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Behemoth
September 11, 2026 at 10:12 PM
Initial version (2026-09-11)
The Behemoth is the Grell heavy flier, a Tier 3 creature with 700 health and 1 armour that hits ground targets for 35 damage at range 11 and doubles that against Heavy armour. Every fifth attack it releases Faerie Fire, an area burn that keeps damaging whatever is underneath it. The official faction page names it in its sample roster and it appeared in an early pre launch unit showcase.
Figures below describe the September 2026 Early Access build, the one carrying the identifier ZS.c36778, and they move with the weekly patch cadence. Roughly half the versus roster had a stat touched in the fortnight before that build was captured, so treat every number here as dated rather than permanent.
Stat | Value |
|---|---|
Cost | 100 hexite and 200 flux |
Health | 700 |
Shields | 0 |
Armor | 1 |
Armor type | Heavy |
Status resist | 40 |
Move speed | 475 |
Vision | 18 |
Supply | 8 |
Build time | 70 seconds |
Tier | 3 |
Domain | Flyer |
Infuse cost | 17.5 |
Reanimate cost | 17.5 |
Replicate cost | 17.5 |
Built by | Elderwomb |
Unlocked by | Skyclutch |
Researched at | Skyclutch |
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Plasma Torrent | 35 | 18 | 11 | 2s | Ground | +100% against Heavy armour |
Faerie Fire | 20 damage every 0.5 seconds for 8 seconds | Area effect, released once every five attacks | 2 | Released automatically on every fifth attack | Ground | 100% splash over 2 range, costs 5 energy |
Upgrade | Tier | Cost | Effect | Researched at |
|---|---|---|---|---|
Colossal Maw | 1 | 100 flux, 50 seconds | +5 attack range | Skyclutch |
Deathbloom | 1 | 100 flux, 50 seconds | On death, deals 50 damage and heals 50 health per second to nearby ground units for 5 seconds | Skyclutch |
Infuse is the Grell conversion mechanic, paid out of the same top bar power pool as the Legion Reanimate and the Xol Replicate. It permanently raises a friendly unit's health, damage and regeneration for the rest of that unit's life. Since the balance pass of August 11, 2026 the bonus is +45%, down from +50%, and the cost multiplier rose from 0.045 to 0.05 so that it matches the Protectorate shield and the Legion Reanimate.
The Behemoth is eligible for all three conversions at an identical 17.5 power each, the highest price in the Grell roster. At eight supply and 200 flux that is consistent, and the +45% health takes an infused Behemoth past 1,000.
At eight supply and 200 flux the Behemoth is one of the two units a Grell player commits to rather than adds. What it buys is a flier the enemy ground army usually cannot answer efficiently, with 700 health, Heavy armour and a status resist of 40 that makes it awkward to lock down. The +100% bonus against Heavy is the point: 70 damage a swing against the units built to survive, delivered from the air.
Faerie Fire is the reason a Behemoth is worth more in a long fight than its damage per second suggests. Every fifth attack drops an area burn that deals 20 damage every half second for eight seconds across a 2 range radius, which against a packed ground army is a great deal more total damage than the 18 per second the main weapon shows. Colossal Maw extends the main attack to range 16, which is enough to keep the Behemoth outside the reach of most ground anti air while it works.
Deathbloom is a genuinely odd upgrade, dealing 50 damage per second and healing 50 health per second to nearby ground units for five seconds after the Behemoth dies. In a mixed fight it punishes the enemy for finishing the unit while topping up whatever Grell creatures are still standing.
Behemoths come from the Elderwomb, the Grell advanced production structure, but are unlocked and upgraded at the Skyclutch, the same structure that enables the Skrell. A player who has already built a Skyclutch for Skrell has the Behemoth path open at the cost of the Elderwomb alone.
The unit is the flux end of the Grell roster. At 200 flux it is the single most flux hungry unit the faction fields, more than the Thresher and twice the Reaver, which makes flux control the real prerequisite rather than tech. The economy behind that is covered in Resources and Economy.
The Behemoth carries Heavy armour with an armour value of 1 and the Flyer tag. Flyer is a tag rather than an armour type, as Units sets out, and it governs targeting rather than damage. In practice the combination means the Behemoth takes full damage from anything that can shoot upward and nothing at all from the large part of the roster that cannot.
Its own bonus of +100% against Heavy armour means it is at its best against the enemy units built to survive, and at its flat 35 against everything Light, Medium, Building, Hero or None. The status resist of 40 is one of only two in the Grell roster, the Reaver carrying the other at 50, and it reduces the effect of stuns, slows and mind control rather than of damage.
Target | Why |
|---|---|
Heavy armoured ground units | +100% against Heavy turns 35 damage into 70 per swing. |
Packed ground armies | Faerie Fire lands every fifth attack and burns for eight seconds across a 2 range radius. |
Armies with no anti air | Nothing on the ground can touch a Behemoth that the enemy cannot shoot upward at. |
Threat | Why |
|---|---|
Dedicated anti air | 700 health is a lot to chew through, but nothing about a Behemoth answers a unit shooting back at it in the air. |
Enemy fliers | Plasma Torrent targets ground only. A Behemoth cannot attack another flier at all. |
Massed weak attackers | An armour value of 1 barely blunts chip damage, so a swarm that can shoot upward trades well against it. |
August 28, 2026: health increased from 625 to 700, weapon damage increased from 30 to 35, attack range decreased from 12 to 11, the bonus against Heavy armour was reduced from +200% to +100%, and the Colossal Maw range increase was reduced from +6 to +5.
The roster record for this unit is COMPLETE.
A Behemoth cannot attack air. It is a flier whose only weapons target the ground, which makes it dependent on Skrell, Lashers or Weavers for its own air cover.
Per unit numbers are drawn from a community maintained entity catalogue that the studio links from each of its own faction pages. It is the only place the full stat block is published, and it is not a studio document, so the figures are best read as careful community documentation of a build rather than as an official specification. Dated balance notes, by contrast, come straight from the studio patch posts.