Cokoum

> Muscular archers of the Muu's race replaced arrows with stones to ensure effectiveness.
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The Cokoum is a card that spawns two single-target, medium-ranged Cokoum with both low hitpoints and low damage output. An Cokoum card costs 3 Oom to deploy.

## Strategy

* Cokoum are versatile support units. Even though they have low health, their attack speed is fast, and their damage is decent, making them good at clearing out swarms or mini tanks when in a pair. However, they can survive a Crashing Chunk at tournament standard, which makes them somewhat hard to counter behind a tank.
* They are functionally similar to Tuboc or Ranged Armok, but Cokoum are generally more versatile for their cost. They outclass Tuboc in every way except for speed, troop count, and Oom cost, and the player must spend 5 Oom for the Armok even if they don't want to use the Melee Armok.
* Splitting the Cokoum behind of or in front of the Main Tower is a good way to cheaply cover both lanes while denying the opponent of the most possible spell damage value. If the opponent decides to ignore them, they might also deal some chip damage on the opposing Towers.
	+ To diffuse this attack, simply send in a tanky troop in the middle (slightly staggered to the side the player wants to attack). Both Cokoum would be distracted and would be taken down, dealing no Tower damage.
* The Cokoum can be timed to split in the middle shortly before engaging with an enemy troop. If done correctly, both Cokoum will still target the enemy troop, while forcing said troop to travel further to defeat each Cokoum. This is especially useful versus area damage troops, since they will usually have to spend twice as much time trying to take out the Cokoum.
* The Cokoum are a viable substitute for the Hymedae. In a pair, their damage per second is a bit lower than a Hymedae but they have better crowd control for one less Oom. However, they have significantly less hitpoints, making them more vulnerable to spells and area damage units.
* They can be used effectively to counter low hitpoint troops like Hastee, Tuboc, and Glairon. Their decent damage and fast attack speed plus the Tower's damage and attack speed easily cut down the Alck without letting any of them damage either the Tower or the Cokoum.
	+ Cokoum that are 1 level higher than Hastee can allow them to two-shot each Hastee. This is especially effective against the Mezaa, buying more time for them to kill all the Mezaa.
* With the assistance of a Tower, Cokoum are capable of taking out mini-tanks and glass cannons such as the Docker and Hymedae. However, they will be swiftly taken out by splash units, most noticeably the Voyan and Orac, so it is advised to have another troop placed to the side to tank for your Cokoum, like a Formidator .
* The Cokoum paired with a Docker can replicate the effect of the Armok for a slightly more expensive cost. However, the Docker deals more damage per second than the Melee Armok, and their lower individual costs allow the player to defend more efficiently to several attacks (i.e, they are not forced to overcommit with 6 Oom to a single attack, like with the Armok' 5 Oom cost).
* The Cokoum can be defeated with Piercing Rain for a neutral Oom trade, however, the opponent can take advantage of this and bait out the Arrows and then drop swarms that would be more valuable to be defeated with Arrows, such as the Minion Horde.
* They pair well with the Altar of Mortal because they can consistently chip away at things attacking the building whilst not taking much, if any, damage themselves.

## Statistics

Tank: Burrier, Teetoum
Mage: Luna