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Cha'Kru Saq'chi
September 11, 2026 at 10:25 PM
Initial version (2026-09-11)
The Saq'chi is the Cha'Kru Kingdom heavy infantry unit, Tier 2 and 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. The Saq'chi is the biggest health pool on the human half of the roster and it punctuates its melee attacks: every fourth swing becomes a Stomp that damages and slows everything around it. The unit was named Rageborn until the studio renamed a set of Cha'Kru and Endari units in the update of August 28, 2026.
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 and 125 flux for a batch of two, which is 112.5 hexite and 62.5 flux each |
Health | 625 |
Shields | 0 |
Armor | 0 |
Armor type | Medium |
Status resist | None published |
Move speed | 550 |
Vision | 16 |
Supply | 4 per unit |
Build time | None. Mercenary units are hired, not built. |
Tier | 2 |
Domain | Ground unit |
Energy | 4 maximum, 4 on arrival |
Infuse cost | 9.53125 |
Reanimate cost | 9.53125 |
Replicate cost | 9.53125 |
Built by | Temple of Anqas |
Weapon | Damage | DPS | Range | Cooldown | Splash | Targets |
|---|---|---|---|---|---|---|
Blood Slam | 50 | 28 | 2 | 1.8s | None | Ground |
Stomp | 25 | Fires in place of a normal attack | Around the unit | Every fourth attack, costing 4 energy | 100 percent damage across 3.75 range | Everything nearby |
Stomp is published as a second attack rather than as an ability, which is why it appears in this table. It costs 4 energy and the unit carries exactly 4, arriving full, so the cadence is set by how quickly that pool refills rather than by a cooldown.
No separate activated ability is published. The slow that Stomp applies is part of the attack, and the build does not publish a magnitude or duration for it.
No upgrades are published for the Saq'chi. The group talents apply as they do to the rest of the roster, and Blood for Blood at faction level 4 is the relevant one here: one point of armour and 30 percent lifesteal on a 625 health melee unit is a large amount of effective health.
The Saq'chi is eligible for Infuse, Reanimate and Replicate at 9.53125 power each, paid from the top bar pool covered on Resources and Economy. Infuse is strong on this unit for the same reason Blood for Blood is: a permanent health increase on the largest body in the Anqas roster is worth more than the same increase on a 200 health unit.
Twenty eight damage per second from a 50 damage hit every 1.8 seconds is a heavy hit profile, which is the shape of damage that flat armour values reduce least. Six hundred and twenty five health at four supply makes the Saq'chi the unit the Cha'Kru put in front, and a pair arriving per order means the health shows up in a usable quantity.
Stomp is what makes it more than a large body. Twenty five damage at full strength across 3.75 range, landing every fourth attack, is area damage attached to a melee unit that was going to be standing in the middle of the enemy anyway, and the slow on it makes disengaging from the Saq'chi harder. Against a group the Stomp can easily out damage the Blood Slam that triggered it.
The soft spots are the armour profile and the domain. An armour value of zero means every incoming hit lands in full on those 625 health, and Medium armour is the type most widely targeted by damage bonuses since the rework of August 11, 2026. Blood Slam targets ground only, so the Saq'chi has no answer to a flier.
Target | Why |
|---|---|
Clumped ground armies | Stomp deals full strength damage across 3.75 range and arrives every fourth attack. |
Armoured single targets | A 50 damage hit loses very little proportionally to a flat armour subtraction. |
Anything trying to disengage | The slow on Stomp keeps enemies inside the radius that Stomp covers. |
Threat | Why |
|---|---|
Air units | Blood Slam targets ground only. |
Weapons with a Medium armour bonus | Medium is the most widely targeted armour type in the game since August 11, 2026, and this unit has no armour value to blunt the hits. |
Ranged armies that kite | Range 2 is melee and move speed 550 is not fast enough to force an engagement. |
August 19, 2026: included in the animation optimisation pass, listed there under its former name Rageborn. 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 Saq'chi in place of Rageborn.
Between late August and September 2026 the armour value fell from 2 to 0. This is a real change in the build data and it is the only stat that moved across the rename.
The roster record for this unit is COMPLETE.
Saq'chi is the current name. Rageborn is the former name and is recorded as an alias on this page. Any page still calling this unit the Rageborn is out of date.
The armour drop from 2 to 0 does not appear in a studio patch note. It is recorded here as a build observation rather than as an announced change, and it matters more than it looks: losing two armour on a melee unit with 625 health and no other mitigation is a meaningful durability cut against massed small weapons.
Stomp is classified in the data as a second attack rather than as a spell, even though it is energy gated. That is why it does not appear under abilities on this page.
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.