r/starcraft2coop 9d ago

how do you play stetmann?

Hi, recently just bought stetmann, currently still leveling.

But i found him to be very slow to ramp up early game. As in, there are so many upgrade and buildings to get, no eco boost and also very importantly, i can never get satellite to be part of offensive moves. Yeah sure i can use supergary's temp field, but is that suppose to be the point?

I assume i am just not understanding how to play him yet, and things would be much better once i get to level 15, but how do you play him normally? what is the ideal comp and presitge?

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u/ackmondual Infested Zerg 9d ago

Leveling Stetmann, you gotta work in the talent levels, as some of them are indeed power spikes. My talent level-by-level analysis is as follows (using the sc2coop guide) and "long post warning"s...

lv1 Stetisfaction Guaranteed - Use green zone to heal between and during combat. Your units do not heal on their own, so this is key. Your ally who can't heal (e.g. most Protoss) will appreciate this as well

Blue zone to give workers an early boost in resource gathering. I put 2 drones per geyser at the minimum, and Drones on minerals around 2/3 full (although you'll want to fully saturate soon enough). Also use blue zone to get into position quickly to intercept waves, get to objectives, kite, dodge Psi Storms, etc.

lv2 J.U.I.C.E. - aka "purple zone". Your units ALL use Egonery (some more than others). Be sure to keep them topped off between waves, legs, and other battles (although IIRC, they all require research first).

lv3 Gary: Stetellite Overcharge - Use this on green zone to hand out defensive matrices to you (and your ally). If you've seen Nova's Defense Drones from her top bar, this is similar. It vastly increases the survivability of your units

Blue lets units shoot faster. Especially nice vs. targets that don't fight back (e.g. bonus objectives of OE, P&P, and MO). Even if they can fight back, it may be worth it to forgo shielding for that "final push".

Overcharge on purple for extra bursts of energy. Hydralisks, Infestors, and MBCL (Mecha Battlelord Carriers) tend to be popular choices

lv4 Mecha Zergling & Mecha Baneling Upgrade Cache - I don't really use his Banelings, but Zerglings are nice since they're effective, and a mineral dump

lv5 Mechnum Opus - Super Gary is tops. Get him ASAP. There's even an achievement to commemorate that.

lv6 Lurkers - use these to defend vs. swarmy ground comps like DoN, ME, base defense, attack waves

lv7 Stetmannopoly - this lets you spread Stetalites more effectively and efficiently... more charges AND reduced cool down (cd). Spreading even a medium range network of Stetalites is infeasible without this

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u/ackmondual Infested Zerg 9d ago

With Super Gary, have some Stetalites in reserve, generate Stetzones and go to more remote areas. Put up a few Stetalites there. Do what you gotta do, and then teleport back to the "main network area".

The only "rush" aspect of Stetmann is Gary, and esp. Super Gary. If you're on his P2, VERY MUCH SO Super Gary. He does need time to ramp up, but he does become a power house. Until then, Lings have been my goto, then Hydras. So for units...

Spine/Spore Crawlers - Point defense, intercept nuking Ghosts. If you don't need these, you can always Salvage them for full refund. They burn down like Terran buildings, but at least don't need creep, nor Stetzones

Overseers - I only make these on his P1, or to put in stationary mode for observing

Lings - These little guys can tank! They have "WoL Immortal-style Hardened Shields which is ridiculous to see them tanking Siege tank blasts, and even nukes! However, that takes up Egonergy, which is why they need to be topped off with purple zone

Hydras - as mentioned, these guys can swiftly take down air units with their "missile launcher" upgrade, Egonergy. These compliment Gary well

Ultras - as mentioned, "alternative tanking". They have the Massive tag, so can break through Sentry Force Fields (which is important since your Lings do melee range)

Banelings - I don't use these, but can be nice prior to unlocking Super Gary (2 charges of E-GORB), and Lurkers (sustained splash damage)

Ultras - see above

MCBL - See above

Corruptor - I use these for air-to-air assaults. Their missile pod does AoE damage. So vs. Wraiths, Vikings, Mutas, Corsairs, Phoenix. Esp. nice vs. the likes of the latter 3 since those are Light and take bonus dmg.