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Cha'Kru Pak'o - Version 1 vs Version 2
Sep 11, 2026, 10:25 PM
Initial version (2026-09-11)
Sep 11, 2026, 10:43 PM
Removed repeated body wikilinks, keeping the first occurrence of each target
11The Pak'o is the Cha'Kru Kingdom healer, a Tier 1 infantry unit ordered two at a time from the Temple of Anqas. Mercenary groups are hired into a main faction army rather than played on their own, and this is the only dedicated healer any of the six groups fields. It carries no weapon: the unit has one ability, Cultivator's Touch, and it is a heal. The unit was named Cultist until the studio renamed a set of Cha'Kru and Endari units in the update of August 28, 2026.2233Figures 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.4455Stat Block6677StatValueCost100 hexite and 200 flux for a batch of two, which is 50 hexite and 100 flux eachHealth200Shields0Armor0Armor typeLightStatus resistNone publishedMove speed500Vision16Supply3 per unitBuild timeNone. Mercenary units are hired, not built.Tier1DomainGround unitEnergy100 maximum, 50 on arrivalInfuse cost8.75Reanimate cost8.75Replicate cost8.75Built byTemple of Anqas88Weapons991010The Pak'o has no weapon. This is not a gap in the record: the unit publishes an empty attack list and carries the healer tag rather than the attacker tag that every other unit in the group carries. It cannot damage anything.11111212Abilities13131414AbilityTypeEffectHealingRangeCooldownTargetsCultivator's TouchHeal, automaticRestores health to an allied unit. It fires on its own without needing to be cast.19 per use, which works out at about 15 per second121.3sGround and air1515The heal only applies to biological units, which is the significant restriction. That is a large share of the Grell and of the Legion thralls, and most of the Cha'Kru roster itself, but it excludes vehicles and machines, so the value of a Pak'o depends heavily on which main faction army it has been hired into.16161717Upgrades18181919No upgrades are published for the Pak'o.20202121Conversion Costs22222323The Pak'o is eligible for Infuse, Reanimate and Replicate at 8.75 power each, paid from the top bar pool described on Resources and Economy. Replicate is the natural choice, because a second healer doubles the sustain the army is getting without the group needing to recruit again.24242525Role26262727Nineteen health restored every 1.3 seconds, automatically, at range 12, is quiet but relentless. Over a minute a single Pak'o returns roughly 870 health to the army, which is more than three times its own health pool and considerably more than the health of most Tier 1 units it is standing beside. Two of them arrive per order, so the real figure for a single recruitment is closer to 1,700 health a minute.28282929Three supply for a unit that cannot shoot is a real cost, and it is the reason the Pak'o is a support pick rather than an automatic one. It belongs behind a line built from units that will actually be healed: Chas'ki and Saq'chi from its own temple both qualify, as do the crabs from the Temple of Stars.30303131The healer itself is fragile. Two hundred health, Light armour, zero armour value and move speed 500. Anything that gets past the line kills it quickly, and it has no way to defend itself at all.32323333Counters34343535Strong Against36363737TargetWhyAttrition fightsContinuous automatic healing at range 12 turns a drawn out engagement in your favour.Chip damageA steady 15 health per second cancels out most low intensity harassment entirely.Biological armiesThe heal is restricted to biological units, so an army of them gets full value from it.3838Weak To39394040ThreatWhyAnything that reaches it200 health, Light armour, no weapon and no escape.Burst damageFifteen health per second does nothing against damage arriving all at once.Mechanical armiesThe heal does not apply to non biological units, so hiring one into a vehicle heavy army wastes the supply.4141Balance History42424343August 19, 2026: included in the animation optimisation pass, listed there under its former name Cultist. No stat effect.August 28, 2026: renamed. The studio update lists updated names for a set of Cha'Kru and Endari units in its miscellaneous section, and the entity data for the following build carries Pak'o in place of Cultist. Stats were unchanged by the rename, though the published description was reworded.44444545Notes46464747The roster record for this unit is COMPLETE.Pak'o is the current name. Cultist is the former name and is recorded as an alias on this page, so older links still resolve. Any page still calling this unit the Cultist is out of date.Older published material credits this unit with an ability to cloak nearby units. No cloak ability is published for it in build ZS.c36778, which lists exactly one ability, Cultivator's Touch.The healing figure can be read two ways and both are correct: 19 health per use on a 1.3 second cooldown, which the underlying data also expresses as roughly 15 health per second.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, and for the group hero it supports, see Heroes and Commanders.