/r/starcraft2coop

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A place to discuss Starcraft 2 Co-op (SC2 Co-op)!

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Rules

Offenders will receive warnings. Repeat offenders will be banned.

1) If you wish to promote weekly mutation videos, post them under the weekly mutation mod post. Do not make a separate post for them.

2) READ THE WIKI before asking questions. It has a lot of information.

3) Don't be an asshole.

4) No spam.

5) No low effort posts. This includes "X exp away from leveling up" posts.

6) No "when will we have a new commander/map?" posts.

7) Self-promotion posts must be posted in the weekly megathread.

What is Co-op?

It is a two player cooperative mode with campaign-style objectives.

Mutations

Mutations add special modifiers to Co-op Missions, rewarding bonus experience.

Co-op Levels

Commander Levels (1-15)

  • Unlocks units and abilities.

  • Separate for each commander.

Mastery Levels (1-90)

  • Increases power level.

  • Shared across all commanders.

Ascension Levels (91-1000)

  • Does not affect power level.

  • Shared across all commanders.

  • Rewards badge emoticons.

General Information

Speed-running (Solo/Dual)

Custom Mutation ideas

Maguro has designed some custom mutations to mimic a mini-campaign.

/r/starcraft2coop

14,448 Subscribers

18

11 of November 2024 - Mutation #447: Fowl Play

Mutation #447: Fowl Play / Map: Oblivion Express

Mutators: Sharing is Caring, Turkey Shoot

Sharing is Caring

Supply is shared between you and your partner, and units from both armies contribute to your combined supply cap.

Units reduce available supply from both commanders. And it's the only effect of this mutator.

Commanders still need to increase their available supply by Pylons, Overlords, etc.

Commander perks granting free supply or reducing supply caps are unaffected.

Ally doesn't benefit from these perks.

Turkey Shoot

Supply can only be generated by killing turkeys that wander throughout the map. Doing so may anger the turkeys that remain.

Artanis, Dehaka, Nova, Tychus and Zeratul don't benefit from their free max supply.

The amount of available shared supply equals to the sum of normal supply caps for each commander (e.g. Nova + Kerrigan will have 100 + 200 = 300 available supply).

Players still need to build Supply Depots/Pylons/Overlords.

Turkey has 10HP, 8 damage (+8 vs structure) and 1.5 attack period. Turkey provides 2 supply when killed.

Infested Turkey has {75/100/125/150} HP; 1 armor; deals 70 damage to structures; 2 attack period; 6 range. Infested Turkey does not provide supply.

Turking has {200/2500/4000/6000} HP; 3 armor and is detector. His Peck of Judgement deals 250 (+250 vs structure) in 0.4 area; 2 attack period; ground only; 1.4 range. Turking can fear units with Terrifying Gobble in 11 area for 10s. Turking does not provide supply.

Supply decreases by itself. The more supply you have, the faster it decrease.

Units will start taking damage if your supply used is higher than available supply.

 https://www.maguro.one/p/mutators.html

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

-------------------------------------------------------------------

#28 Fowl Play – SOLO ALL CLEAR

Mutators: Sharing is Caring, Turkey Shoot

 

https://youtu.be/Z6k-zeLqa1w (advice)

https://youtube.com/shorts/Epp3WodOwnM?feature=share (shorts)

https://youtu.be/u09ZffxGHL8 (easy solo - Vorazun p3)

 

Infested Turkeys come after the 3^(rd) and 6^(th) trains. Body block them and keep structures away from ramps.

Build 3 static defense structures around your base so that the aggro’d turkeys don’t destroy your workers. 1 cannon might not be enough.

The Turking comes after a train during the second double trains goes down. You might need to let the other train go in order to fight it.  

Sharing is caring will be annoying if both commanders rely on army. If you’re in a premade duo, one person should choose a tower commander (that’s not mengsk) and the other can choose anyone.

 

For duos: Karax/Swann/Zeratul + anyone

For solo queue: use anyone, but Karax/Swann/Zeratul are safer in case your ally uses a commander that needs a lot of supply.

 

Successes [and key points]

https://www.youtube.com/playlist?list=PL3FSCru5EHIgPlJVkJ1yZ0qdlWa608m6d (playlist with all commanders)

Several level 1 completions this time.

 

Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.

Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK

 

 

19 Comments
2024/11/11
08:14 UTC

36

Raynor appreciation post

Alright here me out. Raynor is one of the most satisfying commanders to master. He is really simple. Make guy with gun and firebats if against zerg or marauder against anything else. Plus instant deploy troops anywhere on the map allowing to keep rolling or make emergency reinforcements at any location. Top it all off with instant detection and your golden. I will admit his bio army is pretty slow but you usually have enough time to get where you need to be or you can use the top bar as a good "oh shit" button.

I've been playing co op for a while and I always kind of though Raynor was bad but the more I played him. The more I just get on to only play him. He isn't completely turn your brain off like Dehaka but isn't a macro test like Zegara. He is just right in the middle and gives you a little lee way but you still need to be proactive

I know other commanders are stronger like Nova, Abather ,or Mengsk. But I just like Raynor way more, it still feels like a challenge but really all I'm doing is the smallest amount of micro with stim and scanning where I am at or where my ally is at if needed.

I wish Raynor got less hate. I know a lot of noobs play him but put him in the hands of a competent player and he is a blast. I'm not saying I'm good btw I'm at like 90-120 apm on average. Give him a try he is alot of fun, especially p1 and p2

76 Comments
2024/11/10
15:30 UTC

22

What is the optimal way to play vorazun on dead of night?

title say all

28 Comments
2024/11/08
23:59 UTC

21

What is the role of Thors other than being a noob trap?

They cost way too much and are incredibly slow. Both commanders who have access to them have better options. For Swann, you have Siege Tanks for ground targets, Goliaths for air, and Wraiths for everything that doesn't require AoE. Thors have an anti-ground bonus, which is literally unnecessary if you use the Tank-Hercules combo (probably the only viable way to utilize thors to negate their mobility issues). They also take up too much space relative to their DPS and are ineffective in their supposed tank role due to having too much range and being too slow to act as a frontline unit.

For Mengsk, while they provide an armor buff, it's honestly redundant. between putting the "Damned Detector" on Patriot Mode in mass casualty/fast action battle, building Bunkers, or set up Earthsplitter Ordnance (ESO), you have no time to set thors into their overwatch mode because mengsk action happens super fast. Thors just end up slowing you down, and their Overwatch mode is pretty much useless on top of being absurdly expensive to recruit. They also perform poorly against many mutations.

What exactly is their role? If you disagree, explain me how you make them usefull, especially in mutations? what mutations actually favor thors which can't be dealt with other units?

If you agree with my assessment, how could they be made more useful? I think giving them an anti-air focus instead of anti-ground would be a start. Additionally, Overwatch mode could be revamped to work similarly to Siege Tank mode, providing a large circular area of attack but only targeting air units

66 Comments
2024/11/08
14:48 UTC

7

Don't like ARCHITECT OF WAR? How about THIS?

2 Comments
2024/11/08
13:32 UTC

2

[Nexus Coop] Ulrezaj guide

Greeting my fellow Coop

https://www.reddit.com/r/starcraft/comments/tj1qcc/welcome_to_nexus_coop/

After two guide, I decide to cover some more

Today is Ulrezaj,

Lot of generic information can be read here. You should give it a look then can proceed in my guide

My Overmind guide: https://www.reddit.com/r/starcraft2coop/comments/1fu3s17/nexus_coop_overmind_basic_guide/

My Tassadar guide

https://www.reddit.com/r/starcraft2coop/comments/1gcqunm/nexus_coop_tassadar_guide/

My Selendis guide

https://www.reddit.com/r/starcraft2coop/comments/1ghutpv/nexus_coop_selendis_guide/

Ulrezaj The Dark Archon

You play as Alysaar faction, who worship Ulrezaj and will do anything to bring him back from his prison

Key Feature is

  • Worship energy.
  • Normal units and Ascension units
  • Ulrezaj Avatar and phantom
  • Ulrezaj The Dark Archon. 

1) Worship energy

Special energy of your faction that grant bonus to attack speed and skill cooldown. 500 energy maximum with 50% buff to attack speed and skill cooldown

You grant Worship  when you kill enemy, you are killed by enemy and ascent your basic unit to Ascension units

If you do not grant new Worship for 10 seconds, your Worship point will decrease till reach 0.

You should always keep Worship points high, because it buffs your units and lets you reach the goal to summon Ulrezaj faster.

Worship farming

The Ulrezaj faction love prolonged combat, you should plan ahead enemy wave spawn, or enemy base.

One quick method is warp in 10 Zealot, give them shields then charge them into the enemy, this will net you 500 energy. Follow up with your core units to clear the enemy with buffing units.

You can also deal with mutation that grant new enemy (like zombie or brooding when enemy is killed) to quick farming

2) Building and units

Your building production and tech is pretty simple, to focus more time to micromanager your worship energy and units skill

Building 

Nexus

 

Normal Nexus with Chrono boost and Emergency resupplied, refill your Warpgate charge

Warpgate

Your only unit production. It has three basic units: Zealot, Adept and Stalker.

Your basic unit cost only in Mineral and will leave the battlefield after 90 seconds.

You can update them to become Ascension units which will stay in the battlefield. Require Cybernetics core to upgrade

Zealot —-> Dark Templar

Adept —--> Dark Archon

Stalker —--> Vanguard

Warpgate hold 3 charge and can be upgrade to hold maximum 5 charge

Forge 

Consider attack, armor and shield upgrades for all your units. Enable 

Cybernetics core

Enable your basic unit to become Ascension units

Has two upgrades for Warpgate

Council 

Consider all upgrades for your units

Cannon:

Detector High damage, single target with slower attack speed than normal. Bad to deal with swarm units (Zealot, zergling, marine…) 

Altar of Abyss 

Unique building of Ulrezaj.

Detector building. Produce one Phantom of Ulrezaj every 4 (3 seconds).

Maximum 7 Phantom

Can sacrificed the Phantom of Ulrezaj to temporarily summon Ulrezaj ’s avatar.

Units

Zealot 100 Minerals 1 Supplied 

Basic zealot with Counter skill. Stand still, invulnerable for one enemy attack,will reflect projectiles (require upgrade) for 5 seconds. 100% damage deal will turn into worship energy

Upgrade to grant 100% worship energy and reflect projectiles.

Your tank and main source of worship  energy generators, warp in, put shields on them and throw them into the enemy for quick maximum (500) worship energy.

Can upgrade into Dark Templar

Dark Templar 175 Gas 1 Supplied

 

Permanent invisibility assassin that focus on single damage target

Dance of death skill will teleport it next to the enem, ground or air, quickly deal 5 strikes that deal total 180 damage. invulnerable for 2 sec after used

Upgrade to reduce cooldown 50%, if you kill enemy while in this state reset cooldown to 4 seconds after you finished

High DPS units that will decimate ground enemy if no detector, its is fragile so use them when you neutralize enemy detector 

Adept 125 Minerals 1 Supplied 

High attack damage Adept with skill buff that grant 50% attack speed and gain small worship energy when attacking an enemy in this state.

Can be upgrade to grant more attack speed and worship in state

Ok units that is overshadowed by Stalker —-> Vanguard units 

Can upgrade into Dark Archon

Dark Archon 225 Gas 2 Supplied

Dark Archon with a fairly good attack on biological enemy units.

Lift: Lift and drop enemy repeated, deal 30 damage each drop and brief stun enemy.

Mind Control: Permanent control enemy units, doesn’t cost supplied and grants 500% energy base on Mind Controlled units supplied. You MC a BC you grant 30 energy.

Upgrades can turn into Siege units with grant allied shields and attack enemies with fairly big AOE that deal 50 damage then 30 damage after 2 sec.

Good units when the enemy consisted mostly biological units (Zerg). Deal with self buff mutator, like Just Die, Avenger and many similarity

Stalker: 150 minerals 1 supplied  

Stalker with Blink that leaves 2 echoes when blink in and out. Echo explosion with 24 damage and grant 10 energy per enemy caught in the blast.

Upgrade for Echoes to deal 200% damage to enemy Air, grant 100% more energy

OK units that mostly used to turn into Vanguard, your core units. If your micro is good it'll deal good damage to group up light air units.

Can turn into Vanguard

Vanguard: 200 Gas 2 supplied 

Immortal varian that can attack air and ground units.

Can attack while moving, first strike deals 100% damage followed up with 3 attacks that deal total 100% damage.

Autocast barrier: 200 shield in 10 second and self repair

Upgrade to cast a beam that deals 75 damage in line. Autocast

Tanky units that can have good damage, beam AOE skill and are tanky. Core units to just F2. 

Quickly warp in Stalker, blink in enemy then turn into Vanguard is good opening to deal damage to enemy

Your unit's composition is mostly Vanguard  Zealot as minerals sink, meat shield and energy generators.Some Dark Archon for Mind Control is good to deal with dangerous enemies.

3) Ulrezaj Avatar and Phantom (Panel skill)

  1. Incarnation of Void

Your first panel skill is only active when you reach 500 worship energy. Sacrifled basic units (Zealot, Adept, Stalker) to summon Ulrezaj Avatar for 16 seconds

Add one Ulrezaj Phantom in Altar

https://preview.redd.it/cc96lcgmwnzd1.png?width=1057&format=png&auto=webp&s=85b1f89120d8012931808712380ddc9f5938446a

To sum it up:

Ulrezaj Avatar. Grand 5 supplied, granted worship energy (mastery).His skill can only cast one. Had single skill, AOE skill, AOE channeling skill and teleport.

Because it’s very short of time. You must quickly cast Q, E then R then focus back to your units.

Incarnation of Void is the main skill that summons temporary Boss units to deal with good damage and grant One Phantom for multiple use. Used this skill ASAP as soon as you reach 500 energy

Phantom Teleport

Teleport one Phantom to the battlefield. Grand detector and power field where it’s land.

Good skill as a power field to reinforce and a detector It will only stay for 10 seconds so make use of it. 

Shield of Void 

Grant 200 shields in AOE for allied units in 10 seconds. 20% damage of the shield absorb will turn into energy 

A quick protection skill and worship energy generator, used this on every fight when you engage the enemy

Finale

Summon Ulrezaj into battlefield, Can only cast when you have seven Phantom. Consume all 7 Phantom

Ulrezaj is a big Boss that can solo every unit in the map, for brutal. He can use his skill freely, grant 200 supplies, and regeneration to allied units.

He can only stay in the battlefield for 60 second and must use this skill to prolong his duration

Unification of All ( V ) Cooldown: 12 Consume all Worship Power to restore Ulrezaj's shield equal to 200% of the Worship Energy consumed. For every 100 Worship Power consumed, Ulrezaj's duration is extended by 3 seconds. If 500 Worship Energy is consumed at once, this effect is doubled.

Explain: Grant Ulrezaj shield and prolong his duration, 

IE: 400 worship energy will turn into 12 seconds duration

500 worship energy will turn into 15 seconds duration.

But when you use 500 energy (Maximum) you grant an additional 15 seconds. So it’s best to use only 500 energy.

Additionally if you use Unification of All when 500 energy, produce one Phantom at the Altar.

With good map knowledge and enough enemies. You can turn Ulrezaj into Permanent Boss. Cast R, fulfill your energy cast V then teleport into every where in the map for kill and energy generation.

Build Order

14 Pylon

16 Warpgate

17 Gas

19 Gas

21 Core

After core 

2-3 Stalker, turn into Immortal break rock

Nexus

This build gives you 2-3 Immortals to deal with early wave and objects. You can start up form here

Alt build 

14 Pylon

16 Warpgate

17 Gas

19 Gas

19 Zealot x2

21 Core

Turn zealot into DT break rock.

This build is faster to break rock, give you 2 DT. But it’s more error prone.

You can miss the Core timing and your zealot returns to the void, wasting minerals, your DT is invisible  so enemy early waves will ignore you and attack your worker also.

Use this build if early aggressive is need (Void rift)

4) Play style 

There is two main play style of Ulrezaj Main units focus and Ulrezaj worship



**Main units focus**

https://preview.redd.it/kpluxgjownzd1.png?width=846&format=png&auto=webp&s=96ea8ac024bc5af7985fe8273c04bbc96a71fb35

The goal of this build is to maintain high worship energy, which leads to more power of your units. You pick mastery that decreases the rate of energy leaking and increases power of your units.

Focus on reserved core units. Don’t mindless sacrificed your gas units

You still  sacrificed basic units to summon Avatar when 500 energy though 

Use your Phantom Freely as calldown to deal with tough enemy waves.

Phantom recharge reduces your phantom production time from 4 mins to 3 mins. Which good active panel skill grants you grant far more phantom by sacrificing your basic units. So no need to reduce your passive phantom production.

Ulrezaj worship

https://preview.redd.it/2pitaraqwnzd1.png?width=883&format=png&auto=webp&s=870546dc6adb010bbf0b4fdd1aa648d3fafcf920

The main goal of this build is focus on worship generators, reach 500, sacrificed to generate Phantoms, lead to 7 Phantom to summon Ulrezaj early,

In this build, most of your main force is zealot and Avatar. 

Warp in zealot, buff shield, charge in, 500 energy, sacrificed , profit

Your leftover gas turns into Immortal to clean up the rest, If your timing is right you may generate 7 phantom before the cool down of Panel Ulrezaj is up.

After summoning Ulrezaj, Focus on micro him teleports the map to farm energy and prolong his duration. Your R is pretty much killing anything so just teleport. R then V, then R against till the enemy is dead, repeatedly.

You will conserve to sacrifice your Phantom. If threatening early wave it’s ok to use but after that don’t. Your goal is assembly 7 Phantom so any phantom you sacrificed will prolong your Ulrezaj summoning

Tip & trick

Ulrezaj summoning grants you 200 supplies so it is pretty common to get a supplied block when he is gone. Prepare for that and spam Pylon.

Beside Ulrezaj teleport, your army is immobile so prepare for an attack wave if your army is far.

Archon is a viable unit if the enemy  need to get MC. Put some Archon mix with Immortal for this

1 Comment
2024/11/08
11:22 UTC

16

Best duo to survive the most possible night in DON

If you want to survive the most night possible with no destruction of the objective, wich commander you will choose (if we don't take the obvious zera and tychus option because they are too strong).

I would go Kerigan P1 because the luckers would just kick everything on the ground. And Kerigan could come around and bring some power spike where need it.

With her I hesitated with Swan or Karax (P1 or P3).

The two would bring very good support and defence, I don't think one could be beter than the other in this senario.

I play once with a Vorazun that block some entrence with dark pylon, but not sure if it work (I think spotter spoil the idea by giving vision to the garbage)

And if it is, I would put her with kerigan, and the army would just defend the pylon and help in the main entrance. Plus, the top bat of Vorazun can just be crazy AF in difficult time.

What would you do ?

22 Comments
2024/11/06
20:32 UTC

7

So how would you balance Commanders?

With the recent spade of balance threads of varying quality, and at least the hypothetical possibly of Microsoft bringing back StarCraft, what would you change? Obviously there's some bugs like Time Stop on Lock and load. Actual balance wise, there's Zeratul and Tychus being crazy strong and some misc. prestiges being crap.

43 Comments
2024/11/06
19:15 UTC

7

Starcraft 2 Gamepass Questions

Starcraft 2 on gamepass apparently gives you access to the 3 campaigns along with the commanders associated with buying the full version. Does anyone know if this content is yours to keep even after your subscription ends ?

2 Comments
2024/11/06
08:47 UTC

10

Different types of Chrono

What exactly are Chrono Boost, Chrono Wave, and Chrono Field? Which commanders have access to which types, and what does the Chrono Boost Efficiency mastery do for each commander?

Does Karax's passive Chrono Field and chrono boost get boosted by this mastery? What about Fenix's Chrono Field generated by the Arbiter?

10 Comments
2024/11/06
00:23 UTC

0

COMMANDER BALANCES - what should be done!

I thought very thoroughly about how to change some commanders and prestiges. When Blizzard introduced prestiges, they did it hastily because co-op team was being shut down! They did some fixes afterwards, but approximately 2-3 months after prestiges introduction they left for good leaving a lot to be desired. After that we only had some bug fixes made by Tangor, some of them not done properly. This is what I think should be done to make some commanders and prestiges better!

Watch the VIDEO for explanation!

RAYNOR

New unit: RAVEN

Mechanical. Psionic. Detector. Produced from Starport with tech lab. HP: 140. Cost: 100/200. Adjusts with P3 (cost and effect on top-bar cooldown)

Abilities (cooldown based, 60s cd for each):

  • anti-armor missile (reduces targeted unit's and nearby units' armor by 3 for 15 seconds)
  • auto-turret (times out after 10 seconds)
  • interference matrix (disables targeted unit's attack and all abilities for 15 seconds; can target non-heroic mechanical and psionic units)

Research/Upgrade (tech lab):

  • interference matrix
  • enhanced manufacturing (abilities can store aditional charge, cd reduced by 10 seconds)

ARTANIS

HIGH ARCHON

  • maximum energy increased by 50%

New ability: Plasma Blast

  • after 1.5 seconds charging deals 260 damage to a single target (50% bonus damage vs massive & structures), double for P1. Range: 13, energy cost: 100, charge cooldown: 30s. Maximum charges: 3.

VORAZUN

SPIRIT OF RESPITE – prestige reworked

  • Disadvantage: Shadow Guard timed life decreased by 50%

WITHERING SIPHON

  • Void Stasis, Darkcoil, Confusion, Disruption Web & Stasis Ward life draining effect can now kill.

KEEPER OF SHADOWS – prestige reworked

  • Disadvantage: Combat units cost 30% more

ABATHUR

THE LIMITLESS

  • queens can now use deeptunnel ability (cd 10s)

ALARAK

ARTIFICER OF SOULS

  • upgrade and research cost reduced by 20%

NOVA

TACTICAL DISPATCHER – prestige reworked

  • Advantage: Tactical Airlift cooldown removed
  • Disadvantage: Tactical Airlift cost increased by 50%. Griffin Airstrike removed.

STUKOV

PLAGUE WARDEN – prestige reworked

  • Advantage: Infested banshees get tactical jump (60s cd), can load up to 16 infested infantry and can launch their cargo at ground target. Infested Colonist Compound has 15% chance of spawning volatile infested (up to 30% with mastery).
  • Disadvantage: Infested bunkers can not unload or produce units. Infested marines' timed life decreased by 50%.

FENIX

UNCONQUERED SPIRIT – prestige reworked

  • Disadvantage: Fenix suits are unavailable

HAN AND HORNER

  • his and her supply (lvl 8 upgrade) now allows double SCV production

New unit: PLANETARY FORTRESS

Built from Command Center. Armored. Structure. Requires engineering bay. Cost: 150/150. Damage: 40. Range: 7. Attack speed: 2.

GALACTIC GUNRUNNERS

  • bombing platforms now increase top bar cooldown rates by 1% per supply used, except their own.

ZERATUL

ANAKH SU'N

  • super cloak duration increased by 5 seconds

STETMANN

BEST BUDDY – prestige reworked

  • Advantage: Gary ability cooldowns reduced by 40% (mastery not additive)
  • Disadvantage: Gary can not exit stetzone. If it loses stetzone, it will be completely disabled, unless powered by mecha infestor.
91 Comments
2024/11/05
14:26 UTC

0

Artanis is too weak even for beginners. I suggest a small buff (when we get coop updates in future hopefully)

to Dragoons. Simply make Dragoon even more reliable in the army and P1 Artanis being good (potentially sightly better for LotV Campaign if they willing to help new players)

Photon Chargeball (-Im suck at naming). Target an enemy unit to shoot a photon energy ball dealing 15 (+15 vs Armored) SPLASH damage. 10s cooldown. Autocast able. With dragoon base range (or +2 if being generous). (-Do not damage stuctures)

After playing with P1 Artanis and see some guides, I think the army is lacking something. While Dragoon feel good to use with P0, going P1 basically lock him with Archons. 100/300 x1.3(P1) is 130/400!!!. That is gas for some 6 Dragoons which can deal with early Air units in hard and Brutal! With this addon, I believe Dragoon will be way more interesting and enjoyable along with x10 High Templar (A little opposite with Tempest attacking structures)

47 Comments
2024/11/05
05:51 UTC

0

P1 Dehaka is the strongest prestige. convince me otherwise

In the early game, P1 Dehaka and P0 Dehaka are almost equivalent; the -1 armor is barely noticeable. The only time Dehaka is arguably weaker than his P0 version is past level 11. However, by the second or third attack wave, when Dehaka is likely around level 7 or 8, you should have an unstoppable army to back him up. If you level him properly, avoid the third upgrades for Jump and Roar—they're not that impactful. Roar reduces enemy armor by 2, and Jump adds 1 armor per enemy hit, but Jump is primarily used for positioning, not for dealing damage. It’s best to Jump into a good position, then use Roar and Devour to eliminate high-priority targets like the Hybrid Dominator, which not only removes the biggest threat but also provides strong buffs.

Early on, you don’t really need Jump because it can put you in dangerous positions; Devour and Roar are usually sufficient. Another downside of using p1 is that you're sacrificing the Scorching Breath ability, which is a minor downside. Scorching Breath is awkward to use (due to its angle), doesn’t hit air units, and deals meh damage, especially since by the time you unlock it, you should already have some army. Plus, since Devouring heals objectives, P1 Dehaka has virtually no drawbacks.

P1 is superior to P2 because it allows multiple pack leaders on the battlefield alongside Dehaka and his army. It also surpasses P3, as a single P1 Dehaka with a strong army outperforms two max-level Dehakas who might reach max level only two minutes before the game ends (if they reach it at all). Even if they do, P1 Dehaka and his army are likely to outperform both. Managing two Dehakas requires extensive micro to keep them alive and leveled while maintaining optimal macro. Assumes both players are equally skilled in leveling and managing their armies effectively which is harder to do when you have to micro two dehaka, I still think max p1 dehaka and his juiced up army will beat two dehaka and their army. Plus the essence that zwahika takes away from dehaka, although will not level up p1 dehaka, but will give him extra life, so it is not wasted essence.

33 Comments
2024/11/04
11:19 UTC

18

4 of November 2024 - Mutation #446: Explosive Results

Mutation #446: Explosive Results / Map: Void Thrashing

Mutators: Mutually Assured Destruction, Self Destruction, Going Nuclear

Mutually Assured Destruction

Enemy Hybrid units detonate a Nuke upon death.

Hybrid Destroyers detonate a small nuke. The rest of hybrids detonate normal nukes.

Mirror images (P&P) don't detonate nukes.

There is 1s delay (2s if it's Nemesis Hybrid and Moebius Hybrid A - P&P).

Nukes do 750 (950 vs structure) damage.

Small Nuke does 100% in 2 radius, 50% in 2.5 and 25% in 3.

Normal Nuke does 100% in 4 radius, 50% in 6 and 25% in 8.

Self Destruction

Enemy units explode and deal damage to nearby player units upon death.

Structures don't explode.

There is 2s delay between unit's death and the explosion.

The explosion deals 20 damage in 1.5 radius and hits both ground and air.

For units with supply cost >2, explosion is executed (supply_cost +1) times.

Going Nuclear

Nukes are launched at random throughout the map.

There is warning sign for ~5s before a nuke drops.

Nukes does 750 (950 vs structure) damage (100% in 4 radius, 50% in 6 radius and 25% in 8 radius).

Each {7/5/3/2} seconds a nuke randomly drops on the map.

Nukes avoid Mutator Safety Zones.

Nukes won't drop if there are no player units in 50 radius.

 https://www.maguro.one/p/mutators.html

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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#27 Explosive Results – SOLO ALL CLEAR

Mutators: Mutually Assured Destruction, Self Destruction, Going Nuclear

 

https://youtu.be/XmDcE9umNg8 (advice)

https://youtube.com/shorts/PkZ1UB-LRX0?feature=share (shorts)

https://youtu.be/j38Zut8Sv9U (easy solo - Tychus p0)

 

A straightforward head-on mutation. But you don’t have to attack the thrashers from the front. Most commanders will just snipe the thrashers from afar.

Going Nuclear: one of the geysers at each natural might get nuked

MAD: If zerg: reavers and behemoths. If terran or protoss: destroyers and dominators

 

 

For duos: Karax and anyone

For solo queue: Mengsk, Dehaka, Fenix

 

 

Successes [and key points]

https://www.youtube.com/playlist?list=PL3FSCru5EHIj3ifzLMIvi4kxCiOJLtDOW (playlist with all commanders)

 

There are some multi mutation runs, level 1 runs, and meme runs.

 

Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.

Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK

14 Comments
2024/11/04
06:26 UTC

11

Does anyone else find the colors in Stetmann’s zones a bit too bright?

I don’t have any issues with Stetmann himself, but I find his zones overly bright, to the point that they become annoying and even give me a headache. The intense blues, greens, and magentas make it hard for me to focus. I wonder if others feel the same.

3 Comments
2024/11/03
03:14 UTC

26

By far the worst set of affixes I've played with

27 Comments
2024/11/02
21:28 UTC

21

Swan only gets Zerg

I’ve played over 10 games in a row with Swann.

Different maps, different builds.

All swarm Zerg (early mass ling).

Every. Single. Time.

What’s going on?

P0 Brutal.

22 Comments
2024/11/02
13:34 UTC

13

[Nexus Coop]. Selendis guide

Greeting my fellow Coop

https://www.reddit.com/r/starcraft/comments/tj1qcc/welcome_to_nexus_coop/

After two guide, I decide to cover some more

Today is Selendis

Lot of generic information can be read here. You should give it a look then can proceed in my guide

My Overmind guide: https://www.reddit.com/r/starcraft2coop/comments/1fu3s17/nexus_coop_overmind_basic_guide/

My Tassadar guide

https://www.reddit.com/r/starcraft2coop/comments/1gcqunm/nexus_coop_tassadar_guide/

Selendis

Selendis key feature is her dual form, Ground Hero units and Purifier Mothership, unique Nexus with new ways to recruit units and reinforcement units called down directly into the battlefield.

1)  Probe 

They are flying probes that transform into 'power field mode'. In this mode the detection ability is activated and creates a small range power field.

They morph into buildings, (like Zerg Drone), including Auto Assimilator.

They harvest minerals by transforming into power field mode and  stitching to a mineral patch and harvest directly without the need to return to Nexus. One mineral patch per probe.

If the expansion doesn’t need to be contested. You can quickly order a drone to harvest minerals directly, no need to break the Nexus rock, You just need to break the Gas rock.

You can also harvest from your allies minerals expansion patch too, just remember to switch back your probe when they build their HQ to harvest minerals.

Your Nexus can summon them directly into the power field. In mid game you can warp them and switch to power field mode to provide vision and power field.

2) Nexus 

Selendis Nexus can warp Probe directly into the power field, upgrading to hold more supplied and faster recruit units.

They also have the Photon Overload for self defense.

Selendis doesn’t use Pylon. Her Nexus provide supplied and power field with total supplied is 400.

https://preview.redd.it/bdbuijri9hyd1.png?width=1919&format=png&auto=webp&s=4a37d294c828cb1f999e58d4cc240d1cabe21e0f

For recruit units, press the Assemble Forces button. It will open the unit's production panel. You only need to buy the initial price (pretty expensive cost).

Your Nexus will Auto produce units without cost until this Nexus reaches its limitation. Your units  will store in charge, display in the top panel. You can summon units form the top panel directly in the battlefield, Like Zeratul top panel in normal Coop.

When you want your Nexus to produce different units, press Regroup and you can produce another unit against. Your initial cost is wasted so be careful.

 

After regrouping, your Nexus will produce units faster for a time.

You can only recruit 4 Ground units type and 4 Air units type. So you only need to 8 Nexuses for production units

You can update your Nexus two times to increase its production speed and its Health and Shield.

If your Nexus is destroyed, all the charge units they store will be lost. So don’t let it die

Tips

Group your Nexus in 2 groups, ground and air production, for easy to upgrade them if you want to focus Ground or Air priority 

Protect your Nexus. Don’t let it die or else all the units charge they hold is lost, wasting cost and time production.

Don’t use Regroup to build another unit type. It’s better to build another Nexus to recruit another unit type.

3) Selendis Hero form

Selendis has two hero forms. Ground and Air form. Locate in Top Panel

Selendis Ground form located in Top Left Selendis Air form located in Top Right. You can only one form at a time

When you warp in Selendis Ground form, she can warp her ground units with her.

When you warp out Selendis Ground form. All her ground units warp out too.

The same for Air.

Ground form

Selendis' can quickly switch between Zealot form' and Adept form'. 

When she switches form, a power field is proving in her place.

Adept form can use Boomerang, charge into the enemy to switch into Zealot form.

Zealot form can use charge, and use boomerang to switch into Adept form.

Provide health and shield regeneration to nearby units. Including herself.

Scale in power with the numbers and upgrade of the Nexus Ground units production

Selendis ground form DPS is high compared to Air form. Use it freely when you need a boost in DPS.

Air form

She is summoned in her Purification mothership (the one in the campaign).

'Selendis' weapon attack power is low but (auto-attack) multiplied by the target's supplies, multiplied by 10 against hero units.

She is providing a power field in her ground shadow.

She can deploy a peace field that quickly regenerates her shield and health, increases her movement speed and taunt enemies to attack her. Disable her auto attack

She can switch to "Planet Cracker” weapon, burns the surface of the planet right below 'Selendis' in 'Purification Mothership Form', dealing 10 damage every 0.5 seconds to enemies there. As the activation duration of 'Planet Disintegrator' increases, the damage range and amount increase, up to 200%. 'Planet Disrupter' lasts for 16 seconds.

Scale in power with the numbers and upgrade of the Nexus Air units production

Alone Selendis Mothership is low damage. Use her as a distraction to taunt the enemy and protect your units. Planet cracker is a high DPS skill that is good to use whenever it’s cooldown.

4) Selendis units and their deployment

Deployment 

Selendis units are products in Nexus and store in charge, location in top panel.

If you warp in Selendis Ground form, she can only warp in her ground units and Vice versa

Ground units are located in the top  panel, with units charges provide by Nexus

You call warp in Ground units, your Nexus will still product units

Air units’ become spells, with a number of spell counts in charge.

When you warp out, your units will warp out too. With their currently numbers becoming a charge add on to building production

Example.

You have 12 Adept Charges and 3 Phoenix Charge

You warp in Ground Selendis form, warp in 12 Adept units.

You fight. You lost 8 Adepts and used 2 Phoenix skills.

Your Adept units remaining is 4.

When you Warp out. You now has 4 Adept charges and 1 Phoenix charge.

Your Nexusis still in production even when your unit is on the battlefield  so you don’t need to worry too much about losing units in a fight. 

Units 

Selendis units can use as spells or units depending on her form on the battlefield. Hers units has strong effect in the warp haste time.

For the full detail of each unit and their skill, read here . I will do the quick summary

Adept 400 Minerals

Backbone of your army. High DPS, low initial cost and fast production time. You can use them freely like Stukov marines.

Adept attack can bounce one in warp haste durations, and can cast Psionic projection to turn into Zealot astral form.

Adept skill is AOE Slow with one Adept attack in their radius. Use them to slow enemy

Templar 600 Minerals and 250 Gas

Support units can chain to provide damage reduction and shield regen to allied units.

If your protected units die in Templar warp haste duration. Revive them once.

Templar skill is summon A Templar in AOE with 400 shields depleted quickly. Provide invincible to your units in their radius 

Wraith Archon 1200 Minerals and 400 Gas

High single damage unit with AOE burning in warp haste. Dueling enemy they fight, each other's damage is increased by 100% and the damage taken from outside is reduced by 75%

When in Warp Haste duration Cast Psionic Storm every 3 seconds, enemies affected by the storm are taunted and take storm damage.

Wraith Archon skill is AOE skill with deal damage and burn damage for a duration. Good to clear buildings or stand still objects. 

Scared Colossus 2000 Minerals and 600 Gas

Buffed up Colossus which can track enemies when their initial  target dies. Increase damage and range as long as it is attacking.

Good to use in zombie map or spam units mutation

Colossus skill is 800 damage in a line, can be upgrade to kill anything but objective

Pretty expensive skill, consider Colossus long time production and expensive cost so be considerate

Phoenix 400 Mineral

Air to Air units that can cast Gravitation levite when warp haste, restore shield when attacking.

Phoenix skill deals small damage in AOE and pulls down any air units in AOE.

Filler units to quick anti air. She can only lift ground in Warp Haste is weak

Oracle 600 Minerals 250 Gas

 

Support units that slow the enemy when they’re attacking. Deal heavy time in the end of duration

Oracle skill: Scan. Enemy effect is slowed.

Pretty forgotten units. I found no use because Selendis is a detector by default. Their skill can be used to  scan for warping Selendis and her army in location.

Void Ray 1200 Minerals 400 Gas

Buff Void Ray deals more damage to armor than the original. When they’re warp haste they can deal damage when moving.

Void Ray skill is Karax Purification Beam, deals continuous damage in AOE.

Carrier 2000 Minerals 600 Gas

Buffed Carrier that has stronger Interceptor attack, product two Interceptor at time, store ten Interceptor.

Can cast Interceptor release to release all Interceptors to attack for duration in place, Carrier switches to their main weapon with tremendous damage per attack for 10 secs.

End game units Their high health, high dps and release drone skill will quickly obliterate any unit Amon throws to them.

Their skill is big AOE damage. Consider Carrier extreme long production time you hardly want to use this skill.

Photon Cannon.

250 mineral  Buff photon cannon, that is your only detector building. Use it to prevent ghost nuke your building

Mastery

https://preview.redd.it/xvpujhig9hyd1.png?width=853&format=png&auto=webp&s=33f5bc028fb63e40d06c25422b84f084618aa6c2

Mastery 1:

Selendis is very gas starved so I find success in 2 or 3 units, make upgrade reduction cost little use

Mastery 2:

Recall make you are freely to switch between Ground and Air form, better mobility and make use of the Warp Haste

Mastery 3:

More Health or More Damage when Warp in: I go with More Damage to kill them before they kill me.

Build Order:

Drone (6th minerals patch)

Gas Gas

Gateway

Nexus 

Drone, micro to mine expansion mineral patch.

X4 Drone mineral patch.

(Optional) 5 Drone mine allied expansion mineral patch.

Adept

Adept

Nexus

Nexus

Selendis and Adept break Gas rock.

This BO game plan give you early units, strong economy. Depend on your enemy you will chose next. I will talk in the game plan

Game Plan

When you are playing Selendis, you’re encouraged to switch between Air form and Ground form to replenish your units number and Warp Haste effect. And she is very gas starved for her units, her tech and Nexus upgrading so don’t rush high gas units early game (Carrier rush).

Units composition 

Adept - Carrier 

After you two Adept production, product 2 more Adep in Nexus

2 Forge upgrade Ground attack and Selendis buff.

1 Core upgrade Air Attack

Group up 4 Nexus Adept production

Build 4 more Nexus

Stargate, Air tech

4 Carrier. Don’t upgrade your Air Nexus until all nexus is Carrier production.

All Air Nexus upgraded to lv2, then lv3.

Then upgrade all Ground Nexus

This build will give you 12 Adept per Nexus, totally 48. Use them freely to do the objective while waiting for your Carrier production. If your timing is right by 10 mins you can summon 1 or 2 Carriers while your Adept is full production.

Use Adept to soak damage and weaken the enemy  first, then summon Carrier to clean the rest.

You can use this build as generic build

Adept - Voidray

Pretty much the same as Carrier build , but Voidray is soft so don’t overextend them. Use with high health mutation and faster timing.

Adept focus

Don’t build your 5 6 7 8 Nexus, focus all the minerals into upgrading your Adept Nexus. Switch to Air between fights to let your Adept number recharged. Used to end early map

Archon - Phoenix

Temple

3rd Nexus Archon

4th Nexus Archon

4 Nexus

5 6 7 8 Phoenix.

Replace 1st Nexus and 2 Nexus with Archon whenever your gas is enough (400 gas).

After 4 Archon Nexus upgrade their Nexus.

Archon is good at dealing with single units; the rest are killed by storms. Full Archon pretty much cleans the map. Your Air units only good to deal with light Air wave so you can switch after your Archon is production

Colossus - Phoenix

Pretty much the same as Archon. Use it on a heavy zombie map to deal with numerous enemies. 

Don’t

1st Nexus Carrier

Selendis Carrier is overly expensive 2000 Minerals, 600 Gas. If you rush Carrier  your only game is pretty much Adept Heroes or Mothership without any units. Selendis Ground is soft and Selendis Mothership is pretty bad to deal damage without her Planet Cracker skill.

And by the time your first Carrier appear you pretty much pay 2000 Minerals and 600 Gas for only one Carriers, your ground force is non existence so you can't swap to it

You will end up swimming in minerals anyway so why not build Nexus and Adept and use it for early game.

One Nexus only

You may think early Adept then progress to high tier units for one Nexus is good for simplicity. But any initial Gas is wasted when you regroup units so you will end up with less units than others. Just build 7 more Nexus and fill them with mineral units, your “main” Nexus is for gas units.

Don’t switch

When you’re in ground/air form. You can’t call in new ground/air units for reinforcement and your units will face attrition. So let's switch constantly to use the warp haste and healing to full.

 

13 Comments
2024/11/02
11:59 UTC

38

Let your partner do things too!

In a coop, there will be players who will be better than you. And those who are worse than you. If you are better than the other player, do not do everything. If you can do the whole mission on your own, don't do that. Let the other player do the bonus and defend the base.

Don't do the mission, defend the base, do the bonus and expect what the mission will throw at you next. Yes you can do that, yes you are great and it might be easy for you, but a player who does everything is (in my opinion) just as bad as a player who does nothing. Because why tf am i here if I might as well do nothing? Its less of a hassle for you too. Just give them the easy stuff and wreck amons forces. Because if you can do 100% of the work, why would we need 200% of the force?

Coop means somewhat equal work. Even if it means that you won't give your all.

Whats your opinion on this? I hope for a non toxic discussion.

59 Comments
2024/11/01
23:26 UTC

12

a question for alarak mains

i have been trying the commander but i have found myself choking in some missions,

What do you do during dead of night defenses you roam with alarak to defend a set barricade?

i have had also issues in the temple defense more specificaly but in general vs air heavy comps, any tips?

sincerely an aspirant to the highlordship(?)

is prestiging even worth it alarak already seems to come online really late

10 Comments
2024/11/01
22:45 UTC

7

What masteries do you use for Karax P1

Of course, for those of you who even use his P1/Architect of War. Reminder of his masteries

---- power set 1 ---
Combat Unit life and shields +1% to +30%
Structure Life and Shield +2% to +60%

---- power set 2 ---
Repair Beam Healing Rate +3% to 90%
Chrono Wave Energy Regeneration 3 to 90 pts maxium

---- power set 3 ---
Chrono Boost Efficiency +1% to +30%
Initial and Maximum Spear of Adun Energy +3 pts to 90 pts maximum

.

I've been experimenting with

ps1... 0/30 --- more health on towers, but buildings in general is superb. A big issue is losing repair beam and Unity Barrier on units makes the other one less useful. Carriers have repair drones that work on units, but then that's a "end of the tech tree" acquisition, so that makes it that much less prominent.

ps2... 15/15 --- more Repair Beam since it's doubled in rate and # of targets, but I still like some SoA back. If nothing else, it better motivates you to use Chrono Wave ASAP, which is a good practice.

ps3... 20/10 --- while SoA has been indispensable, I've found myself sitting on surplus energy these days. I've had some interesting boosts in faster economy with higher rate of CB, but fun to slap those onto towers as needed. I used to make extra Nexii for the extra CB, but not anymore (didn't find it worth it).

11 Comments
2024/11/01
00:51 UTC

12

Tychus P2 idea...

Since this prestige gets so much hate I figured I would come up with my own variation of it:

Advantage: When beyond the vision of other outlaws, outlaws will deal 30% more damage for each outlaw recruited, and receive 50% less damage.

Disadvantage: When one outlaw spots another outlaw, they attack each other and a wave of propagators spawn on your mineral line. Nukes are fired at random throughout the map until the conflict between outlaws has concluded.

/s

6 Comments
2024/10/31
19:28 UTC

22

Scythe of Amon

Which Void sliver do you go after first?

I prefer the expansion one as it gets more defended if another falls down first. Most people I play with go to the closest one because they are hyper focused on the bonus.

32 Comments
2024/10/31
14:27 UTC

19

Zerg defense prestige ideas

Just started playing Karax and have already played Swann a bunch, and just had the random thought that it would be cool if there was a Zerg counterpart to Karax P1 / Swann P2 (ie static defense focused). Yes, realize this won’t happen and also yea lurkers and other things are decent, but fun to think about weird prestige ideas involving Zerg defense. A few thoughts, curious if others have any strange ideas to add to my silly ones.

Zagara. Bile Queen. I don’t play Zag but seems like the most obvious one. Maybe something where the bile launcher has 50% more hp, increase in regen, and projectile shoots faster? So it’s actually a versatile defensive structure rather than its current use which seems very niche. And then a disadvantage like army costs more or a hero unit nerf (infested drop unavailable?)

Kerrigan. Omega Commander. Advantage: Omega Worms spawn with both a spine and spore crawler (ie mounted on the worm, can attack simultaneously) Disadvantage: Omega Worms have a 300 second timed life. Nydus Network cooldown increased by 50%.

Can tinker with the numbers but the idea is that you can spawn a static defense at the expense of worms having timed life and longer cooldown for networks.

Dehaka. Advantage: Primal Hives can transform (at a cost of 100/200) into Primal Strongholds. Primal Strongholds can no longer uproot and move but have a powerful AoE attack. Disadvantage: Pack leader cooldown increased by 25%.

Abathur: Kinda dumb but what if spores / spines could collect biomass and there was a static defense ultimate evolution? Maybe disadvantage that toxic nests do less damage or something

52 Comments
2024/10/30
17:37 UTC

9

SCII Coop displaying scary message that system is shutting down in 10 minutes.

Has anyone else seen this kind of message before? Is this a regular phenom or is SC2 Coop disappearing?

Edit: Thanks folks for pointing out that it's scheduled maintenance. People on the Asia Server were all freaking out & that triggered my response.

12 Comments
2024/10/30
17:12 UTC

0

Wow, What An Exciting Game of SC2 Coop. I sure do love Commanders that let you Sit back and do nothing

32 Comments
2024/10/30
01:01 UTC

14

Burrowing Mecha Infestors

One thing I always do with my mecha infestors is keep them burrowed. Some people told me that it messes up their hotkeys, but technically burrowing them before you add them to a hotkey is only one extra action you need to perform when new batch of infestors hatches. They can use all spells while burrowed, they just move slower, but I find that good because it gives me extra time to react if I accidentally F2 them into enemy base and enemy needs detection to be able to attack them. Also a bunch of unburrowed infestors can cause traffic jams.

Hotkey issue or not, I think in one situation you should always keep them burrowed: if your ally is Vorazun! Strike from the Shadows gives them 50% increased energy regeneration (they still have to be in purple zone of course) and that is a buff you just don't want to miss! Emergency recall can also be useful if they get jumped on.

What are your experiences with mecha infestors and do you like them?

18 Comments
2024/10/30
00:17 UTC

21

Loving P2 Vorazun

Saw on a tier list that P2 vorazun was considered the worst. Personal experience has made that completely irrelevant.

Dark archons are a stupid fun unit. Confusing hybrids and stun locking terrifying abominations against nature with one centurion is amazing. Literally any mission that tries to throw big units at me just lets me yoink them. Had 7 battle cruisers and a dozen science vessels in my last game alongside a full centurion / dark archon army. Probably some of the most fun I’ve had playing co-op, and it can be effective.

Only downside is usually I don’t build DTs because I use my gas for dark archons and dump mins into centurions, but I’ve honestly not noticed the debuffs. Confusing enemies and stunning heroic units has more than made up for it, and that’s before talking about the 20DPS added onto a ton of the spells.

Try P2. It makes vorazun feel so much different from the usual DT / Corsair spam

19 Comments
2024/10/29
03:38 UTC

4

Rounding up/down ascension xp to nearest 100?

Currently I am at 79624/200000 at level 286. Is there a way to round my xp to the nearest 100 decimal place? Maybe by playing a partial game to get to 82000? Not even sure how I got the trailing 24 xp...

7 Comments
2024/10/28
15:28 UTC

7

coop overlay - did my ally have all prestige points assinged or bug?

31 Comments
2024/10/28
13:22 UTC

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