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Endari
October 9, 2026 at 10:57 PM
Added dated September and October changes with separate gameplay modes
The Endari are one of the six mercenary groups in ZeroSpace, hired partway through a match and folded into whichever main faction you are already commanding. Their tagline is "The hunted remnant of the Arandi", and they are the only mercenary group whose identity is built around a temporary change to the state of the whole map rather than a unit or a structure. They are listed among the hired guns rather than the main powers.

The official description is short and does most of the work: the Endari are outcasts of the Arandi Empire, hunted for powers no one else understands. Their conclave channels energy from beyond known space, cloaking its creatures and ambushing from the dark. They are the same people as the Arandi, exiled for what they can do, which is why the two groups share a lore thread despite playing nothing alike.
Where the Arandi bend space to move units around, the Endari bend it to hide them. Cloaking, phasing and ambush run through the roster, and the group's faction power extends that idea to the entire battlefield at once.
The official faction page names two combat traits.
Trait | What It Does |
|---|---|
Strike unseen | Shades and leeches cloak and choose when the fight starts. |
Powers from beyond | Energies from the far side of reality, switched on in a moment. |
The Endari are led by Umbra, whose title is Hero of the Conclave and who was named She Who Stalks until late August 2026. She is the group's ambush piece: a mobile hero who cloaks, jumps into a fight, and can briefly become something much heavier. Like every hero on Heroes and Commanders, she rebuilds rather than dying permanently.
Field | Value |
|---|---|
Cost | 220 hexite |
Health | 250, with 12 health regeneration and no shields |
Status resist | 60 |
Move speed | 500 |
Vision | 18 |
Supply | 10 |
On death | Rebuilds automatically after 60 seconds |
Ability | Effect |
|---|---|
Shattered One's Grasp | Her basic attack. 23 damage at 12 range on a 1.5 second cooldown, against ground and air. |
Jump | Leaps to a location up to 14 away and deals 70 damage in an area on landing. 30 second cooldown. |
Transform | Becomes an Impaler for 20 seconds. 90 second cooldown. |
Cloak | Grants a target unit cloak and 20 percent extra move speed for 8 seconds. 20 second cooldown. |
The Impaler is a distinct entity rather than a stat buff. In that form she carries 500 health, 2 armour and 70 status resist, and swings a melee weapon for 50 damage with splash, before reverting when the 20 seconds run out.
The Endari faction power is The Veil Cracks, and it is the single mechanic the rest of the group is built around. Casting it plunges the world into deep night for 30 seconds. During that time the outpost wakes as the Awoken Hollow and roams freely, and every Endari unit gains 25 percent move speed, 25 percent attack speed and 20 percent shorter ability cooldowns. It costs 25 faction power on a 120 second cooldown.
Because faction power builds up partly from your own units dying, the night is available most often to a player who has just been fought hard, which makes it a comeback tool as much as an offensive one.
Endari units are produced by the Silent Hollow, and several arrive as squads. The figures describe build ZS.c36778, current in September 2026, and they move with the patch cadence. Since this is an Early Access game on a near-weekly patch cadence, read them as that build's values.
Each Endari unit has its own page, reachable from the table below or from the index on Units. Being hired rather than produced, none of them carries a build time, and their squad prices draw on the currencies described on Resources and Economy.
Unit | Tier | Cost | Supply | Health | Armour | Role |
|---|---|---|---|---|---|---|
1 | 225 hexite (squad of 3) | 2 | 225 | Light | Fast melee unit that phases through other units. | |
1 | 175 hexite, 25 flux (squad of 2) | 2 | 225 | Light | Pulls the spines out of itself to throw. Fires slower once out of spines, which recharge every 1.25 seconds. | |
2 | 125 hexite, 125 flux | 5 | 300 | Medium | Flyer hitting ground and air. Scorch the Land bombards a path as it flies for 60 damage. | |
3 | 150 hexite, 200 flux | 8 | 1,200 | Heavy | Heavy area attacker that can swallow a non-massive ground unit whole. | |
Talent | 100 hexite, 100 flux (squad of 4) | 1 | 80 | Light | Attaches to a target, slowing it 25 percent and dealing 5 damage a second for 8 seconds. |
Several of those names changed late in August 2026. The update of August 28, 2026 recorded that unit names had been revised for the Endari, and the build that followed carries the Drake as the Wyrm, the hero She Who Stalks as Umbra, the mercenary outpost as the Silent Hollow and its night form as the Awoken Hollow. The Wyrm name is confirmed in the studio's hotfix notes of September 1, 2026, which name the unit directly. Nothing else about any of them changed with the rename.
Devour is the roster's most distinctive ability. The Devourer eats a non-massive ground unit and digests it, during which its own weapon is disabled and it trails slime that damages anything the trail touches. The bigger the swallowed unit, the longer digestion takes, and if the Devourer is killed before it finishes, the swallowed unit survives. It cannot target harvesters.
The Shadow Leech is not available from the start; it unlocks through the level 2 talent, which also spawns a group of them. If its target dies while it is attached, the leech detaches and can attack again.
The Endari mercenary structure is also the group's heaviest unit, because it changes form when the night falls. During the day it is a production building. During the night it lifts off, flies, and fights.
Field | Day form, the Silent Hollow | Night form, the Awoken Hollow |
|---|---|---|
Type | Mercenary outpost building | Mobile flying outpost |
Cost | 125 hexite | Transforms from the day form |
Health | 2,000, starting at 800 when first placed | 2,000, with 6 health regeneration |
Armour | Building armour, 1 | Building armour, 1 |
Move speed | Stationary | 750 |
Attack | None | Tear Asunder, 48 damage at close range with splash, against ground |
Produces | Shade, Needler, Wyrm, Devourer and Shadow Leech | The same five units, while airborne |
The night form keeps producing the whole roster while it moves, so an Endari player who calls the night can walk their production building into the fight and keep reinforcing from inside it. Only one of them can exist at a time.
Level | Talent | Effect |
|---|---|---|
2 | They Writhe | Spawns a group of Shadow Leeches and allows their production. |
4 | Unceasing Violence | Ability cooldowns reduced by 20 percent and attack speed increased by 15 percent. |
6 | The Veil Shatters | Doubles the night's duration and the outpost's damage and health, and cuts enemy vision by 20 percent during the night. |
The Veil Shatters is the payoff for the whole design. It turns a 30 second window into a 60 second one, doubles the flying outpost that window releases, and blinds the opponent while it lasts.
The Endari carry the clearest example in the game of a unit that behaves differently depending on the mode you meet it in.
On August 11, 2026, the Devourer lost the ability to attack air targets. On August 19, 2026, the studio changed how balance propagates: Galactic War units are no longer affected by changes made to versus and skirmish play, and that same update reverted several of the earlier versus changes inside the Galactic War, naming the Devourer's loss of air attack as one of them.
The result is that a Devourer in versus or Skirmish cannot shoot at aircraft, while a Devourer in the Galactic War can. This is a deliberate design decision rather than a bug, and it means unit behaviour recorded for one mode should not be assumed to hold in another.
Date | Change |
|---|---|
July 25, 2026 | The Shadow Leech was given its correct weapon, the previous one having been much stronger than intended. Needler move speed dropped from 700 to 650. The Devourer stopped being able to target harvesters with Devour, and a bug letting Shadow Leeches attach to your own units was fixed. |
July 30, 2026 | Umbra lost 2 armour in her Transform form, her Jump range rose from 12 to 14 and her Transform cooldown from 70 seconds to 90. Needler damage fell from 18 to 14 and its spines moved to a fixed 1 second recharge. The Wyrm, then named the Drake, had its range raised from 8 to 12, its speed from 600 to 650, and its weapon stopped missing moving targets. The Devourer's supply cost rose from 4 to 8 and its Devour cast range fell from 5 to 3. |
August 11, 2026 | The outpost's cost moved to 125 hexite with no flux, its night form's move speed rose from 700 to 750, and it stopped landing and lifting off to attack. The Veil Cracks power cost fell from 30 to 25. The Devourer lost its air attack, Needler damage fell from 14 to 12 with spine recharge slowed to 1.25 seconds, and Shade damage fell from 22 to 20. |
August 28, 2026 | The Devourer's cost moved from 125 hexite and 225 flux to 150 and 200, and its Devour cast range fell from 3 to 2. The update also recorded that Endari unit names had been revised. |
September 1, 2026 | The Wyrm's Scorch the Land stopped dealing damage after the Wyrm itself dies, and an issue with casting it away from the unit's facing angle was fixed. Separately, a Juggernaut's Heat Discharge and a Mammoth's Stomp now both end while the unit is hidden inside a Devourer. |
One more dated note: a streaming platform link-up added to player profiles on August 1, 2026 enabled drop rewards, and a portrait of the Endari hero was one of the first two offered.
The Endari are one of six groups on the Factions page, beside The Marran, The Valkaru, the Free Corsairs and the Cha'kru Kingdom. They can be contracted in skirmish matches and across the galaxy map, and their squad prices draw on the currencies described on Resources and Economy. Note that the official standings page keeps total-damage boards for only seven of the game's ten factions and mercenary groups, and the Endari are not among them, in company with the Arandi and The Xol. For the wider roster their units join, see Units.
Shadow Leeches spawn two at a time rather than four, with 120 health, a 12 second duration, a 30% slow and a maximum of one per target. They can also attach to allies, granting 30% lifesteal and attack speed while dealing eight damage per second to that ally. The allied attachment lasts until the unit dies.