some issues with body-blocking at 2x Infusion

Ability

TunnelSpell

Tunnel to target location

View Tunnel in the Library
  • Utility varies on the enemy composition

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

  • Using Tunnel at the back of an attack wave can leave Mandragoras out of range of healers

Upgrades

View Wide Mandibles in the Library

Author Rating: A

Best Use: Any Mandragora Build

  • Reliable and powerful

  • Remember AoE damage counts for Life-Steal

View Tunnel in the Library

Author Rating: B-

Best Use: Mandragora-Reaver, Mandragora-Keeper Builds

  • A less reliable choice

  • Mostly useful if you use Mandragoras alongside dedicated Tanks like Reavers

  • Less useful when facing Xol

Endorphic Frenzy

Mandragoras gain 20% attack speed for every 10% of missing health

View Endorphic Frenzy in the Library

Author Rating: S

Best Use: Any Mandragora Build

  • God-tier synergy with the Frenzy ability, which now gives Mandragoras 90% Attack Speed

  • Great synergy with the Life-Steal Level upgrade

Incubator - 100 Hexite, 50 Flux

  • Requires a Young Canopy and Biomass

  • When utilizing Incubator units, construct 2–4 Incubators

  • 2× Infused Incubator units spawn Arkanids with every kill

  • Unit upgrades are researched at the Synapse Canopy

Harbinger

Harbinger

Grell Co-Op T2 Army Unit

Durable ranged unit that can cause damaging eruptions.

Author Rating: C+

Roles: Ranged, Anti-Heavy, Burst, Caster

Synergies: Stinger, Lasher, Keeper, Mandragora, Weaver, Reaver

  • Shockingly Affordable yet inefficient second-line support

  • The Trick is to have a Front-line, and then 4-5 of Harbingers behind it

  • Size and cost of roughly 2 Stingers ; DPS of only one

  • Suffers from severe body-blocking when 2x Infused

  • Body-blocking 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

  • +100% Damage against Heavy

  • Cannot attack air

Ability

EruptionSpell

Deals 125 damage to units in the target area after 1.5 seconds.

View Eruption in the Library
  • 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

Upgrades

View Thermal Carapace in the Library

Author Rating: D

Best Use: N/A

  • Hardly an useful upgrade unless you want them to tank

  • Vynthra has far more efficient dedicated tank units

View Cardiovascular Boost in the Library

Author Rating: B+

Best Use: Any Harbinger Build

  • 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

Hemal Vents

Increases Eruption radius by 50%

View Hemal Vents in the Library

Author Rating: B+

Best Use: Any Harbinger Build

  • Must-have upgrade when utilizing Harbingers

  • Still too small to be of much use

Coagulated Membrane

Reduces Eruption's health cost by 50.

View Coagulated Membrane in the Library

Author Rating: D

Best Use: N/A

  • Utility pales in comparison to its counterpart

  • 25 less HP to use is meaningless

Thresher

Thresher

Grell Co-Op T2.5 Army Unit

Long range siege unit with splash damage.

Author Rating: C

Roles: Artillery, Crowd Control, Burst

Synergies: Stinger, Mandragora, Harbinger, Weaver, Reaver

  • Siege Unit, great for mobile defense

  • Neat but not needed

  • 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 slow

  • Great Range (27), meh damage, deals splash

  • Projectiles do not track, will miss moving targets

  • Assume actual firing rate is 2sec slower, accounting for projectile travel delay

  • Has a minimum range of 3.75

  • Spreads Biomass around across its minimum range area

  • Benefits very little from Infusion; Best to focus on numbers instead

  • Requires a Synapse Canopy

  • Deals +75% against Buildings

Abilities

Take RootSiege Mode

Rooted Threshers gain a long range AoE attack and spread biomass over a 3.75 radius. Rooted Threshers cannot move.

View Take Root in the Library

(No notes.)

Upgrades

Corroding Expulsion

Attacks create a pool of damaging acid that lasts for 6 seconds.

View Corroding Expulsion in the Library

Author Rating: C

Best Use: Thresher Siege Builds

  • Subpar damage ; Unreliable

  • Basically one little Stinger's worth of damage

Anchoring Tendrils

Rooting and uprooting is 50% faster, +30% movement speed

View Anchoring Tendrils in the Library

Author Rating: A

Best Use: Any Thresher Build

  • Exactly the kind of upgrade a Thresher needs for Coop

  • Not useful for static/prolonged defense

Elderwomb - 125 Hexite, 75 Flux

  • Requires an Synapse Canopy and Biomass

  • When utilizing Elderwomb units, construct 3–5 Elderwombs

  • 2× Infused Elderwomb units deal AoE damage and stun once every 7 seconds

  • Unit upgrades are researched at the Synapse Canopy

Reaver

Reaver

Grell Co-Op T3 Army Unit

Tanky melee unit with Ravage.

Author Rating: A+

Roles: Melee, Tank, Burst, +Crowd Control, Caster

Synergies: Every Unit, except Keepers

  • Very powerful and reliable melee tank

  • 2k+ HP 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 front-line every fight

  • Spawns 4 Arkanids upon death

  • Has a range of 1.75 but is still considered melee

  • Cannot target Air

Abilities

RavageSpell

Charge to target location, knocking enemies back and dealing 80 damage.

View Ravage in the Library
  • Will use closest-possible if the target is out of range

  • Knockback and Damage effects apply to all enemies on the path

  • Units do not need to be fully within the reticle to be hit

Upgrades

Fluxblood Surge

Ravage: 50% Cast time, +50% damage dealt, +50% cast range.

View Fluxblood Surge in the Library

Author Rating: S

Best Use: Any Reaver Build

  • Amazing upgrade, ensures the Reaver can get to the Front-line no matter where it is in your formation

  • Can be used to smash through waves and eliminate weaker units

View Elder Carapace in the Library

Author Rating: B

Best Use: Reaver Mandragora Build

  • Utility generally pales in comparison to its counterpart

  • Useful alongside Tunnel Mandragoras

  • Can be helpful when facing tougher opponents

Weaver

Weaver

Grell Co-Op T3.5 Army Unit

Grell caster. Deals bonus damage against air.

Author Rating: A-

Roles: Ranged, Anti-Air, Burst, Healer, Caster

Synergies: Every Unit

  • Good healing ability; Multiple Weavers can heal the same target

  • Good range, not-quite-fragile

  • 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

  • Infusion increases heal range

  • Fast, has a tendency to run ahead of army; Micro to ensure they remain at the back

  • As such, requires a mobile front-line unit like Reavers with Ravage, Stingers, etc

  • Caution: Weavers are often pushed into the enemy by allied melee units

  • Can also lag behind to heal allied units, if A-clicked towards a position

  • +100% Damage to Air

Ability

Acid BlightSpell

Create an acid puddle at target location. Puddle poisons enemy units. Lasts 10 seconds.

View Acid Blight in the Library
  • The projectile must travel to its target, creating a one-to-four-second delay before impact

  • Cast it ahead of enemies rather than in the middle to reduce that delay

  • Remember giving other commands to the unit (like A-moving) cancels the ability casting

  • Thus, the proper way to use this ability is to Attack, Frenzy and then Cast the ability

  • It moves

  • The poison refreshes until the pool expires or enemies leave it

  • Arkanid spawning stacks with other sources

  • Can hit air

Upgrades

Koru Neuropaths

+25% cast range

View Koru Neuropaths in the Library

Author Rating: B-

Best Use: Any Swarmy Weaver Build

  • Generally less useful than its counterpart

  • Weavers are efficient-enough healers, don't rely on other units just to get this upgrade

Healing

+35% healing and damage output.

View Healing in the Library

Author Rating: A

Best Use: Any Weaver Build

  • Reliable and worthwhile upgrade, covers 2/3 of the unit's Roles

Behemoth

Behemoth

Grell Co-Op T3 Army Unit

Powerful flying brawler. Periodically deals area damage over time on attacks.

Author Rating: A

Roles: Ranged, +Artillery, Anti-Heavy, Burst, Crowd Control, Caster, Flying, +Transport

Synergies: Every Unit

  • Designated Anti-Heavy unit

  • Slower projectile attack, low DPS for its cost and size

  • Expensive, by Vynthra standards

  • Greatly empowered by Infusion

  • Size increase from Infusion makes it harder to control ground units under a Behemoth

  • In spite of being a flying unit, its attacks are still blocked by enemy buildings

  • Less recommended when facing enemy Grell, its Flame attacks can be confused for those of enemy Behemoths

  • +200% Damage to Heavy

  • Cannot target Air

Ability

Faerie FireAttack

Area damage spell unleashed once every 5 attacks. Deals 20 damage every 0.5s for 8s to enemies in area.

View Faerie Fire in the Library
  • Slow projectile, unreliable; Misses very often

  • Genuinely not worth the effort to make it work

Upgrades

Behemoth Speed

+25% movement speed.

View Behemoth Speed in the Library

Author Rating: C-

Best Use: N/A

  • Only useful if you plan to transport units in a Behemoth

Colossal Maw

+6 attack range, for 18 total range.

View Colossal Maw in the Library

Author Rating: A

Best Use: Any Behemoth Build

  • Always useful; Helps alleviate issues of sight-blocking due to Behemoth size

  • Permits besieging objectives from a safe distance

Transportation

Allows the Behemoth to transport 30 supply of units.

View Transportation in the Library

Author Rating: B-

Best Use: N/A

  • Very niche

  • 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

  • Frenzy upgrade largely deprecates the need to use Behemoth Transportation