Infusion
This is Vynthra's most important Top-Bar ability. Infusion greatly empowers your roster; always infuse units when available
Allied units can also be infused
Base bonuses
+50% damage, +50% health, and health regeneration per Infusion, up to 2 Infusions
Also increases the healing output of an unit by 50%
Adaptive Mitosis
Ranged units gain +2.5 range per Infusion
Melee units gain +20% health per Infusion
Keepers, Mandragoras, and Reavers are considered melee units
Double Infusion
Heroes and T1 (Broodwomb) units slow enemies on hit; affected enemies explode on death
They slow attack and movement speed; -10% per Stack; -50% Max
Each stack also deals 30 damage AoE when the target dies
Stacks fade away after 30sec
T2 (Incubator) units cause attacked enemies to spawn Arkanids on death
T3 (Elderwomb) units deal AoE damage and stun for 2 seconds every 7 seconds
Other Effects
Infused Life-steal upgrades provides 25% Life-steal after 1x Infusion
Infused units are 50% larger per Infusion
Infusing places units in a Cocoon, unable to move or attack, for roughly 12 seconds or roughly 3 seconds at level 12
Units immediately gain their infused stats, increasing their durability while cocooned
Units are healed for the duration of the Cocoon
At level 12, units gain +40% attack and movement speed for 10 seconds after exiting the Cocoon
Infusion cost varies based on each unit: {{stats-table|v1.eyJ2ZXJzaW9uIjoxLCJnYW1lTW9kZXMiOlsiY29vcCJdLCJzaG93VW5pdHMiOnRydWUsInNob3dCdWlsZGluZ3MiOmZhbHNlLCJ1bml0VHlwZXMiOlsiYXJteSIsImJ1aWxkZXIiLCJoYXJ2ZXN0ZXIiLCJoZXJvIiwibWVyYyIsInNwZWNpYWwiLCJ1bHRpbWF0ZSJdLCJidWlsZGluZ1R5cGVzIjpbXSwiYWRkT25UeXBlcyI6W10sImZhY3Rpb25zIjpbImFyYW5kaSIsImNoYWtydSIsImVuZGFyaSIsImZyZWUtY29yc2FpcnMiLCJncmVsbCIsImxlZ2lvbiIsIm1hcnJhbiIsInByb3RlY3RvcmF0ZSIsInZhbGthcnUiLCJ4b2wiXSwiY29sdW1ucyI6WyJuYW1lIiwiZmFjdGlvbiIsImhleGl0ZSIsImZsdXgiLCJpbmZ1c2FibGUiLCJpbmZ1c2VDb3N0Il0sInNvcnQiOlt7ImNvbHVtbiI6Im5hbWUiLCJkaXJlY3Rpb24iOiJhc2MifV0sInRhZ3MiOnsidmFsdWVzIjpbImVsaWdpYmxlOmluZnVzaW9uIl0sIm1vZGUiOiJvbmx5In19|layout=table}}
Infusion priority: Vynthra, allied Hero, Reaver, Mandragora, Lasher, then the rest
Infused Units provide more Faction Power if they die
Utility
Infusing units that are moving towards your main army helps them get there faster
Combat Infusion can save the life of units and provide a one-time battle boost
Nourishment Pod
Deploys 1 Nourishment Pod and 3 Seedlings at the target
Nourishment Pods heal nearby units and structures
Pods provide supply
Requires vision and build-able terrain, but can be used outside Biomass
60-second cooldown
Immediately begins spreading Biomass
Units on Biomass take 25% less damage
Utility
Deploy near your expansion to make the building faster
Deploy near your designated production area for faster set-up
Deploy near choke-points/objectives to rapidly create defenses
Deploy between your army and the enemy in fights, to benefit from the damage reduction
Tree of Life
Tree of Life does not expire, but can be destroyed
Costs 15 Top-Bar Power and has a 200-second cooldown
Spreads Biomass across its healing range
Heals (6hp/s) and revives units in a large area
Reviving costs energy; Cost depends on the unit
Healing does not cost energy
Revived units do not respawn with Infusion
Reviving a unit does not reduce the Faction Power gained from its death
Can revive the same unit multiple times
Can revive units that died shortly before deployment, within a roughly 2–3 second window
Utility
Deploy between your army and the enemy right as a dangerous fight begins
Destroyer
Spawns a massive, durable Reaver with 7,349 health but without Ravage
Costs 30 Top-Bar Power and has a 180-second cooldown
Can be infused for 100 Top-Bar Power and retains Infusion for future spawns
Expires after 40 seconds and spawns 10 Boomers on death
Infused Destroyers spawn more Boomers upon death
Is selected by the All Army hotkey
Vynthra can use Channel to heal the Destroyer and extend its duration by a few seconds
Both the Destroyer, and its Boomers can target Air too
Destroyers also periodically create 1 Boomer
Boomers deal 400 damage with bonus damage against structures
Boomers are slow and expire after 15 seconds
Boomers explode immediately on death, or after a 1–2 second delay when attacking normally
Utility
Great tank for pushing Monstrosities & Bosses; Cannot Solo any of them however.
Good support for pushing into larger bases


