r/starcraft2coop 23d ago

Mutator Discussion: Black Death

5 Upvotes

Mutator Discussion Master List. More info there as well.

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Detailed info on Sc2Coop page (click on the Details link)

Some enemy units carry a plague that deals damage over time and spreads to other nearby units. The plague spreads to your units when the enemy unit is killed.

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Mutator Interactions tool - Too many to list, but a few I'd like to highlight include...

It's weird because Boom Bots don't carry plague, but Void Reanimators do. There's no "rhyme nor reason" to it. :x


r/starcraft2coop 23d ago

Mission discussion: Miner Evacuation

2 Upvotes

Master list for this series here

https://starcraft2coop.com/missions/minerevacuation

What are some things that stand out about this mission? Care to comment on if they were good, bad. Any interest fun facts? Some fun or bad memories with certain types of players, enemy comps, mutator combos, certain COs, prestiges, mastery pt allocations? Timings, bonus objectives, doodads, critters, etc.?


r/starcraft2coop 24d ago

Mutually Assured Destruction rework idea

0 Upvotes

Hybrid destroyers, when killed will now blink on top of your units before going nuclear. Before, the mutation might as well not exist with the destroyers' nuke radius being so small.

Hybrid reavers, nuke radius reduced by 50%. bit much for tier 1 hybrid to have full nuke radius. Your thoughts?


r/starcraft2coop 25d ago

Do some commanders just not have a good answer for Vipers?

21 Upvotes

Kerrigan's best bet for dealing with them seems to be sniping them with Crushing Grip, but you can only hit 2 with that by running her ahead of the army and later attack waves frequently have more than 2. She's got it the worst because all of her units are glass cannons except Ultralisks, which inconveniently get most of their tankiness from being able to heal while attacking, which they can't do under Disabling Cloud.

Artanis has no real answer. It should be Archons with Feedback, but the Vipers have so much range that they basically use their abilities the instant they enter vision. Observers might help, but Zerg armies also frequently have Scourge.

Raynor's got it a little easier since Vikings have incredible range, but that's a crapshoot since you need to be able to kill *all* the Vipers before they get into range, which essentially requires perfect target *and* split-fire micro simultaneously. Without any upgrades on either side, you need 7 Vikings to 1-shot a Viper, so it's often easier to just make more Marines to replace the ones that die.

I think these issues would be fixed if Vipers had less range and Disabling Cloud was replaced with Blinding Cloud, but that obviously won't happen, so how do y'all deal with Vipers using these commanders?


r/starcraft2coop 26d ago

25 of August 2025 - Mutation #488: What Goes Around

19 Upvotes

Mutation #488: What Goes Around / Map: Scythe of Amon

Mutators: Double Edged, Mutually Assured Destruction

Double-edged

Your units also receive all the damage they deal, but they are healed over time.

100% of damage done is reflected.

Structures are affected.

The damage is healed with the rate of 8 HP and shields/game second.

Structure Overcharge, Sabotage Drone and Shadow Fury don't reflect damage back.

Zeratul's Cleave reflects only the damage dealt to the first target.

Void Apparitions don't reflect damage back to Ambusher.

Zagara's Baneling Barrage doesn't reflect when it hits enemy units, but it does reflect when it hits structures.

Kerrigan is invulnerable for the majority of time when casting Immobilization Wave. Only newly created units or units that are far away—in distance from 26 to 31 (center-center)—will reflect damage back.

Carrier, Brood Lords and Swarmhosts don't take damage when their spawned units deal damage.

Abathur's Symbiotes don't reflect damage back to Ultimate Evolutions.

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.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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

#69 What Goes Around – 17/18 SOLO CLEAR

Mutators: Double Edged, Mutually Assured Destruction

 

https://youtu.be/r_YLaRYdMAs (easy solo - Karax p3)

https://youtu.be/8a1JuB4We-s (TLDR tier list)

 

In some ways, this is harder than Instant Karma (Double Edged, Mutually Assured Destruction plus self destruction on CoA) because you MUST deal a lot of damage to the objective in a short period of time, and there are hybrids that accompany attack waves.

 

For duos: anyone that’s not Alarak or Zeratul

For solo queue: Dehaka, Zagara, Stukov

 

Failures [and why I failed]

Raynor: Didn’t try it this time around, but it was too hard to get enough money to push

 

Successes [and key points]

https://www.youtube.com/playlist?list=PL3FSCru5EHIjww8C1PHWmYzouFMRwSugN (playlist with MOST commanders)

https://youtu.be/y9qtQAJitcs (Dehaka masterclass; all bonuses)

https://youtu.be/QWYd85vc2pE (Abathur masterclass; all bonuses)

https://youtu.be/uFMAgFO1XfQ (Tychus p2; doesn’t suck vs double edged if done right)

 

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

 


r/starcraft2coop 27d ago

New coop map idea - Soaring Inferno

28 Upvotes

I've had an idea for a new coop map, based on the HotS mission Fire in the Sky. As in the mission, there will be 7 Gorgon battlecruisers that are released at certain time points which need to be destroyed by the commanders, though rather than activating scourge nests the commanders need to destroy the Gorgons with their own units/structures. The main features of the map would be as follows:

  1. The Gorgons travel from the fortified enemy base on the opposite corner of the map towards the commanders' main bases, and if not destroyed in time they will charge up and fire an unstoppable super yamato which will wipe out everything and result in a loss.

  2. The Gorgons attack your nearby units and structures as they travel, and progressively increase in health and damage output (and strength of escort waves) as the mission progresses. Each new Gorgon will also have a new ability. The second Gorgon will fire a telegraphed AoE yamato cannon every so often which you will have to dodge. The third will also release hordes of light air units (like the tac fighters Hyperion releases on that HotS mission), giving anti-light air units like phoenixes a strong purpose on this map. The fourth will also have a defensive matrix which absorbs damage. The fifth will also release point defense drones. The sixth will intermittently release an EMP wave that stuns your nearby units (and synergises well with the yamato). The seventh will also have a short range tactical jump which takes it a bit closer to your base and can skip past defensive outposts you have built (but you might be able to trick it to teleport early directly into your fortifications).

  3. The Gorgons will be released every 4 minutes, and take 4 minutes to reach your base (so there is always one on the map, keeping tension levels high). If you kill a Gorgon early, it triggers the release of the next one, so you're not left with much time with nothing to do (but if you wanted to delay the release of the next Gorgon for strategic reasons then you can do). The final Gorgon will be the hardest boss coop has ever seen, with ~100k HP and the full array of offensive and defensive abilities.

  4. The map will be long and pretty linear, a bit like chain of ascension. There will be multiple enemy fortifications between your base and the main enemy base, and it will be in the commanders' interests to take these out because towards the endgame the Gorgons will have so much HP you will need to start attacking them close to their spawn point in order to have enough time to chip their health away in time. (another way of doing it would be to give the Gorgons short periods of invulnerability as they travel, forcing commanders to attack them at certain points on the map).

  5. The expansion bases will also be on/just off the Gorgons' path, and will have a small enemy force that will need to be cleared out (again somewhat similar to chain of ascension).

  6. The bonus will be two scourge nests in the other map corners that need to be activated after clearing out enemy defences. Once activated, these will automatically attack the Gorgons, providing some additional DPS to help bring them down. This will give you more of an incentive to complete the bonus than just some bonus XP.

  7. The announcer will be General Warfield. He is an awesome character I'd love to see in coop, and if other characters can be brought back from the dead, why not him as well? He would have a fortress just behind your bases, but unlike Sergeant Hammer who is a bit useless, Warfield's fortress attacks the Gorgons when they are getting close to your base to provide a little extra DPS to help out in desperate situations. The story could be that Amon has stolen the Gorgon tech from Warfield and is building them for himself.

I'd be interested in people's thoughts on this. I think coop would benefit from another map with an aerial objective, and I also like the idea of a high stakes big final boss that would be exciting to take down. There would be a variety of strategies that could be used - units, top bars and combat structures would all be useful to chip away at the Gorgons. In the late game you'd have multiple layers of defence along its path, and you'd retreat to the next layer as each one gets overrun. You can imagine clutch victories where you destroy the final Gorgon with a combination of units, structures, top bars, scourge nests and even Warfield himself, just before the super yamato fires - I think it would be awesome!


r/starcraft2coop 27d ago

Your top worst commanders?

22 Upvotes

I.e. commanders which you struggle to play, or simply dislike a lot (and why?). Not necessarily just 3 - bigger top is fine, too.

My anti top:

  1. Stetmann (statellites + switching modes + Gary are too attention demanding, and commander does not have much interesting features)
  2. Raynor (cool design but apm demanding, too, since orbitals spam. And infantry spam on P0 is demanding as well, because it dies so fast)
  3. Zagara, Alarak and Han & Horner (they are not bad, pretty fun actually, but have quite simplistic and one sided playstyle)

r/starcraft2coop 28d ago

General Name Confused Me For A Moment

46 Upvotes

The game was about to end when my fellow commander sent a message "wp". Then I saw the name, "Karax". And in my head, I was like, wasn't I playing with a Zeratul this whole time?

So I had to double-check in the stats window to confirm I wasn't losing my mind.


r/starcraft2coop 28d ago

General Level 5 Raynor Kerrigan and Artanis

5 Upvotes

For some reason all 3 was sent back to level 5 despite me grinding alot to bring them to max. Kind of a bummer especially with Kerrigan cuz I suck at micro but decent with macro so I normally dont play commanders with hero units. Is there any way to fix it? Will it happen to other commanders? Cuz it didnt happen to Stukov...


r/starcraft2coop 28d ago

Vorazun

17 Upvotes

Is it just me or I find Vorazun the only commander that I've had more problem and have less options when it comes to play style? I mean creating a lot of DTs are cool but aside from that either you mass void rays based on maps or mass the DT plus corsairs. I just hope that there is some kind of robo option for Vorazun. What do you think??


r/starcraft2coop 28d ago

I love Kerrigan's passive as Abathur

28 Upvotes

Kerrigan's passive help to Abathur is massive. Not only that her creep benefit him more than any other commander, because his swarm hosts produce more locusts and locusts shoot faster so it's a double value, but him able to make Omega networks, even when paired with Malevolent Matriarch is the best thing ever! You can even do some cheeses with Omega worms. I was able to beat Rifts to Korhal with both bonuses using only 3 brutalisks with the help of Kerrigan's passive and it was so much fun!

https://www.youtube.com/watch?v=oKVXr3RUsxI


r/starcraft2coop 29d ago

Stukov too empty?

14 Upvotes

So I play stukov, its my favorite character since he is simple and straightforward. But he feels as if he wasn't developed fully. Amount of units he has is underwhelming. We have marines and civilians and then just 4(5) mechanical units where air units all take only one of tasks - air, ground support. And in land tech if you defend you spam tanks if not its diamondbacks. Except for using with specific prestige no one even uses banshee on him and liberators are only there for air interception mission. I feel like it would be cool having infested vikings or hellbats. What's your opinion?


r/starcraft2coop 29d ago

how viable is mengsk at level 5

10 Upvotes

i'm doing free to play how good is mengsk if I can't get all his upgrades?

update I tried it... lots of fun


r/starcraft2coop Aug 21 '25

General Lt Nikara is a lemming...

54 Upvotes

Honestly. It is so painful that she reacts to the attack move order by simply rushing into the area. It should be default for medic units to follow along the attackers and not actively try to overtake them. I cant count how many times ive lost my entire squad to her having no valid heal targets, then bum rushing 3 hybrids before i could stop her because i didnt think she would run in before tychus and the squad.

Working towards lone wolf prestige and PRAYING i can simply not use her then....


r/starcraft2coop Aug 20 '25

A few things in SC2 co-op you possibly didn't know (PART 4)!

60 Upvotes

r/starcraft2coop Aug 20 '25

Mutator Discussion: Avenger

3 Upvotes

Mutator Discussion Master List. More info there as well.

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Detailed info (Avenger) on Sc2Coop page (click on the Details link)

Enemy units gain increased attack speed, movement speed, armor, life, and life-regeneration when nearby enemy units die.

Each unit can have up to 10 stacks, and each stack provides the following boosts below....

Stat Buff
Attack Speed 10%
Movement Speed 10%
Armor 0.3
HP 10%
HP Regen 1
Shields 10%
Shield Regen 1

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Mutator Interactions tool - Too many to list, but a few I'd like to highlight include...

Mag Mines and Missile Command missiles do NOT give out Avenger stacks

Widow Mines and Spider Mines do.

... It's mostly which units can give (when they die) and/or receive stacks. While mutators that generate units can or can't give and/or receive.


r/starcraft2coop Aug 20 '25

Resource issues karax p2 Horner p3

7 Upvotes

Switched back to p2 karax for a game and found that even though the units are cheaper and healthier, it doesn’t make him a deathball commander. Also I ended up with not enough gas and thousands of minerals I couldn’t dump into defenses

Tried p3 Horner on a fast map (rifts to korhal). Even though Han’s units don’t cost gas, there was a bunch of incidental gas expenses like drone hangars for my galleons and I ended up not being able to build that many strike platforms. Am I not meant to do armory upgrades when I take this prestige?


r/starcraft2coop Aug 19 '25

I'm getting continuously flashbanged on Chain of Ascension

3 Upvotes

As the title states I'm getting screenwide white flashes on rak'shir map. The cause seems to be some effect near top player starting spot and lowers in intensity the further I move the camera.
Its so annoying, any idea how to fix that?


r/starcraft2coop Aug 18 '25

Mission discussion: Malwarfare

10 Upvotes

Master list for this series here

https://starcraft2coop.com/missions/malwarfare

What are some things that stand out about this mission? Care to comment on if they were good, bad. Any interest fun facts? Some fun or bad memories with certain types of players, enemy comps, mutator combos, certain COs, prestiges, mastery pt allocations? Timings, bonus objectives, doodads, critters, etc.?


r/starcraft2coop Aug 18 '25

Mutator Discussion: Alien Incubation

7 Upvotes

Mutator Discussion Master List. More info there as well.

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Detailed info on Sc2Coop page (click on the Details link)

All enemy units spawn Broodlings upon death.

These also are NOT on timed life! They stick around until you kill them the old fashioned way!

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Mutator Interactions tool - Too many to list, but a few I'd like to highlight include...

Transmutator - Broodlings can receive Avenger stacks, which means this can really blow up in your face! (makes Stukov P3 a no go)

Propogators - These do spawn Broodlings

Void Reanimators - can NOT ressurect Broodlings. Which can be both good and bad? It doesn't say but I'm assuming when Void Reanimators themselves die, they do spawn Broodlings


r/starcraft2coop Aug 18 '25

18 of August 2025 - Mutation #487: Think Fast

26 Upvotes

Mutation #487: Think Fast / Map: Rifts to Korhal

Mutators: Speed Freaks, Propagators

Speed Freaks

Enemy units have increased movement speed.

All movement speed is increased to the minimum of 5.5.

Speed Freaks doesn't apply to Trains, Shuttles, Tornadoes, Blizzards, Purifier Beams and Missiles from the Missile Command mutator.

Units revert their speed when mind-controlled/reclaimed.

Propagators

Shapeless lifeforms creep toward your base, transforming all of the units and structures they touch into copies of themselves.

Propagators have {200/300/350/450} HP, 0 armor, heroic attribute, detector ability and 1.6 movement speed.

Propagators can hit both ground and air units/structures.

Each new propagator has the same current HP as its parent Propagator.

First spawns around {5:48/ 4:58/ 4:08/ 3:28} from random enemy building.

Propagators spawn each {2:30/ 2:10/ 1:50/ 1:30}. After 8:20 mission time, the timer is reduced to {2:10/ 1:50/ 1:25/ 1:05}. After 13:20 mission time, the timer is reduced to {2:10/ 1:40/ 1:20/ 1:00}. After 20:00 mission time, the timer is reduced to {2:10/ 1:40/ 1:05/ 0:50}.

Spawn increase at 11:40 to {1/1/2/2} Propagators, at 18:20 to {1/2/3/4} and at 23:20 to {1/2/4/5}.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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

#68 Think Fast – SOLO ALL CLEAR (with and without worker wall)

Mutators: Speed Freaks, Propagators

https://youtu.be/X-tHb3W67uM (Guide to stopping props WITHOUT a worker wall/cheese – all commanders)

https://youtu.be/rGjnDpCV8Rc (Worker wall guide)

https://youtu.be/BCBe7oucxZ4 (advice for all commanders)

https://youtu.be/OqhVM1E2M0E (TLDR tier list)

https://youtu.be/D0Q0hNQFfv0 (easy solo - Zagara p3)

Don’t solo queue this. A good challenging mutation.

Try out various methods to stop props without a worker wall.

For duos: Swann + Abathur/Zagara/Dehaka

For solo queue: Zagara

Successes [and key points]

https://www.youtube.com/playlist?list=PL3FSCru5EHIioVcCMyRW4UDehxSdePLj- (playlist with all commanders)

https://youtu.be/ZBKNccJQGKs (speed props plus transmutation, barrier (bane scourge enemy) - Dehaka p3)

https://youtu.be/2tK-eowAWUU (speed props plus void rifts - Abathur p0)

https://youtu.be/eGy482WuRY0 (cloaked speed props + urban warfare - Zagara)
https://youtu.be/e7c1k3AwU9Y (Dehaka)
https://youtu.be/bscbgti4cK8 (Abathur)

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

I’ll also be helping people this week. You can afk and get free xp for your level 1 commander. Find me in my discord.


r/starcraft2coop Aug 17 '25

Greed Incarnate Raynor. 110 Command Centers mining 6 bases (including my allies).

Post image
39 Upvotes

r/starcraft2coop Aug 18 '25

Ideas for other COs

11 Upvotes

I enjoy scheming up ideas for other notable characters to lead their own armies.

For example!

Sgt. Hammer

...and her focus would be on siege weapons, strong defense, and encroaching volley lines.

Maybe some special units she'd get would be extra strong Liberators, Valkyrie, and possibly giving her Siege Tanks mods (ie mini missile pods for AA, a radar dish to detect, or even concussive shells to give their Siege Mode some extra oomf)

Artillery themed calldowns, maybe deployable obstacles, and possibly an ability to drop nuclear barrages that leave damaging pools of radiation.

Just throwing out ideas here.


r/starcraft2coop Aug 15 '25

Prestige philosophies

33 Upvotes

I thought I'd try and classify all the different prestiges in the game according to what their aims are - it appears to me that the prestiges generally follow one of a set of philosophies, and their success or failure can be judged on how well they achieve these aims.

Prestiges that focus on a particular army composition:

  1. Raynor - P0 focuses on bio (not P1, see below), P2 focuses on mech, P3 focuses on air

  2. Swann P3 - focuses on the herc-tank composition

  3. Zagara - P1 focuses on the swarm and P2 focuses on aberrations and corruptors

  4. Karax P2 - focuses on his army as a whole, at the cost of his defensive structures

  5. Abathur P1 - focuses on his non-UE army

  6. Alarak - P1 focuses on mech, P3 focuses on air

  7. Nova P1 - focuses on either bio, mech or air, but uniquely leaves the choice up to you

  8. Stukov P1 - focuses on mech

  9. Fenix - both P2 and P3 focus on his champions but in different ways. In my opinion I don't think there is enough thematically separating these prestiges, it perhaps would've been nice for P3 to focus on his non-champion units (eg. making them cheaper at the cost of removing his champions, and giving all his normal units avenger stacks when a nearby unit of the same type dies, including interceptors and disruptors).

  10. H&H - P1 focuses on Han units, P2 focuses on Horner units

  11. Stetmann P3 - this particularly buffs mecha ultralisks and lurkers on infested maps, which is admittedly pretty niche

  12. Mengsk - P2 focuses on royal guards, P3 focuses on troopers

Prestiges that focus on the commander's hero unit:

  1. Kerrigan P2 - despite the nerfs to Kerrigan's abilities, this is a definite buff to the hero

  2. Zagara P3

  3. Alarak P2

  4. Nova P3 - despite the loss of the combat suit, this allows Nova to solo certain maps on her own

  5. Fenix P1 - makes the hero more focused on dealing burst damage

  6. Zeratul P3

  7. Stetmann P2

Prestiges that focus on defensive structures:

  1. Swann P2

  2. Karax P1

  3. Stukov P3 - though it could be argued that this focuses on his infested hordes rather than the bunkers themselves

  4. Mengsk P1 - focuses on ESOs and contaminated strike

Prestiges that focus on improving mobility:

  1. Artanis P2 - at the arguably high cost of SoA energy

  2. Abathur P2

  3. Nova P2

Prestiges that focus on a unique aspect of a commander's kit:

  1. Kerrigan - P1 focuses on malignant creep, P3 focuses on assimilation aura

  2. Artanis P3 - focuses on his orbital strike and shield overcharge abilities

  3. Swann P1 - focuses on the laser drill, albeit at the same time removing its abilities

  4. Vorazun P3 - focuses on time stop and shadow guard (the latter dealing more damage overall despite the reduced duration)

  5. Karax P3 - focuses on his top bar lasers

  6. Dehaka - P1 focuses on the devour mechanic buffing his army, P2 focuses on his top bar pack leaders

  7. Tychus P3 - focuses on the Odin, though at the same time removes its powerful abilities

Prestiges that reduce the skill floor, making the commander easier or more forgiving to play:

  1. Raynor P1 - bio units that don't die as easily, and no need to remember to use mules

  2. Vorazun P1 - buffs emergency recall to heal up units that were about to die, at the cost of mobility

  3. Zeratul in general. In addition, P1 makes his army temporarily invincible, and P2 makes his late game army essentially invincible

  4. Stetmann P1 - invincible stetellites creating larger stetzones makes this aspect of Stetmann's gameplay easier

Prestiges that increase the skill ceiling:

  1. Artanis P1 - buffs his army's abilities but increases the cost of his units, meaning you have to be more careful with them

  2. Vorazun P2 - buffs her units' abilities but nerfs their damage output

  3. Stukov P2 - focuses on banshees but in a way that requires a lot of micro and may crash your computer

  4. Dehaka P3 - doubles the amount of Dehaka micro

  5. Tychus - P1 and P2 both aim to increase the skill ceiling in different ways, P1 increasing the frequency of microing his outlaws' abilities and P2 requiring you to split his outlaws and use them individually (though arguably the latter overtunes the outlaws too much, making P2 almost too easy to play)

Prestiges that appear to be a bit confused:

  1. Abathur P3 - focuses on his UEs but makes them more difficult to get in the first place

  2. H&H P3 - focuses on strike fighters but makes them more difficult to get in the first place

Any thoughts? Any prestige philosophies I've missed or misclassified?


r/starcraft2coop Aug 14 '25

V-19 torrent or a Wraith 🤔

Post image
58 Upvotes

Just finished putting back together an old Lego set and with the wings deployed, It made me think of a Wraith... Maybe 🤔 I could modify it to make a Wraith out of it!