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Cha'Kru Hat'un
September 11, 2026 at 10:25 PM
Initial version (2026-09-11)
The Hat'un is the largest thing the Cha'Kru Kingdom field, a Tier 3 melee heavyweight recruited from the Temple of Stars. Mercenary groups are hired into a main faction army rather than played on their own, and at seven supply the Hat'un is a deliberate investment rather than a body you add to a line. A thousand health, 65 damage every second at melee range, and an ability that does something no other unit in the group can do: Rift pushes everything away from a point and makes that ground impassable for eight seconds.
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 | 125 hexite and 200 flux |
Health | 1,000 |
Shields | 0 |
Armor | 1 |
Armor type | Heavy |
Status resist | 50 |
Move speed | 625 |
Vision | 16 |
Supply | 7 |
Build time | None. Mercenary units are hired, not built. |
Tier | 3 |
Domain | Ground unit |
Infuse cost | 18.75 |
Reanimate cost | 18.75 |
Replicate cost | 18.75 |
Built by | Temple of Stars |
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Rift Breaker | 65 | 65 | 1.1 | 1s | Ground | None published. |
Ability | Effect | Cooldown | Duration | Range |
|---|---|---|---|---|
Rift | Creates a rift that pushes every unit away from the point and leaves that area unpathable for eight seconds. It affects both sides, not just the enemy. | 50s | 8s | 8 |
Fifty seconds is a long cooldown, so Rift is a once per engagement tool rather than a recurring one. Because the unpathable area blocks movement for everyone, it is as useful for cutting an army in half or covering a retreat as it is for stopping an advance.
No upgrades are published for the Hat'un.
The Hat'un is eligible for Infuse, Reanimate and Replicate at 18.75 power each. That is the most expensive conversion in either mercenary roster covered here, which follows directly from it being the largest unit in them, and all three are paid from the top bar pool described on Resources and Economy.
Sixty five damage on a one second cycle is 65 damage per second from a single unit, the highest sustained melee output in either mercenary roster covered here, and it arrives in hits large enough that flat armour values barely dent them. A thousand health with Heavy armour and an armour value of 1 makes it hard to remove, and move speed 625 is quick for something this size.
Status resist 50 is the stat most often overlooked on this unit and it matters a great deal. Stuns, slows and mind control are all shortened against it, which means the Ethermancer pays roughly double the energy to hold a Hat'un compared with a unit that has no resist at all, and crowd control aimed at stopping the charge works less well.
Rift is the reason to take one over two cheaper units. Eight seconds of impassable ground at range 8 reshapes a fight: it can trap a group against a wall, separate a front line from its support, or buy the time an army needs to reposition. It affects your own units too, so it wants to be aimed rather than dropped in the middle of your own line.
The gap is air. Rift Breaker targets ground only, and seven supply of a unit that cannot shoot upward is a real liability against an air heavy opponent.
Target | Why |
|---|---|
Armoured ground units | Sixty five damage a hit loses almost nothing to a flat armour subtraction. |
Crowd control | Status resist 50 shortens stuns, slows and mind control against it. |
Positional fights | Rift denies eight seconds of ground at range 8, which is often worth more than the damage. |
Threat | Why |
|---|---|
Air units | Rift Breaker targets ground only. A Hat'un cannot answer a flier at all. |
Kiting at range | Range 1.1 is melee, and Rift has a fifty second cooldown, so there is nothing to close a gap with once it is used. |
Focused heavy damage | One armour value on 1,000 health only helps against small hits. |
August 11, 2026: damage reduced from 100 to 65, weapon cooldown reduced from 1.52 seconds to 1, damage point increased from 0.2 seconds to 0.26, and weapon animation speed decreased by 30 percent. The studio noted that these changes leave overall damage per second about the same while fixing problems with the attack animation.
August 28, 2026: cost changed from 100 hexite and 225 flux to 125 hexite and 200 flux. The conversion costs moved from 19.0625 to 18.75 as a consequence.
The roster record for this unit is COMPLETE. It is one of the few units in either group that publishes a status resist value at all.
The August 11, 2026 change looks like a large nerf and is not one. Damage fell from 100 to 65 while the cooldown fell from 1.52 seconds to 1, which moves damage per second from roughly 66 to 65. What changed is the shape of the damage, not the amount.
The engine name for this unit is a cannibal shrimp rather than a Hat'un.
Rift affects friendly units as well as enemy ones. It is terrain denial, not a targeted disable.
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 wider roster this unit joins, see Units.