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Z’Kar Incursion Guide

Xenos team cores, flex characters, and battle-by-battle tips for the Z’Kar / Daemon Prince Incursion.

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Overview

Machine: Z’Kar · Eligible alliance: Xenos

Screen the damage. Break the armour. Keep the team alive.

Start with Re’vas, Aleph-Null, and Boss Gulgortz if they are already developed. Snotflogga and Sho’syl complete the best-documented recent five. Summons protect the roster, Aleph repairs the mechanical core, and piercing or psychic damage helps against armoured Thousand Sons. Adapt the remaining slots to your account rather than treating one five as mandatory.

Keep a repairable core

Re’vas controls approaches, Boss creates pressure, and Aleph keeps mechanical allies fighting across several battles.

Bring an armour answer

Sho’syl or Neurothrope adds a different damage profile. Do not expect low-pierce basic attacks to solve every Rubric or terminator.

Read the map first

Fire, isolated starting hexes, bridges, and time ghosts can change a good team’s opening. Place summons with the next turn in mind.

Three Ways to Build for Z’Kar

Start with the path that fits your account, build around its core heroes, then use flex slots to adapt it.

Psychic / Support

Adapt to heavy armour

A Neurothrope route with flexible repair and damage support.

Core heroes

Re’vas + Snotflogga + Neurothrope

Shas'vre Vior'la Re'vas Revas Grumbal Snotflogga Snot Neurothrope Neuro

Flex choices · fit your roster

Canoptek Spyder Aleph-Null Aleph Gulgortz Bulldoza Boss Eldryon Ynaduin Eldy

Aleph is the usual fourth for repairs. Boss adds summons and pressure; Eldryon is the damage-support alternative. Choose two flex characters, and change the balance only when the map and roster justify it.

How to play

Keep the screen. Change the damage source.

Use summons and Re’vas to buy Neurothrope safe attacks into armoured targets. Preserve space for Aleph to repair the mechanical frontline. Eldryon is useful when his positioning and damage support improve your attacks; avoid exposing him merely to force the buff into range.

That route skips battles 5, 9, and 14. The footage supports a flexible approach, not proof that this exact composition clears every map.

Other demonstrated options
Maugan Ra Maugan Winged Tyranid Prime Winged

Kaiser uses Maugan Ra once, in battle 4, and Winged Prime once, in battle 10. These are situational swaps from a developed roster, not additional required investments.

What the evidence shows Kaiser Arctan keeps Re’vas, Snot, and Neurothrope in all 12 fights of the reviewed Tier 13 route. Aleph appears in ten; Boss and Eldryon each appear in six. These are rotations, not a six-character team.

Creator evidence

Necron-Led Unlock

Build from campaign progress

A lower-tier example for an account with established Necrons.

Core heroes

Makhotep + Aleph-Null + Imospekh + Sho’syl

Royal Warden Makhotep Makho Canoptek Spyder Aleph-Null Aleph Hexmark Destroyer Imospekh Imo Shas'ui Vior'la Sho'syl Sho

Flex choices · fit your roster

Shas'vre Vior'la Re'vas Revas

Use the strongest suitable fifth already on your account. Re’vas joins the recorded battle 8 after earlier supporting characters have fallen.

How to play

Reach the unlock with the roster you have.

Let the Necron core supply movement, repair, and defensive coverage while Sho provides piercing damage. Keep Aleph alive and avoid turning an expendable fifth into a new upgrade project. Stop treating an unlock target as a demand to clear the hardest available tier.

The video stops at the unlock, before the finale. Thutmose dies in battle 5 and Hollan in battle 7. This is an account example, not a tested minimum-rank or casualty-free recipe.

What the evidence shows AureLuck reaches the unlock during a partial Tier 4 / Uncommon route. These four persist through the seven recorded wins: battles 1, 2, 3, 5, 6, 7, and 8.

Creator evidence

Power-Up Priorities

Support the team that is actually surviving your route. Caoryn’s recent Mythic guide takes Regeneration and a Harlequin; earlier footage demonstrates single-character damage upgrades. There is no proven universal pick order.

Mechanical / Summons

Regeneration + Harlequin

The Tier 14 guide chooses Regeneration before battle 4 and a Harlequin before battle 8. Recovery preserves the roster; an extra body can draw fire or consume a terminator’s opening protection.

Watch the Harlequin pick

Psychic / Support

Useful damage, then sustain

Choose Extra Hits for an attacker already getting damage through; consider Piercing when armour is stopping a low-pierce unit. Match the choice to your own damage dealer. Caoryn’s earlier route demonstrates Piercing on Boss on an alternate branch.

Watch the Boss Piercing pick

Necron-Led Unlock

Protect the remaining roster

Prefer recovery or another protective body when losses threaten the unlock. Aleph can sustain mechanical allies, but Sho needs protection. The lower-tier example demonstrates why the fifth slot may change as a run progresses.

See the Uncommon unlock route
Compare Extra Hits, Piercing, recovery, and Harlequins
Extra Hits
Adds two hits to normal attacks. Favor a character whose basic attack is already doing useful damage. Calandis is a recorded choice in both tracks; do not assume a buff to Sho’syl also buffs every drone attack.
Piercing Ratio
Adds 20 percentage points of normal-attack piercing. Consider it when armour is the obstacle, especially for a low-pierce attacker; more hits alone may still leave each hit doing little damage.
Regeneration
Restores 13% health when a deployed character enters the next battle. It supports an intact roster between fights, but does not replace an immediate repair or revive a fallen character.
Restoration
Fully restores three selected characters. Take the recovery your current roster needs; the recorded PBC alternate branch uses it instead of a damage upgrade.
Harlequin
Available in both Xenos tracks. The extra body can absorb an attack or spend the first hit into terminator protection. Both the Z’Kar Mythic guide and the PBC Common routes demonstrate this option.
Mythic relics
Snotflogga’s Supa-Cybork Body enables repair-based sustain at Mythic. It does not grant the Mechanical trait. Relic effects are disabled below Mythic, so do not build a lower-tier healing plan around them.

Rules for Success

  1. Repair before the last kill

    Use a safe enemy to buy a repair turn before ending the battle. Aleph sustains mechanical allies; organic shooters such as Sho’syl and Calandis need their own protection or healing.

  2. Make room for summons

    Check the available hexes before calling drones, scarabs, Boyz, or Grots. A summon that cannot spawn or reach the enemy cannot protect your roster.

  3. Set up overwatch kills

    Re’vas needs kills to keep her overwatch going. Place her where suitable enemies will enter range; a heavily protected first target can stop the chain.

  4. Prepare for the whole run

    Health and losses carry forward. Finish upgrades before starting, keep your strongest characters alive, and choose your route and power-ups together. Active abilities are available again in each battle.

  5. Open the armour, then commit

    Spend a cheaper attack into terminator protection before your valuable shot. Occupy time-ghost hexes to remove the revival opportunity. Sho’s piercing and Neurothrope’s psychic damage are useful options against heavy armour.

  6. Respect fire and psychic setup

    Watch enemy psychic attacks and fire that enable Z’Kar’s cannon. Flying does not make a character immune to burning hexes. Check the end position of a move, not just whether the unit can cross the terrain.

Stage-Specific Tips

Use these notes alongside Caoryn’s Tier 14 / Mythic II chapters. Battles 5, 8, 9, and 15 are expanded because their openings deserve particular attention. Select any battle for its tip and video link.

The source uses Re’vas, Aleph, Boss, Snot, and Sho. Battles 5 and 9 contain inserted follow-up attempts. Enemy strength, your power-ups, and your chosen branch can change the result; copy the positioning idea only after checking your own map.

Battle 1Rubrics: repair before the last kill

Use summons to hold space while the damage dealers work. Low-pierce attacks can underperform badly; do not judge the whole team by Aleph’s basic attack.

Watch Tier 14 · battle 1
Battle 2Large map: pull back

Bring the enemy into a compact summon screen instead of scattering across the opening deployment.

Watch Tier 14 · battle 2
Battle 3Z’Kar and fire

Stay off burning hexes, use scarab burst and Sho’s piercing damage, then repair. Check newly spreading fire before ending the turn.

Watch Tier 14 · battle 3
Battle 4Preserve summoning spaces

Allow room for both Boyz and the other summons. Boss’s investment alone does not guarantee a Rubric one-shot.

Watch Tier 14 · battle 4
Battle 5Yazaghor: protect the opening

Withdraw into a compact screen and use summons to block access. Try to draw Yazaghor into overwatch only when Re’vas can survive the setup. The creator reports an earlier Re’vas death; this follow-up still needs repairs.

Watch Tier 14 · battle 5
Battle 6Terminators and time ghosts

Use a cheaper attack to consume the terminator’s opening protection before committing stronger attacks. Occupy a time-ghost hex to remove the revival opportunity. These Thousand Sons enemies are distinct from PBC’s Black Legion deep-strikers.

Watch Tier 14 · battle 6
Battle 7Avoid overexposing Boss

Concentrate damage and maintain a screen. Letting Boss take every available attack is unnecessary attrition.

Watch Tier 14 · battle 7
Battle 8Abraxas; isolated northern deployment

Put a flyer on the isolated northern hex so it can escape toward the main group. Pressure Abraxas, protect the approach with summons, and save overwatch if only protected terminators can trigger it.

Watch Tier 14 · battle 8
Battle 9Toth + Z’Kar

Remove enemy psychic threats and avoid fire that enables Z’Kar’s cannon. Overkill Pink Horrors when feasible to prevent splits. Check the path across bridges before using Waaagh, and occupy time-ghost hexes when relevant.

Watch Tier 14 · battle 9
Battle 10Screamers into overwatch

The creator offers approach lines into Re’vas. Check movement and overwatch range rather than assuming every enemy will trigger it.

Watch Tier 14 · battle 10
Battle 11Choke points and repair

Leave hexes for Grots and firing lanes for Sho. Repair before finishing the last original enemy; killing every enemy summon is unnecessary.

Watch Tier 14 · battle 11
Battle 12Fire divides the map

Plan the separated deployment. The Harlequin can spend a first attack into terminator protection before stronger follow-up damage.

Watch Tier 14 · battle 12
Battle 13Protect Sho from high ground

Keep the mechanical bodies between the organic sniper and the terminator threat. Repair the screen instead of racing forward.

Watch Tier 14 · battle 13
Battle 14Advance one side at a time

Avoid cutting off Sho or clogging the route with your own summons. Rotate and repair damaged mechanical units.

Watch Tier 14 · battle 14
Battle 15Thaumachus + Ahriman

Re’vas catches both characters early in this recording. Check enemy order, overwatch reach, and summon occupancy before copying the opening. Prioritize Thaumachus when practical; Caoryn’s earlier Tier 10 example also uses scarabs to absorb Ahriman’s attack.

Watch Tier 14 · battle 15

Tier Caps & Shard Rewards

Compare rank caps and shard rewards for initial clears and raids at each Incursion tier.

Tier Rank cap ShardsInitial clear ShardsRaid only
14
Adamantine II rank badge
8 Mythic 8 Mythic
13
Adamantine II rank badge
6 Mythic 6 Mythic
12
Diamond III rank badge
48 33
11
Diamond III rank badge
45 31
10
Diamond III rank badge
43 29
9
Gold I rank badge
41 27
8
Gold I rank badge
40 25
7
Gold I rank badge
39 23
6
Silver I rank badge
36 21
5
Silver I rank badge
39 19
4
Bronze I rank badge
34 18
3
Bronze I rank badge
36 17
2
Iron I rank badge
34 16
1
Iron I rank badge
34 15

Why We Recommend These Teams

5 creators 15 uploads

The October 2026 review combines 15 Z’Kar uploads from five creators, including Caoryn’s recent Mythic II guide. Creator agreement is counted by creator, not by number of clips. Written Reddit and Discord reports supply additional flex ideas below.

Caoryn

2 uploads

Tier 10 · Tier 14 / Mythic II

Supports: Mechanical / Summons + all 15 stage tips

The October 1, 2026 Tier 14 guide shows Re’vas, Aleph, Boss, Snot, and Sho in all 15 result panels. The December 2025 Tier 10 guide uses Calandis instead of Snot alongside the other four.

Coverage & limits

Both are edited collections of all 15 numbered battles. The newer guide includes follow-ups for 5 and 9, an earlier Re’vas death, and recovery between fights. They do not establish minimum investment or an uninterrupted perfect run.

cpunerd / kharnage

10 uploads

Tier 14 · selected battles

Supports: Four-character mechanical / summon core

The reviewed April–May 2026 clips use Re’vas, Aleph, Boss, and Snot as a four-character team, reinforcing the core independently of Caoryn’s fifth-slot choice.

Coverage & limits

Ten uploads contain nine distinct fights, not ten independent demonstrations. Two uploads reuse the finale footage, and some titles disagree with the visible battle number. These clips do not cover every stage.

Kaiser Arctan

1 upload

Tier 13 / Mythic I · 12-fight route

Supports: Psychic / Support

Re’vas, Snot, and Neurothrope persist in all 12 fights. Aleph appears ten times; Boss and Eldryon each appear six times. Maugan Ra and Winged Prime are single-fight alternatives.

Coverage & limits

The selected route omits 5, 9, and 14. The flexible roster must not be presented as one fixed five used throughout every numbered battle.

AureLuck

1 upload

Tier 4 / Uncommon · partial unlock route

Supports: Necron-Led Unlock

Makhotep, Aleph, Imospekh, and Sho persist through seven recorded wins. The fifth changes from Thutmose to Hollan and then Re’vas as losses accumulate.

Coverage & limits

The July 2026 upload stops at the unlock after battle 8. It does not show the finale or prove the lowest possible ranks and abilities.

Snorri

1 upload

Tier 11 · battle 15 only

Supports: Aun’shi alternative

Aleph, Sho, Snot, Aun’shi, and Boss win the recorded finale without Re’vas.

Coverage & limits

One finale shows that this composition can work there. Earlier battles, route choices, and full-run persistence are not established.

Community Reports & Flex Options

These written player reports add options beyond the reviewed videos. Their teams and tiers are self-reported.

Eldryon + Neurothrope at Mythic II

Sorcerous reports a clear with D3 Boss, Aleph, Eldryon, Re’vas, and Neurothrope. This supports a damage-support variant without Snot, while the stated ranks describe that player’s account rather than a minimum requirement.

September 2026 Reddit discussion

Farsight / Anuphet flex

In the same discussion, another player reports Re’vas, Aleph, Farsight, Snot, and Anuphet after Anuphet’s August rework. The exact tier is not stated. Treat it as an option for an established roster, not a reason to replace a working core.

Read the roster alternatives

Summons + Neurothrope against terminators

JorEl1’s August Mythic II report emphasizes summons as damage sponges, Re’vas overwatch, and Neurothrope into terminators. It corroborates the role-based approach; it is not a reviewed full-run video.

Tacticus Discord report · server access required

Research checked October 26, 2026. Footage spans December 2025–October 2026; updates may change damage thresholds and enemy behaviour. Stage notes combine reviewed footage, transcripts, and current mechanics. No source establishes a cheapest team, universal rank threshold, or guaranteed opening. The tier-cap and shard-reward table is transcribed from the supplied Z’Kar infographic.