Broodwomb
Requires a Nourishment Pod and Biomass
When utilizing Broodwomb units, construct 3–8 Broodwombs
Unit upgrades are researched at the Young Canopy
Arkanid
Author Rating: 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
Shown here for convenience; All combat units can utilize Frenzy
Stinger
Author Rating:
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
Author Rating: Best Use: Any Stinger Build
Exactly what a swarmy unit needs to reach the front-line
Author Rating: 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
Author Rating: 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
Author Rating: 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
Author Rating:
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
Author Rating:
Best Use: Any Keeper Build
Good upgrade, not game-changing
Increases the HP given by Infusion
Author Rating:
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
Author Rating:
Best Use: Any Keeper Build
Only affects Arkanids spawned by the Keeper
Okay upgrade, not game-changing
Lasher
Author Rating:
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
(No notes.)
Upgrades
Author Rating:
Best Use: Any Lasher Build
Very useful, exactly what the Lasher needs
Author Rating:
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
Author Rating:
Best Use: Any Lasher Build
Reliable, bound to be useful sometime during any mission
Author Rating:
Best Use: N/A
Cloak is removed when the unit attacks
Not useful in coop ; Useless without a hold-fire button
Mandragora
Author Rating:
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
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
Author Rating:
Best Use: Any Mandragora Build
Reliable and powerful
Remember AoE damage counts for Life-Steal
Author Rating:
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
Author Rating:
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
Author Rating:
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
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
Author Rating:
Best Use: N/A
Hardly an useful upgrade unless you want them to tank
Vynthra has far more efficient dedicated tank units
Author Rating:
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
Author Rating:
Best Use: Any Harbinger Build
Must-have upgrade when utilizing Harbingers
Still too small to be of much use
Author Rating:
Best Use: N/A
Utility pales in comparison to its counterpart
25 less HP to use is meaningless
Thresher
Author Rating:
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
(No notes.)
Upgrades
Author Rating:
Best Use: Thresher Siege Builds
Subpar damage ; Unreliable
Basically one little Stinger's worth of damage
Author Rating:
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
Author Rating:
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
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
Author Rating:
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
Author Rating:
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
Author Rating:
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
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
Author Rating:
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
Author Rating:
Best Use: Any Weaver Build
Reliable and worthwhile upgrade, covers 2/3 of the unit's Roles
Behemoth
Author Rating:
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
Slow projectile, unreliable; Misses very often
Genuinely not worth the effort to make it work
Upgrades
Author Rating:
Best Use: N/A
Only useful if you plan to transport units in a Behemoth
Author Rating:
Best Use: Any Behemoth Build
Always useful; Helps alleviate issues of sight-blocking due to Behemoth size
Permits besieging objectives from a safe distance
Author Rating:
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









