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Cha'Kru Clakjaw
September 11, 2026 at 10:43 PM
Removed repeated body wikilinks, keeping the first occurrence of each target
The Clakjaw is the Cha'Kru Kingdom armoured crab, a Tier 1 melee unit ordered two at a time from the Temple of Stars. Mercenary groups are hired into a main faction army rather than played on their own, and the Clakjaw is the Cha'Kru answer to being shot at by a lot of small weapons. Its armour value of 5 is the highest on any Tier 1 unit in the game, and because armour subtracts a flat amount from every hit, that single number is the entire design of the unit.
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 | 225 hexite for a batch of two, which is 112.5 hexite each. No flux. |
Health | 275 |
Health regeneration | 3 per second in this build. See the notes below. |
Shields | 0 |
Armor | 5 |
Armor type | Heavy |
Status resist | None published |
Move speed | 500 |
Vision | 16 |
Supply | 3 per unit |
Build time | None. Mercenary units are hired, not built. |
Tier | 1 |
Domain | Ground unit |
Infuse cost | 5.625 |
Reanimate cost | 5.625 |
Replicate cost | 5.625 |
Built by | Temple of Stars |
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Stonesplitting Pincers | 18 | 23 | 1.4 | 0.8s | Ground | None published. |
No activated or passive ability is published beyond the attack. The damage reduction is the armour value on the stat block rather than an ability.
No upgrades are published for the Clakjaw. The Blood for Blood talent at Cha'Kru Kingdom faction level 4 adds one further point of armour to every unit in the group, which takes a Clakjaw to 6.
The Clakjaw is eligible for Infuse, Reanimate and Replicate at 5.625 power each, paid from the top bar pool covered on Resources and Economy. It is one of the cheapest conversions available and a good target for all three, because raising the health of a unit that already reduces every incoming hit compounds rather than adds.
Armour in this game is two separate things. The armour type is a category that enemy weapon bonuses key off. The armour value is a flat number subtracted from every incoming hit, with a floor of one damage per attack, so it blunts a stream of weak hits far more than a single heavy one. Five armour is the largest number any Tier 1 unit carries, and the arithmetic is worth spelling out. Ten hits of six damage would be 60; against a Clakjaw they are ten hits of one, so 10. One hit of 60 is still 55. The Clakjaw is therefore not a generally tough unit, it is a unit that is close to immune to cheap rapid fire weapons and entirely ordinary against heavy single hits.
Twenty three damage per second at melee range is respectable for three supply, so the Clakjaw is not purely a shield. What it cannot do is answer air at all, and at move speed 500 it does not choose its fights. It is a body you put in front of an army that is about to be shot by a lot of small guns.
Target | Why |
|---|---|
Fast weak weapons | Five armour applies to every hit. A weapon that fires often for small amounts loses most of its damage. |
Massed cheap infantry | The same arithmetic, multiplied across many attackers. |
Extended ground fights | Health regeneration of 3 per second means a Clakjaw that disengages comes back. |
Threat | Why |
|---|---|
Single heavy hits | Five armour off a fifty damage strike is a ten percent reduction. The armour barely matters. |
Air units | Stonesplitting Pincers targets ground only, and the Clakjaw has no answer to a flier. |
Being kited | Range 1.4 is melee and move speed 500 is slow. |
Weapons with a Heavy armour bonus | Heavy is the armour type this unit carries, so anything tuned against it ignores the point of the unit. |
August 19, 2026: included in the animation optimisation pass, listed there under the alternate spelling Clackjaw. No stat effect.
August 28, 2026: health regeneration increased from 0 to 1 according to the studio update.
The roster record for this unit is COMPLETE.
There is an open conflict on health regeneration. The studio update of August 28, 2026 says the value went from 0 to 1. The entity data for build ZS.c36778, captured two weeks later, publishes 3. A studio note outranks entity data where the two describe the same moment, but these do not: the likeliest reading is a further undocumented change between the two dates. The stat block above carries the build figure and this note carries the studio one, so a reader can see both.
Clakjaw is the spelling the data layer uses and is treated as canonical here. Clackjaw appears in at least one studio patch note and in some older pages, and it refers to the same unit.
This unit and the Ghost Crab are the two crabs of the Temple of Stars half of the roster. The humans come from the Temple of Anqas.
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.
For the armour types and tiers referenced above, see Units.