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Reaver
September 11, 2026 at 10:43 PM
Removed repeated body wikilinks, keeping the first occurrence of each target
The Reaver is the largest ground creature the Grell field, a Tier 3 melee unit with 900 health, 3 armour and a pair of scythes that swing twice for 51 damage each. It charges with Ravage and hatches four Arkanids when it dies. The official faction page names it, alongside the Harbinger, as one of the two evolutions that define the faction.
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 | 200 hexite and 100 flux |
Health | 900 |
Shields | 0 |
Armor | 3 |
Armor type | Heavy |
Status resist | 50 |
Move speed | 525 |
Vision | 16 |
Supply | 8 |
Build time | 80 seconds |
Tier | 3 |
Domain | Ground unit |
Infuse cost | 16.25 |
Reanimate cost | 16.25 |
Replicate cost | 16.25 |
Built by | Elderwomb |
Researched at | Synapse Canopy |
Weapon | Damage | DPS | Range | Cooldown | Targets | Bonuses |
|---|---|---|---|---|---|---|
Colossal Scythes | 51 per shot, two shots per swing | 51 | 1.75 | 2s | Ground | No armour bonus. 100% splash over 0.6 range. |
Ability | Effect | Cooldown | Cost |
|---|---|---|---|
Ravage | Charges to a target location, knocking enemies back and dealing 80 damage. | No cooldown listed | 15 power |
Hatch Arkanids | Triggers on death. Spawns four Arkanids when the Reaver dies. | On death | None |
Upgrade | Tier | Cost | Effect | Researched at |
|---|---|---|---|---|
Fluxblood Surge | 1 | 100 flux, 50 seconds | Ravage gains 50% faster cast time, +50% damage dealt and +50% cast range | Elderwomb |
Elder Carapace | 1 | 100 flux, 50 seconds | +3 armor | Elderwomb |
Infuse is the Grell conversion mechanic, paid out of the same top bar power pool as the Legion Reanimate and the Xol Replicate. It permanently raises a friendly unit's health, damage and regeneration for the rest of that unit's life. Since the balance pass of August 11, 2026 the bonus is +45%, down from +50%, and the cost multiplier rose from 0.045 to 0.05 so that it matches the Protectorate shield and the Legion Reanimate.
The Reaver is eligible for all three conversions at an identical 16.25 power each. Infuse suits the unit because +45% of 900 health is a large absolute number, and the conversion stacks with an armour value of 3 that is already blunting every small hit.
Nine hundred health and 3 armour is a different order of durability from anything else in the Grell roster, and the armour value is where the real advantage sits. The flat reduction rule in Units takes 3 off every incoming hit with a floor of 1 damage, so against a swarm of small fast attackers a Reaver is effectively immune while against a single heavy strike the armour saves almost nothing. With Elder Carapace at 6 armour, entire categories of chip damage stop mattering.
Fifty one damage per shot twice a swing on a two second cycle is 51 damage per second with full splash across a small 0.6 radius, which is enough to remove light units in contact rather than merely damaging them. Ravage is what gets the Reaver into that contact: a charge that knocks enemies back and deals 80 damage on arrival for 15 power. Fluxblood Surge is the upgrade that makes it a serious opener, halving the cast time and adding half again to both damage and range.
Hatch Arkanids means the Reaver is never a clean kill. Four free bodies arrive at the moment it dies, which at minimum forces the enemy army to keep shooting where it already was.
Reavers come from the Elderwomb, the Grell advanced production structure, with both upgrades researched there and the unit unlocked by the same building. At 200 hexite they are the most hexite hungry unit in the faction, which makes them a hexite commitment where the Behemoth is a flux one.
They are also one of three sources of Arkanids in the faction, alongside the Keeper passive and the Deep Nest top bar ultimate. That recurring pattern of converting losses into bodies is the clearest mechanical statement of the faction identity described on The Grell.
The Reaver carries Heavy armour with an armour value of 3, the highest in the Grell roster, rising to 6 with Elder Carapace. Against ten attacks of 4 damage, 3 armour cuts 40 damage down to 10; against one 40 damage hit it saves 3. That asymmetry is the whole reason the Reaver dominates against swarms and is merely tough against artillery. Its status resist of 50 is the highest in the faction and blunts stuns, slows and mind control.
Colossal Scythes carries no armour bonus, so the Reaver does flat damage against Light, Medium, Heavy, Building, Hero and None alike. It is a unit that wins by not dying rather than by exploiting the bonus table, which is why it pairs with the Harbinger and its +100% against Heavy.
Target | Why |
|---|---|
Swarms of weak attackers | 3 armour, or 6 with Elder Carapace, reduces every small hit toward the one damage floor. |
Light ground units in contact | 51 damage twice a swing with full splash over 0.6 range removes small units rather than wounding them. |
Stun and control effects | A status resist of 50 is the highest in the faction. |
Threat | Why |
|---|---|
Single large hits | A high armour value saves a fixed amount per hit, so heavy artillery bypasses most of it. |
Air units | Colossal Scythes targets ground only, and Ravage targets ground. |
Being kited | Range 1.75 at 525 move speed means anything that outranges and outruns the Reaver is safe from it. |
The Reaver's own stats were unchanged across the fortnight of patching before this build.
August 11, 2026: the Infuse bonus that applies to this unit was cut from +50% to +45%, and the cost multiplier rose from 0.045 to 0.05.
The roster record for this unit is COMPLETE.
The current data publishes no cooldown for Ravage, only its 15 power cost. That is recorded here as published rather than filled in.
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.