The Endari Devourer is the heaviest thing the Endari put on the field: a Tier 3 ground attacker with 1,200 health, a short ranged splash weapon, and an ability that swallows an enemy unit whole and digests it. The Endari are a mercenary group rather than a playable faction, so a Devourer is hired into whichever main faction army you are already commanding rather than fielded on its own.
Figures below describe the September 2026 Early Access build, the one carrying the identifier ZS.c36778, and they move with the weekly patch cadence. Close to half the versus roster had a stat touched in the fortnight before that build was captured, so read every number here as dated rather than settled.
Stat Block
Stat | Value |
|---|---|
Cost | 150 hexite and 200 flux for one |
Health | 1,200 |
Shields | 0 |
Armor | 1 |
Armor type | Heavy |
Status resist | None listed |
Move speed | 400 |
Vision | 18 |
Supply | 8 |
Build time | None. Mercenary units are hired at an outpost rather than constructed, so the game publishes no build time for them. |
Tier | 3 |
Domain | Ground unit |
Infuse cost | 20 |
Reanimate cost | 20 |
Replicate cost | 20 |
Built by | Silent Hollow, and by the Awoken Hollow while the night is up |
Weapons
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Burning Plea | 12 | 30 | 8 | 0.4s | Ground only | No armour bonus. Splash covers a radius of 2 at full damage. |
Abilities
Ability | Effect | Cooldown | Cost |
|---|---|---|---|
Devour | Swallows a non-massive ground unit at range 2, damaging it over time and leaving a trail of damaging excrement behind the Devourer. The Devourer cannot attack while digesting, and the more health the swallowed unit has the longer digestion takes. Kill the Devourer before it finishes and the swallowed unit walks back out alive. Harvesters cannot be targeted. | 60s | No energy cost |
Conversion Costs
Infuse is the Grell conversion, Reanimate the Legion one and Replicate the Xol one, and all three are paid out of the same top bar power pool described on Resources and Economy. The Devourer is eligible for all three at an identical 20 power, which is the most expensive conversion in the Endari roster by a wide margin. That is a fair reflection of what you get: 20 power spent on a Devourer is spent on the single largest health pool the group fields.
Role
The Devourer is a late arriving anchor rather than an opener. At 8 supply and 150 hexite plus 200 flux it is the Endari commitment purchase, and it does two jobs at once. Its Burning Plea does 12 damage every 0.4 seconds with splash over a radius of 2, which is 30 damage per second spread across everything standing in a clump, so it is the group's answer to massed cheap infantry. Its 1,200 health and Heavy armour mean it can stand at the front of a fight that a Shade or a Needler would evaporate in.
Devour is the reason to buy one rather than the ability that closes a fight. Removing a single unit from an engagement for the length of its digestion is strong against an opposing army built around one expensive piece, and the trail of excrement means the Devourer keeps contributing damage while its weapon is offline. The catch is that its weapon is offline, so a Devourer that eats something at the wrong moment has taken itself out of the fight as well. The 60 second cooldown and the range of only 2 mean it has to be standing on its target to use it at all.
Move speed 400 is slow enough that a Devourer cannot chase anything and cannot retreat from much. Pair it with faster Endari pieces that can screen it, and call it into position ahead of the fight rather than trying to walk it into one already in progress.
Faction Context
Devourers come out of Silent Hollow, the Endari mercenary outpost, which during the day is a stationary production building and during the night lifts off and becomes the Awoken Hollow while still producing the full roster. That means a Devourer can be ordered from a building that is itself flying into the fight. Silent Hollow was named The Deep One until a rename landed between the late August and mid September data snapshots.
The Endari faction power, The Veil Cracks, gives every Endari unit 25 percent more move speed, 25 percent more attack speed and 20 percent shorter ability cooldowns for 30 seconds. On a Devourer the move speed matters more than the attack speed: 400 becomes 500 for the duration, which is the difference between a Devourer that arrives and one that watches. The Endari hero, Umbra, is covered on Heroes and Commanders.
Tier and Armour Interactions
The Devourer carries Heavy armour with an armour value of 1. Armour is a flat subtraction per hit with a floor of 1, so a single point blunts a stream of small hits far more than it blunts one large one: a weapon doing 4 damage a shot loses a quarter of its output against a Devourer, while a weapon doing 50 loses two percent. The Heavy armour type is what enemy bonuses key off, and the game's six armour types are Light, Medium, Heavy, Building, Hero and None.
Its own weapon carries no armour bonus at all, which is unusual for a Tier 3 unit and means the Devourer does the same 12 damage a shot to everything. It is a volume weapon, not a specialist one. Burning Plea also cannot hit air in versus or skirmish play, which is the single most important limitation on the unit.
Counters
Strong against | Why |
|---|---|
Endari Shadow Leech and other cheap massed infantry | Splash over a radius of 2 at full damage means one shot hits a whole clump, and 30 damage per second adds up fast against 80 health bodies. |
Single expensive ground pieces | Devour removes one unit from the fight for the length of its digestion, and bigger units take longer to digest. |
Units with small per hit damage | 1 armour subtracts from every hit, so a gatling style weapon loses a large fraction of its output. |
Weak to | Why |
|---|---|
Anything airborne | Burning Plea targets ground only in versus and skirmish play. A Devourer cannot answer a flier at all. |
Its Railgun carries +100% against Heavy armour, which is exactly what the Devourer wears. | |
Kiting at range | Range 8 and move speed 400 mean a faster ranged unit can hold the Devourer at arm's length indefinitely. |
Massive ground units | Devour cannot target them, so the ability that justifies the price is unavailable against the units it would most want to remove. |
Balance History
Date | Change |
|---|---|
August 28, 2026 | Cost changed from 125 hexite and 225 flux to 150 hexite and 200 flux. Devour cast range reduced from 3 to 2. |
August 19, 2026 | Galactic War units stopped inheriting versus and skirmish balance changes, and the Devourer losing its air attack was named as one of the changes reverted inside the Galactic War. |
August 11, 2026 | Devourer can no longer attack air. |
July 30, 2026 | Supply cost increased from 4 to 8. Load supply increased from 6 to 16, which fills an entire Strider. Devour cast range reduced from 5 to 3. |
July 25, 2026 | Devour can no longer target harvesters. Push priority set to match other large units. Weapon visual effects tweaked. |
Notes
The Devourer is the clearest case in the game of a unit that behaves differently by mode. In versus and skirmish play it cannot shoot at aircraft. In the Galactic War it can, because the August 19 update stopped Galactic War units inheriting versus changes and reverted the air restriction there. Behaviour recorded in one mode should not be assumed to hold in the other, and the stat block above describes the versus unit.
The studio hotfix of September 1, 2026 refers to this unit twice as the "Erandi Devourer". That is a typographical slip in the post, not a rename. The unit is the Endari Devourer, and its engine identifier is unchanged.
The roster record for this unit is complete: every core field is published. For the rest of the group's line up see Endari, and for how armour types, tiers and supply work across the whole game see Units.