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Co-op Power Rank: Mutation #37 - Ulnar New Year

Forum Index > SC2 General
11 CommentsPost a Reply

Co-op Power Rank: Mutation #37 - Ulnar New Year

Text bymonk
Graphics byv1
January 28th, 2017 11:58 GMT

Mutation #37: Ulnar New Year

Author: monk


General Criteria


  • This ranking assumes play is at a GM+ level. As such commanders with a high skill cap (Raynor, Kerrigan, Swann, Alarak) are utilized close to their full potential, and will be rated higher than you might expect.
  • The ranking mainly assesses how easily a commander can clear each mutation. Clear consistency is considered first, followed by average speed.
  • It assumes minimal help from the co-op partner. However, abilities that greatly assist an ally in a particular mutation are considered as well. This category include Artanis’ Guardian Shell, Swann’s Gas Drones, and Karax’s Repair Beam.
  • How easily commanders can clear the bonus in addition to the mutation is considered as well.
  • This ranking accounts for all 12 possible enemy compositions as different commanders struggle against different compositions. We consider both average and worst case scenarios.
  • Cheeses are generally not considered e.g. Raynor + Artanis on Lock & Load, Vorazun on Void Thrashing.

Mutation Overview


For the purposes of this mutation, commanders are split into two groups: brute-force clear with basic A-move + micro tactics (Zagara, Stukov, Artanis, Kerrigan, Raynor), and incremental clear that slowly gains ground (Alarak, Karax, Abathur, Nova, Swann).

Fireworks is one of the most difficult mutators in the game released so far. It does huge AoE damage and unlike similar mutators in the past e.g. Self Destruction, Fireworks actually tries to target your units. Many commanders have to use unconventional unit compositions since immobile, low-HP units fare so poorly against it. Units with any combination of high HP, high range, high micro potential, and disposability work well in this mutation.

Lucky Envelopes is an interesting mutator as it only provides economic benefits, although you have to be nimble and use quick thinking to take advantage. Assuming you can reliably find and collect them, let’s take a look at how good commanders would be with an essentially 3-base economy. Some commanders such as Zagara and Alarak benefit greatly, while others such as Abathur could hardly care less.

Ranking


#1 Zagara


Out of all 37 mutations that have been released so far, I have never considered ranking Zagara as #1 until now. Traditionally, Zagara is one of the worst commanders for mutations because her suicide units tend to be inferior against the tougher challenges mutations provide. With additional resources, Zagara can overcome the cost-benefit wall and clear the map in record time by running Banelings, Zerglings, and Scourge into everything. By nature her units aren’t particularly weak to Fireworks since they are fragile and get quickly replenished. Reliable macro off of 6+ Hatcheries is all you need.

#2 Alarak


The main limitation while playing the Ascendant style is minerals, as you rely on them to supply Ascendants with Supplicants. Lucky Envelopes fixes that problem entirely, so you can keep your Ascendants fully topped up. They can easily kill units out of Fireworks range via spamming Psi Orbs, albeit in a slow and steady fashion. As Ascendants grow they gain HP, making them more and more resilient to Fireworks. It takes a while, but they can clear the map with minimal losses.

#3 Karax


Although Cannons are demolished by Fireworks, they defend Locks well and are expendable due to the sheer amount of resources you’ll have. Carriers are also great on the mutation due to their high range and HP; Fireworks will often target Interceptors instead of the main unit. Mirages should work as an alternative if you have units to kill buildings.

#4 Stukov


Fireworks wreck your infested units, but they’re quite expendable anyway. With Envelopes you’ll have enough resources to spam Infested Terrans and your choice of a Mech unit. Diamondbacks are recommended as they help with air and can be microed to avoid Fireworks. He struggles a bit against air waves in general due to Civilians not hitting air.

#5 Abathur


Your best option here is mass Mutalisks with micro. Open with Mutalisks, but don’t fight with them until you reach 100 Biomass. Split them into two control groups, using a 100 Biomass group to fight and a fresh set picking up Biomass from the stragglers. You’ll need to use moving-shot attack micro with the Mutalisks, attacking once and then immediately dodging the Fireworks that come from the units you kill. This is a tedious process but it gets results consistently. Add Devourers for air waves with Queens at home to heal them up since they don’t have the Mutalisk regen. Use your extra resources for Spines + Spores. This is a very high-skill cap strategy.

#6 Artanis


Phoenix/Zealot/Immortal is the unit composition of choice. Phoenix can dodge Fireworks, Zealots offer expendable damage, and Immortals help to clear buildings as well as function as a survivable ground unit. Guardian Shell excels at protecting you and your ally from Fireworks in cases when you mismicro. It struggles a bit against Terran/Protoss air waves as they often contain Armored units. Naturally, Phoenixes have a difficult time shooting down.

#7 Nova


Nova wants to rely on the highest HP and durable units available: Tanks, Ravens, and Liberators. An endless supply of minerals gives her access to all the mines she could want. However, Tanks should never be used in Tank mode as it makes them sitting ducks. Liberators, on the other hand, handedly outrange Fireworks and are just as sturdy as Tanks. Ravens are your most reliable source of anti-air with Seeker Missiles. Goliaths can be used against Terran/Protoss air but Ghosts, which are usually amazing units, are too fragile against Fireworks. Use Defensive Drones and Air Strikes liberally as well as Airlifts to dodge Fireworks damage. This strategy struggles more against air because Mines don’t hit air.

#8 Kerrigan


Kerrigan rocks the early game and then tries to hammer through with Queen/Ultralisk/Hydralisk. Ultralisks with their reincarnation ability shrug off Fireworks. As usual Kerrigan struggles against air waves, especially since Hydralisks are so vulnerable to Fireworks.

#9 Raynor


Raynor brute-forces this mission with mass Orbitals and an endless supply of Bio/Mine that trades with the enemy. Good mechanics are key here. It’s possible to reach 10 Orbitals and mine the entire map before finishing the mission. Beware of Ling/Baneling/Viper compositions.

#10 Swann


You have a bit of flexibility here as two compositions work. There’s the Herc/Tank/Thor/Vessel style that prioritizes range, HP, and the revive ability. Then there’s Cyclone/Hellion/Vessel, which is usually rarer but more viable in this instance. Envelopes gives you the necessary extra resources and the composition is tailormade to dodge Fireworks. Turrets act as a good mineral sink in both strategies to defend positions. I rank Swann lower because he’s slower and less powerful than many of the above options. He struggles against air, but Cyclones are sufficient there.

#11 Vorazun


I’m not sure how any of Vorazun’s units work efficiently here. Vorazun’s three main units, DTs, Corsairs, and Void Rays, certainly aren’t mobile enough to dodge Fireworks. Anti-air is a huge concern here. Corsairs can’t move and shoot at simultaneously and do pitiful damage anyway. DTs have to Blink out after doing damage and only revive once every four minutes now. Although I’ve yet to try Stalkers or Dark Archons, I’m not optimistic about their potential.

Writer: monk
Graphics: v1
Editors: munch
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Shellshock
Profile Blog Joined March 2011
United States97276 Posts
Last Edited: 2017-01-28 16:15:20
January 28 2017 16:14 GMT
#2
I agree for the most part with the ranking. for my personal one I would have swann a little ahead of raynor just because of his army's slightly higher survivability (i just play pure bio with Raynor though) and that the drill abilities can kill lots of fodder units from long range meaning you wont lose anything to fireworks. Also I found Swann's turrets really good at buying time to defend locks because of the excess minerals you have in this mutation

zagara my clear #1 though. definitely agree there
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
Tuczniak
Profile Joined September 2010
1561 Posts
January 28 2017 19:50 GMT
#3
Interesting. I won't be able to try this mutation, but this article made me wish I could.
Tohron
Profile Joined April 2010
United States135 Posts
Last Edited: 2017-01-28 19:58:53
January 28 2017 19:51 GMT
#4
I'd rate Raynor a bit higher if you have good APM. Ten orbitals is an understatement - I used the extra resources to ramp up to around 14 orbitals at about halfway through the mission and stayed there. Once I hit 14 orbitals I never ran low on minerals even though I was sending endless waves of marines and vultures to their deaths. With more APM I could probably have kept twice as many units active at a given time and have enough mines planted to reliably stop the ground part of enemy attacks. An Artanis ally (admittedly not something you can rely on) would make him extremely powerful here.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 28 2017 22:46 GMT
#5
Abathur with mutas was fairly easy. So far I've only do it as Vorazun and Abathur, although I'm 2 for 2, so yeah! I didn't wait for 100 biomass mutas before engaging. Honestly mutas are so easy to dodge any type of firework and even if you do get hit you run back for a bit and heal up fairly quick.

I'm also not sure about your Vorazun being the weakest. Especially since DTs will respawn and when they are shadow jumping around they dodge fireworks fairly well. Plus setting up a dark pylon on every lock with some cannons is overpowered since you can always just recall to whichever lock needs help.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
oGoZenob
Profile Joined December 2011
France1503 Posts
January 28 2017 22:59 GMT
#6
Damn, I didnt know that coop was that serious oO
I like starcraft
Superbanana
Profile Joined May 2014
2369 Posts
January 29 2017 02:01 GMT
#7
On January 29 2017 07:59 oGoZenob wrote:
Damn, I didnt know that coop was that serious oO

What do you mean?
Brutal mutations are challenging enough to be fun.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 29 2017 07:25 GMT
#8
Just did it as a Stukov and it was like I wasn't even trying. This mutation is such a joke on brutal. I didn't even build barracks. All I did was mass bunkers/turrets with mass upgrades. We captured the first three locks and I placed like 6 bunkers and 6 turrets at each lock and it was never a problem. Eventually killed bonus and got other locks ezpz.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
krlwlzn
Profile Joined July 2016
118 Posts
January 29 2017 11:02 GMT
#9
On January 29 2017 16:25 SidianTheBard wrote:
Just did it as a Stukov and it was like I wasn't even trying. This mutation is such a joke on brutal. I didn't even build barracks. All I did was mass bunkers/turrets with mass upgrades. We captured the first three locks and I placed like 6 bunkers and 6 turrets at each lock and it was never a problem. Eventually killed bonus and got other locks ezpz.


Be that as it may, playing the mutation once won't actually give you an accurate reading of the overall difficulty since the difficulty is really dependent on what race and composition your enemy has.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
January 31 2017 19:12 GMT
#10
I've felt for a long time that Zagara is by far the most powerful Commander and works well for the majority of the mutations. Swarming Lings that ignore armor with attacks is really strong, and she is exponentially stronger if you get teamed up with an Artanis, allowing the Guardian Shield to buy extra time for the Lings to do damage and to ensure Baneling hits.
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2017-02-01 04:17:01
February 01 2017 04:15 GMT
#11
On February 01 2017 04:12 BronzeKnee wrote:
I've felt for a long time that Zagara is by far the most powerful Commander and works well for the majority of the mutations. Swarming Lings that ignore armor with attacks is really strong, and she is exponentially stronger if you get teamed up with an Artanis, allowing the Guardian Shield to buy extra time for the Lings to do damage and to ensure Baneling hits.

Monk's rankings assume your team mate is in the game (there by denying you the benefit of their resource income that you would get if they had left) but is doing nothing (there by requiring you to cover the responsibilities of both players on a 2 base economy). In this situation, on brutal mutations, you will run out of resources in the late game without being able to kill all the necessary units by your self. Zagara is fine when you have a reliable partner who can contribute their share, or when you have extra income to keep her war machine scaling beyond its normal limitations, but Monk's recommendation is based on the absolute worst case scenario where her capability reaches a hard cap.

EDIT: So to be clear, I do agree Zagara works well in the majority of situations, but I'm just pointing out that Monk isn't ranking for the majority of situations, he's ranking for worst case scenario.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
figq
Profile Blog Joined May 2010
12519 Posts
February 04 2017 15:17 GMT
#12
Zagara is my favorite in general. I've rarely tried others. Her abilities are awesome!
If you stand next to my head, you can hear the ocean. - Day[9]
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