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Cha'kru Kingdom
August 27, 2026 at 06:15 AM
Created page for the Cha'kru Kingdom with lore, traits, Loi'kru's two forms, the six-unit roster split across two temples, talents and dated balance changes
The Cha’kru Kingdom is one of the six mercenary groups in ZeroSpace, contracted partway through a match and folded into whichever main faction you are already commanding. Their motto is "Blood for blood". They field the largest mercenary roster in the game, six units rather than the five every other group brings, and they are the only group that builds two separate structures instead of one. They appear among the hired guns on the Factions page.
The official description casts the Cha’kru as fierce devotees of the Leviathan, a god of the depths whose strength runs through their blood magic and biotechnology. They draw on earth and water, calling down rain and earthquakes to control a battlefield, and they fight beside colossal war crabs. The community entity data adds that their ranks are made up of spiritual humans and crabs together, each side of the roster embodying the same fusion of blood magic and science.
That split is not just flavour. It is the structural mechanic that separates the Cha’kru from every other mercenary group.
The official faction page names two combat traits.
Trait | What It Does |
|---|---|
Twin temples | Earth and water rites charge separately and pay off in devastation. |
Blood magic | Sacrifice your own to shake the ground and call the rain. |
The Cha’kru are led by Loi’kru, whose title is Voice-King. He is a melee hero, unusual in itself, and he transforms between two forms with entirely different spell sets, mirroring the twin-temple theme. See Heroes and Commanders for how heroes work across the game.
Field | Value |
|---|---|
Health | 300, with 12 health regeneration and no shields |
Status resist | 60 |
Move speed | 500 |
Vision | 18 |
Supply | 10 |
Attack | Leviathan Slash, 20 damage at melee range against ground |
On death | Rebuilds automatically after 60 seconds |
Transform switches him between Earth form, which grants an extra point of armour, and Water form, which grants extra health regeneration. Each form carries its own two spells.
Form | Ability | Effect |
|---|---|---|
Water | Torrent | Shoots a burst of water at a target, damaging it and knocking it back. Cast on a friendly unit instead, it heals. 12 second cooldown. |
Water | Healing Wave | Sends a wave in a chosen direction that knocks back enemies and heals allies for 50. 15 second cooldown. |
Earth | Earth Shield | Gives a unit a shield absorbing up to 50 damage. When the shield breaks it deals 50 damage to ground enemies. Lasts 10 seconds, 15 second cooldown. |
Earth | Boulder | Gathers nearby allies and rolls in a chosen direction, stopping on impact to stun the struck unit for 2 seconds and deal 75 damage. 15 second cooldown. |
The Cha’kru roster is split between the two temples, and which temple you build determines which half of the roster you can recruit. The figures come from the community knowledge base’s entity data and match the published balance notes through the update of August 11, 2026.
Unit | Temple | Tier | Cost | Supply | Health | Armour | Role |
|---|---|---|---|---|---|---|---|
Chas'ki | Anqas | 1 | 250 hexite (squad of 3) | 3 | 200 | Light | Ranged warrior that moves faster out of combat and hits both ground and air. |
Cultist | Anqas | 1 | 100 hexite, 200 flux (squad of 2) | 3 | 200 | Light | Healer, restoring 19 to ground or air units at 12 range. Credited with cloaking nearby units. |
Rageborn | Anqas | 2 | 225 hexite, 125 flux (squad of 2) | 4 | 625 | Medium | Slams the ground every fourth attack, damaging and slowing everything nearby. |
Clakjaw | Stars | 1 | 225 hexite (squad of 2) | 3 | 275 | Heavy | Armoured crab whose 5 flat armour cuts every incoming hit by 5. |
Ghost Crab | Stars | 1 | 75 hexite, 100 flux (squad of 5) | 1 | 60 | Light | Destroys itself on contact for 40 area damage, doubled against light armour. Five to a squad. |
Hat'un | Stars | 3 | 100 hexite, 225 flux | 7 | 1,000 | Heavy | Heavyweight melee unit whose Rift pushes units away and blocks a patch of ground for 8 seconds. |
The two halves play differently. The Temple of Anqas produces the humans: a ranged skirmisher, the group’s only healer, and a heavy infantry unit that punctuates its attacks with an area slam. The Temple of Stars produces the crabs and the heavyweights: a durable armoured body, a swarm of cheap suicide crabs at one supply each, and the Hat’un, which can wall off ground with its Rift.
The Ghost Crab is worth calling out as the cheapest unit in any mercenary roster, at 15 hexite and 20 flux per crab once the squad price is divided out. It has 60 health and no role beyond running at something and exploding.
Both temples cost the same, have the same durability, and are limited to one each, so a Cha’kru player can hold both at once and recruit from the entire roster.
Field | Temple of Anqas | Temple of Stars |
|---|---|---|
Cost | 100 hexite, 25 flux | 100 hexite, 25 flux |
Health | 1,200, starting at 480 | 1,200, starting at 480 |
Armour | Building armour, 1 | Building armour, 1 |
Limit | One at a time | One at a time |
Produces | Cultist, Chas'ki and Rageborn | Clakjaw, Ghost Crab and Hat'un |
Unlocks | The Sacrifice to Pachamama faction power | Nothing beyond its roster |
The Cha’kru top bar entry is Sacrifice to Pachamama, unlocked by the Temple of Anqas. The three group talents arrive at faction levels 2, 4 and 6, and the level 4 talent shares its name with the group’s motto.
Level | Talent | Effect |
|---|---|---|
2 | Immortal Lineage | Units revive with 50 percent health when killed. |
4 | Blood for Blood | One extra point of armour and 30 percent lifesteal. |
6 | Children of the Leviathan | The Cha’kru top bar ability deals 25 percent more damage and healing, and Cha’kru units deal 25 percent more damage. |
Immortal Lineage is the talent that shapes how the roster is played, and it has one documented exception: since July 30, 2026 it no longer revives Ghost Crabs. Reviving a squad of one-supply suicide units would otherwise have made the cheapest unit in the game close to free.
Date | Change |
|---|---|
July 30, 2026 | Loi’kru’s weapon damage fell from 23 to 20 and his Water form weapon cooldown rose from 1.3 to 1.4 seconds, making both forms equivalent. His Water form bonus move speed dropped from 25 percent to 20. Immortal Lineage stopped reviving Ghost Crabs, the Chas’ki’s bonus changed from Harvester armour to 50 percent against medium, and Ghost Crab move speed fell from 700 to 650. |
August 11, 2026 | The Hat’un’s damage fell from 100 to 65 while its weapon cooldown dropped from 1.52 seconds to 1 and its animation slowed by 30 percent. The studio noted these changes leave overall damage per second about the same while fixing problems with the attack animation. Loi’kru’s Earth Shield stopped damaging air units. |
The Chas’ki adjustment landed ahead of a wider change: the August 11 update removed the Harvester armour type from the game and moved harvesters and extractors onto medium armour, rewriting every bonus that had keyed off it. See Units for the armour types as they now stand.
Two other dated notes. A streaming platform link-up added to player profiles on August 1, 2026 enabled drop rewards, and a Loi’kru portrait was one of the first two offered. And back in March 2024, before Early Access, each mercenary group carried a single passive bonus rather than a talent line; the Cha’kru’s granted additional power when units died.
The Cha’kru Kingdom is one of six groups on the Factions page, alongside The Marran, The Valkaru, the Free Corsairs, the Arandi Empire and the Endari. They can be contracted in Skirmish matches and in the Galactic War, and the official standings page runs a Cha’kru total-damage board among its seven battle records. Their squad prices draw on the two currencies described on Resources and Economy.