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Endari Wyrm
September 11, 2026 at 10:28 PM
Initial version (2026-09-11)
The Endari Wyrm is the Endari flyer, a Tier 2 unit that shoots both ground and air at range 12 and carries Scorch the Land, an ability that bombards everything under its flight path. The Endari are a mercenary group hired into a main faction army rather than played on their own, so a Wyrm is contracted mid match rather than teched to. The unit was called the Endari Drake until a rename that the studio confirmed in its hotfix post of September 1, 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 changed in the fortnight before that build was captured, so treat every number here as dated rather than permanent.
Stat | Value |
|---|---|
Cost | 125 hexite and 125 flux for one |
Health | 300 |
Shields | 0 |
Armor | 0 |
Armor type | Medium |
Status resist | None listed |
Move speed | 650 |
Vision | 18 |
Supply | 5 |
Build time | None. Mercenary units are hired at an outpost rather than constructed, so the game publishes no build time for them. |
Tier | 2 |
Domain | Flyer |
Infuse cost | 14.0625 |
Reanimate cost | 14.0625 |
Replicate cost | 14.0625 |
Built by | Silent Hollow, and by the Awoken Hollow while the night is up |
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Unvoice | 20 | 10 | 12 | 2s | Ground and air | No armour bonus. |
Ability | Effect | Cooldown | Cost |
|---|---|---|---|
Scorch the Land | Flies quickly to a point up to 32 away, bombarding the ground beneath along the way for 60 damage to nearby enemies. The path is a strip rather than a circle, so the ability rewards lining the Wyrm up with an enemy formation before casting. | 15s | 50 energy |
The Wyrm is eligible for all three conversions, Infuse, Reanimate and Replicate, at an identical 14.0625 power each, paid from the top bar pool described on Resources and Economy. That is the second most expensive conversion in the Endari roster after the Devourer. On a 300 health flyer the health portion of a conversion is meaningful, because 300 is low enough that most dedicated anti air kills a Wyrm in a small number of volleys.
The Wyrm is the only Endari unit that can shoot upward, which makes it a structural purchase rather than an optional one. The rest of the roster is entirely ground bound: the Shade and the Shadow Leech are melee, the Needler reaches 7.75 at ground level, and the Devourer cannot hit air at all in versus play. Hiring the Endari without a Wyrm leaves a main faction army carrying the whole anti air burden alone.
Its raw output is modest. Twenty damage on a two second cycle is 10 damage per second and no armour bonus applies, so a Wyrm does not trade well with anything built to fight fliers. What it does have is reach and Scorch the Land. Range 12 on both domains and a cast range of 32 mean the Wyrm can hit a position long before it arrives there, and the 15 second cooldown is short enough that the ability is available in most engagements rather than saved for one.
Use it as a mobile source of splash against clustered ground formations, and as the piece that answers a small number of enemy fliers. Against a serious air army, five supply of Wyrm is not the answer.
Wyrms are produced at Silent Hollow, the Endari mercenary outpost, and also at the Awoken Hollow, the flying form Silent Hollow takes when the Endari faction power is active. The Veil Cracks plunges the map into night for 30 seconds and gives every Endari unit 25 percent more move speed, 25 percent more attack speed and 20 percent shorter ability cooldowns. On a Wyrm that is the best value in the group: attack speed takes the two second cycle down, and the cooldown reduction brings Scorch the Land to 12 seconds, so a Wyrm can cast it twice inside one night.
The Endari level 4 talent, Unceasing Violence, stacks with that permanently for another 20 percent off ability cooldowns and 15 percent more attack speed. A Wyrm bought after that talent is a materially different unit from one bought before it.
The Wyrm carries Medium armour with an armour value of 0, and it flies. Flyer is a tag rather than an armour type, so two separate families of enemy bonus apply to it at once: bonuses that key off the air domain, and bonuses that key off Medium armour. The Grell Skrell carries both at the same time, +150% against air and +100% against Medium, which makes it the single worst matchup a Wyrm has in the game.
Bonuses against Medium armour are common because the August 11, 2026 balance pass deleted the old harvester armour type and folded harvesters and extractors into Medium, rewriting six units' bonuses onto it in the process. Anything built after that date to punish harvesters now punishes Wyrms as a side effect. An armour value of 0 means nothing is subtracted from incoming hits either, so a Wyrm takes weapons at full listed damage.
Strong against | Why |
|---|---|
Small numbers of enemy fliers | The only Endari unit that can engage the air domain at all, at range 12. |
Clustered ground formations | Scorch the Land bombards a strip along the flight path for 60 damage, on a short 15 second cooldown. |
Positions it has not reached yet | Cast range 32 is far beyond weapon range 12, so the ability arrives before the unit does. |
Weak to | Why |
|---|---|
Carries +150% against the air domain and +100% against Medium armour, and both apply to a Wyrm at once. | |
Corsair Raider and other Medium armour bonuses | Since August 11, 2026 the Raider carries +50% against Medium, which the Wyrm wears. |
Dedicated anti air | 300 health and 0 armour. A Wyrm dies quickly to anything built for the job. |
Trading damage for damage | 10 damage per second with no armour bonus loses almost every straight exchange at 5 supply. |
Date | Change |
|---|---|
September 1, 2026 | Scorch the Land no longer deals damage after the Wyrm dies, and a bug casting it away from the current facing angle was fixed. This post is also the first first party document to use the name Wyrm. |
Late August 2026 | Renamed from Endari Drake. The August 28 patch post records updated names for the Cha'kru and the Endari without listing them individually, and the new name is in the September 1 post. |
July 30, 2026 | Range increased from 8 to 12. Move speed increased from 600 to 650. Acceleration increased from 70 to 100. Ability cast range increased from 30 to 32. Weapon no longer misses moving targets. |
The former name was Endari Drake, and it is still visible in two places. The engine identifier for the unit remains Troop_Endari_Drake_C, and some community material written before the rename still uses Drake in present tense. Anything describing a Drake as a current unit is describing this one under a retired name.
Scorch the Land is sometimes listed as Line Attack in older descriptions of the unit, which is a description of what it does rather than the ability's published name.
The roster record for this unit is complete. For the rest of the group see Endari. For the shared armour, tier and supply system see Units.