Overview
Karax, the Khalai Phase-Smith, commands the powerful Spear of Adun arkship as well as a wide array of mechanical units and structures. The Spear of Adun abilities at his disposal are capable of raining death down upon Amon’s forces while aiding your own. Above all else, Karax is known for his stalwart defense, but do not doubt his potential for offense. Though any player will be able to employ his defensive playstyle, mastering Karax requires being flexible and at times leading the charge into battle.
Strengths
Omnipresent Spear of Adun: Karax has a myriad of abilities that can strike down enemy units and objectives across the entire map. If used efficiently, these abilities can almost single-handedly take down every enemy wave on their own. This is especially useful when facing mutators such as Void Rifts or Reanimators, where you have to quickly take out key units spread across the map.
Strong Static Defense: Karax is the epitome of a strong defense. With Photon Cannons, Shield Batteries, Khaydarin Monoliths, Energizers and the Spear of Adun, Karax can create an indomitable defense that can indefinitely hold back most enemy waves you will encounter in the game, provided that you set up the defense effectively.
Vast Array of Support Abilities: Karax has a plethora of supportive abilities, including global repairs for allied mech units and structures, a Chrono Field passive and Chrono Wave ability that boost the production of all allied structures, as well as the Unity Barrier, which protects all friendly units.
Weaknesses
Weak Offensive Capabilities: Without his Unit Cost Reduction mastery, Karax’s units are mostly overpriced with the 50% unit cost penalty. Even with Unit Cost Reduction mastery (up to -30% unit cost), his units are often not as efficient as those of other commanders. Additionally, he has a fairly substantial ramp-up time due to his heavy reliance on gas for an army-oriented build. As such, Karax is often seen as a defensive and supportive commander, rather than one known for his offensive capabilities.

Suggested Unit Compositions
![[image loading]](http://www.teamliquid.net/staff/monk/Coopguides/Karax/Units_Comp1.jpg)
Static Defense (Photon Cannon/Khaydarin Monolith/Shield Battery/Energizer):
The bread and butter of Karax’s playstyle, a strong static defense setup is the most common Karax build, especially for mutations where a strong defense is required. While this is a solid way to play Karax in purely defensive missions such as Temple of the Past and Oblivion Express, there are often better options that allow players to contribute more effectively on missions with offensive components.
![[image loading]](http://www.teamliquid.net/staff/monk/Coopguides/Karax/Units_Comp2.jpg)
Mass Carrier:
Mass Carrier is Karax’s most robust and powerful end-game composition. It has few weaknesses in battle and will slowly and steadily win you the game. However, the extremely slow ramp-up time is a huge hindrance due to the heavy gas cost and high tech requirements of the Carrier. Photon Cannons are usually your mineral dump of choice with this composition, but the more mobile Sentinels can also work in some situations. This allows your Carriers to move ahead to clear the base defenses while the Cannons/Sentinels move in to clean up the remaining structures and high-HP objectives. A single Energizer should be added to the fleet of Carriers to boost their effectiveness, but you will need to carefully micro and place it out of range of enemy attackers.
![[image loading]](http://www.teamliquid.net/staff/monk/Coopguides/Karax/Units_Comp7.jpg)
Mass Immortal:
Karax’s basic ground composition relies on the resilience and pushing power of the Immortal. Immortals should be built off of two Robotics Facilities and will make up the brunt of your army. This composition is best used when the enemy air defenders on the map are relatively low-tech, for example on The Vermillion Problem or Malwarfare. A fast Robotics Bay should be built in order to open up Shadow Cannon tech, which will serve as your main form of anti-air. Energizers should be added to this composition very sparingly, in just enough numbers to provide consistent Chrono Beam support.
![[image loading]](http://www.teamliquid.net/staff/monk/Coopguides/Karax/Units_Comp3.jpg)
Sentinel/Immortal/Energizer:
Unlike the previous composition that relies on a backbone of Immortals, this composition revolves around the strength and utility of the Energizer’s Reclamation ability. Reclamation should be researched and used to take control of powerful mechanical units from Terran and Protoss enemies. This composition is superior to the Mass Immortal composition against Terran and Protoss on maps where the enemy air defenders are relatively high-tech early on, for example, on Lock & Load, Mist Opportunities, Rifts to Korhal, or Void Thrashing.
Both Sentinels and Immortals are great at tanking and dealing damage, but they are much more limited when faced with air units - but that’s where Energizers shine, being able to Reclaim the most dangerous units in the enemy’s arsenal. Focus on building up your Energizer count early on, researching both the Energizer and Sentinel upgrades. As the game goes on, add Immortals to your army, as they add valuable DPS to your army with their ranged attacks and bonus damage to armored units, which prove especially useful against many of the mission objectives in the game. Shadow Cannon is usually not necessary with this composition as the combination of Reclamation and your Spear of Adun can handle most enemy air threats.
![[image loading]](http://www.teamliquid.net/staff/monk/Coopguides/Karax/Units_Comp6.jpg)
Immortal/Colossus:
Colossi have a niche of being excellent against Infested. Thusly, this composition is specifically intended to be used on Dead of Night and Miner Evacuation. Immortals are added in to protect the vulnerable Colossi against high-HP armored units like Aberrations and Hybrids. Supported by static defenses, this combination of units is able to both hold the fort and push into enemy territory when the time calls for it. As with all other compositions, a few Energizers should be added as necessary.
![[image loading]](http://www.teamliquid.net/staff/monk/Coopguides/Karax/Units_Comp5.jpg)
Mirage/Sentinel:
What this composition lacks in brute strength it makes up for in mobility. When used correctly, a Mirage fleet can clean up multiple enemy waves without taking any losses. They’re also able to quickly respond to any unexpected threats, as their movespeed is among the highest in the game. While they may struggle against certain AoE effects and against heavily armored units, the Spear of Adun is capable of taking potential threats out before they become a problem. However, this is never the most powerful composition and should be used very specifically for situations that require high mobility or when you do not require much DPS against ground-based objectives.

General Tips
- If you’re opting for an army-based build, it’s often not efficient to upgrade your Solar Forge’s Solar Efficiency past level 1 or 2, or research any of the other upgrades. These upgrades cost a lot of valuable gas and often times don’t pay off for themselves by the end of the game. Look to omit unnecessary upgrades, as any unit-based Karax build requires a lot of gas for his army. Carrier’s Repair Drone and Armor/Shield upgrades are usually unnecessary as you already have the Repair Beam constantly healing your units.
- For a defense-based build, more gas is likely available for upgrading Solar Forge. Up to Solar Efficiency level 2 can be researched, in order to support your defensive structures with much needed AOE firepower. Level 3 can be skipped, as it requires a Robotics Bay or Fleet Beacon, which you will normally not build. Advanced Repair Systems upgrade is optional, but it can be useful against compositions with heavy splash damage. On the other hand, both the Phase Detonation and Solar Flare upgrades are rarely useful due to the burst damage nature of the Orbital Strike and Solar Lance, which leave few enemy units alive. Also, the 3 structure-related upgrades from Forge and Rapid Recharging upgrade from Twilight Council should be obtained in order to enhance the prowess of your structures.
- While hotkeying Top Bar abilities is useful for every commander, Karax sees even more mileage out of an efficient set of hotkeys. Actively using Orbital Strike and Solar Lance is key to playing Karax well, especially if you have a sufficient reserve of energy on hand. Such abilities are a great boost in covering for the deficiencies faced by Karax’s various builds—the long ramp-up time of Mass Carrier, the lack of anti-air firepower from Sentinel/Immortal/Energizer, as well as the lack of AOE damage from Static Defense.
- Avoid using abilities on objectives, lone Hybrids, or non-defensive structures. It’s much more efficient to have your ally kill it than to burn 50 energy on a single unit or structure.

Calldown and Unit Overview
Calldowns
The Spear of Adun
- Spear of Adun base energy regen rate: 0.28 energy/second
- Level 1 Solar Efficiency regen rate: 0.61 energy/second (200 min, 200 gas)
- Level 2 Solar Efficiency regen rate: 0.95 energy/second (300 min, 300 gas)
- Level 3 Solar Efficiency regen rate: 1.28 energy/second (400 min, 400 gas)
5 energy, no cooldown
Karax’s basic ability. Deals 50 (100 vs armored) AoE damage. Use it liberally to remove key enemy units from any battle anywhere on the map, such as Siege Tanks and Reavers, in support of your or ally’s armies. More useful against the early waves, where Solar Lance can be an overkill, or when Solar Lance is on cooldown.
Karax’s basic ability. Deals 50 (100 vs armored) AoE damage. Use it liberally to remove key enemy units from any battle anywhere on the map, such as Siege Tanks and Reavers, in support of your or ally’s armies. More useful against the early waves, where Solar Lance can be an overkill, or when Solar Lance is on cooldown.
50 energy, 120 second cooldown
Deals 200 damage to all enemies in a line, with three consecutive casts. This is your primary tool to deal with approaching enemy attack waves. Past the first or second wave, using Solar Lance is usually more energy efficient than spamming Orbital Strikes as these waves tend to clump up, setting themselves up for potentially devastating damage from a Solar Lance. Be aware of how many Orbital Strikes you generally use on enemy waves and whether it would have been more efficient to unleash a Solar Lance instead.
Deals 200 damage to all enemies in a line, with three consecutive casts. This is your primary tool to deal with approaching enemy attack waves. Past the first or second wave, using Solar Lance is usually more energy efficient than spamming Orbital Strikes as these waves tend to clump up, setting themselves up for potentially devastating damage from a Solar Lance. Be aware of how many Orbital Strikes you generally use on enemy waves and whether it would have been more efficient to unleash a Solar Lance instead.
240 second cooldown
Provides a 500% production boost to all structures for 20 seconds. Very helpful for a variety of purposes, including saturating your natural with workers, getting upgrades and units out much earlier. With 30 mastery points in Chrono Wave Energy Generation, it is useful to cast Chrono Wave as frequently as possible for the extra energy. As this ability is often very beneficial to your ally as well, it will be useful to inform your ally a few seconds before casting it.
Provides a 500% production boost to all structures for 20 seconds. Very helpful for a variety of purposes, including saturating your natural with workers, getting upgrades and units out much earlier. With 30 mastery points in Chrono Wave Energy Generation, it is useful to cast Chrono Wave as frequently as possible for the extra energy. As this ability is often very beneficial to your ally as well, it will be useful to inform your ally a few seconds before casting it.
450 second cooldown
Summons a controllable Purifier Beam at the targeted location, which lasts 15 seconds. Deals 750 (+750 vs armored) damage spread out over the course of its duration to all enemies caught in its path - equivalent to 50 (+50 vs armored) per second. Due to its long cooldown, it’s recommended to use it prudently against dangerous waves or heavily-fortified bases. Control it to focus on the dangerous units instead of structures. Ideally, wait for an attack wave to arrive near a fortification, then use it to clear both the wave and the defending units.
Summons a controllable Purifier Beam at the targeted location, which lasts 15 seconds. Deals 750 (+750 vs armored) damage spread out over the course of its duration to all enemies caught in its path - equivalent to 50 (+50 vs armored) per second. Due to its long cooldown, it’s recommended to use it prudently against dangerous waves or heavily-fortified bases. Control it to focus on the dangerous units instead of structures. Ideally, wait for an attack wave to arrive near a fortification, then use it to clear both the wave and the defending units.
Units and Buildings
13.33 DPS at 0/0
Karax’s frontline tank unit and a great mineral dump option. Extremely good at absorbing damage, especially in combination with the Unity Barrier passive, Reconstruction Beam’s healing and the revival granted by its Reconstruction upgrade. However, they are best supported by ranged units such as Immortals instead of massing even more Sentinels, as excessive numbers of melee units block them from engaging enemies in battle.
6.00 DPS
Karax’s support spellcaster, and the most impactful unit in his army regardless of what build you are going for. Position your Energizers near friendly units and structures in order to Chrono Beam them, increasing their attack and movement speeds by 25% and 50% respectively. As such, your ally will greatly appreciate a few Energizers following their army. Notably, Energizer is often prioritized by the enemy units due to its abilities and ground-to-air attack. Its phasing mode can be very useful in reducing this attack priority as well as allowing Gateway units to be warped in easily. Units under Reclamation’s effect don’t gain the chrono beam buff; but can cast any ability it has, including powerful ones like Yamato Cannon or Seeker Missile.
13.79 (34.48 vs armored) DPS
Karax’s heavy anti-armor unit. Can be upgraded with the Shadow Cannon ability, which deals 200 damage over 2 seconds to any target within 13 range, on a 45 second cooldown. Shadow Cannon can be used to soften up enemy defenses from a distance, take out dangerous air units, or rapidly annihilate map objectives. However, the Shadow Cannon upgrade is not essential to research early-on, when it is often better to build more units instead, as extra gas is required for the expensive Robotics Bay as well.
18.18 DPS
Karax’s sustained AoE unit. Can be upgraded with increased range and to set the ground on fire with every attack dealing 100 damage over 5 seconds to enemy units caught in the fire. Having good spacing on these combined with their long range allows them to light huge tracts of land on fire. However, a Colossus is an expensive unit to build and tech-up to, while resulting in minimal impact on the battlefield. Most enemy units with low HP can easily be cleared by Orbital Strike or Solar Lance, while the dangerous and armored units are better handled by Immortals, leaving the role of Colossus redundant in Karax’s army except against massive number of Infested units.
Standard Protoss detection unit. A particularly useful investment for Karax, as you can spread them out across the map to provide vision for your Spear of Adun. When deployed in Surveillance Mode it gains far more vision radius—use it to your advantage to obliterate enemy units with Orbital Strike or Solar Lance prior to engagement, or to allow Khaydarin Monoliths to attack at maximum range. However, the detection is somewhat redundant in Karax’s kit as he has no problem building Photon Cannons as needed or sniping hidden units with the Spear of Adun.
9.09 (18.18 vs light) DPS
Karax’s air superiority fighter. Can be upgraded to outrange certain anti-air units and Phasing Armor grants the Mirage 2 seconds of invincibility whenever the Mirage is struck, albeit on a 5 second cooldown. Combined with the Reconstruction Beam, this makes it a very resilient target as enemies will prefer to switch targets whenever a Mirage gains invulnerability, allowing a fleet of Mirages to cycle between their Phasing Armor cooldowns to spread out their damage intake. However, the Mirage is seldom used in Karax’s army due to its lack of anti-armored damage and its inability to attack structures. In any conventional situation, Carriers have superior DPS per gas spent. Mirages may prove useful in certain niche mutations, however.
26.67 DPS
Karax’s capital ship. Mass Carrier with Energizer support makes for Karax’s most powerful army should it reach its highest potential. With the notable exceptions of Scourge and Vipers, Carriers generally have no weaknesses in battle. However, they take a long time to amass even with full mastery points put into Unit Cost Reduction. Upon research, each Repair Drone will repair nearby mechanical units for 8 health per second - including Interceptors - but this upgrade is usually made redundant by the Reconstruction Beam which already repairs Carriers for free. During battle, look to pull back any Carrier under heavy fire from the enemy, so that your Carriers take turns absorbing enemy fire before rotating out to regenerate health and shields.
21.33 DPS
Standard Protoss defensive structure. Unlike normal Protoss Photon Cannons, these warp in instantly, allowing you to set up defenses at key locations within seconds. They can also employ upgrades from the Forge that improve their range and attack speed. However, you should research them only if you are aiming to rely on static defense as your primary strategy. Photon Cannons can also be used offensively by using a Probe to warp them in while your army engages the enemy base defenses.
41.44 DPS
Karax’s secondary defensive structure. Khaydarin Monoliths possess high burst damage and a long range, but have a long cooldown period between shots. Useful against high-HP, heavily armored foes and as a measure to prevent enemies from laying siege to your defenses, especially when paired with an Observer in Surveillance Mode to provide long-range vision. Shares upgrades with the Photon Cannon, giving them an even longer range and a boost to attack speed. While unnecessary in a unit-oriented build due to their gas costs, Khaydarin Monoliths should be built behind Photon Cannons for a defense-oriented build in order to provide complementary long-ranged firepower.
A structure that automatically recharges the shields of nearby Protoss units and structures. Their researchable Fortification Barrier autocasts a Barrier on any nearby structure that comes under attack, absorbing up to 100 damage and lasting 10 seconds at the cost of 15 energy and having a cooldown of 30 seconds. Taken together, these two abilities abilities make nearby static defenses extremely durable, especially when paired with the Reconstruction Beam kicking in once a structure takes HP damage. Shield Batteries should be built in front of other defensive structures, as they have higher HP than Photon Cannons while costing fewer minerals. As Shield Batteries have lower target priority than Photon Cannons, enemy units will attempt to bypass the Shield Batteries and attack the Photon Cannons first. You can use this to your advantage by leaving small gaps in the wall of Shield Batteries—this will confuse melee units, especially Banelings.

In-depth
Build Order
Karax should try to expand as early as possible by taking advantage of the Spear of Adun Energy mastery to destroy expansion Rocks or enemy defenses with Spear of Adun abilities. If you do not have access to enough mastery points to pull this off, you can still use your instant warp-in Photon Cannons to clear out Rocks or enemy defenses. Securing an early expansion is absolutely critical as Karax requires a lot of resources to get started. The following builds are recommended on maps where your natural is blocked by Rocks. For all other maps, refer to the map-specific section and the attached replays. The first two build orders assume 30/0 in Spear of Adun Energy mastery.
Build Order #1: Carrier/Static Defense Opening
- - Use 20 Orbitial Strike to destroy your expansion's Rocks
- 15 Nexus
- 15 Pylon (at Rocks)
- 17 Assimilator
- 18 Assimilator
- 20 Forge
- 26 Photon Cannon
- 32 Photon Cannon
- 36 Gateway
- 37 Assimilator
- 38 Pylon
- 40 Assimilator
- 46 Pylon
Build Order #2: Sentinel Opening
- - Use 20 Orbitial Strike to destroy your expansion's Rocks
- 15 Nexus
- 15 Pylon (at Rocks)
- 17 Assimilator
- 18 Assimilator
- 20 Gateway
- 28 Sentinel (Chrono Boost Gateway)
- - Use excess Spear of Adun Energy on gas Rocks.
- 32 Cybernetics Core
- 33 Sentinel (Chrono Boost Nexus after Sentinel is done)
- 37 Pylon
- 40 Assimilator
- 44 Pylon
- 46 Assimilator
Build Order #3: Two Cannon Opening (Use if you don't have 90 Mastery points)
- 15 Pylon (at Rocks)
- 15 Forge
- 19 Photon Cannon
- 20 Photon Cannon
- 21 Assimilator
- 22 Assimilator
- 23 Nexus
- 23 Pylon
- 26 Gateway
- 28 Assimilator
- 28 Assimilator
- 32 Cybernetics Core
- 34 Pylon
Masteries
Power Set 1:
- Combat Unit Resource Cost (-1% - -30%)
- Structure Life and Shields (+2% - +60%)
Power Set 2
- Repair Beam Healing Rate: (+1% - +30%)
- Chrono Wave Energy Generation (+1 - +30)
Power Set 3:
- Chrono Boost Efficiency (+1% - +30%)
- Initial and Maximum Spear of Adun Energy: (+3 - +90)
Synergies
Karax has multiple synergies across all commanders thanks to his role as a support-heavy defense specialist. He is able to significantly boost production with both his passive Chrono Field and his active Chrono Wave, as well as being able to rapidly take out dangerous enemy units that counter your ally’s army with Orbital Strike or Solar Lance.
Raynor
Raynor greatly appreciates Unity Barrier, which can allow his bio forces to shrug off a high damage hit that would otherwise kill them. Also, Karax can snipe dangerous AoE units with his Spear of Adun abilities to prevent them from dealing devastating damage to Raynor’s army. An interesting strategy to note is that Raynor can easily provide vision for Karax with the use of drop pods, Scan or Hyperion Warp, so that Karax can instantly kill dangerous units or structures (such as Void Rifts).Map-Specific Tips
Chain of Ascension
- Immediately send a Probe to your expansion and use Solar Lance to annihilate the defenders there. Clean up any remaining units and buildings with Orbital Strike and warp in a Nexus as your first structure.
- You can invest in some Photon Cannons to defend the 2 ramps at the sides as well as along Ji’nara’s path. However, do not overinvest in static defense, as it is better to build a strong army to push into bases as well as for dealing with Hybrid spawns. Look to support your Photon Cannons with Orbital Strikes against weak attack waves or Solar Lance against strong attack waves. Doing so allows your less-mobile army to continue pushing into objectives instead of calling them back to defend your base.
- Try to reserve either Solar Lance or Purifier Beam for each of the Hybrid spawns—both of these abilities are highly effective against the heavily clumped-up units that spawn with them.
- Slayn Elementals are handled most effectively by Carriers. Constantly keep the Carriers on the move while the Interceptors attack automatically to prevent the Carriers from being trapped in the Elemental’s Cocoons. If your Interceptors are being targeted, you can repeatedly use the Stop command to return them to your Carriers until it is safe again. Alternatively, you can use the Immortal’s Shadow Cannon to rapidly deal damage to them, although this will require a high amount of Immortals to work.
Replay Pack
Attached is a replay pack of the record solo speed runs for Karax on each map. These replays demonstrate how to play Karax as a general concept. In addition, we have broken down which compositions you'll be able to find on each run:
- Carrier/Cannon: Chain of Ascension, Malwarfare(100%), Miner Evacuation, Rifts to Korhal(any%), Scythe of Amon
- Mass Immortal: Malwarfare(any%), The Vermillion Problem
- Sentinel/Energizer/Immortal: Lock & Load, Mist Opportunities, Rifts to Korhal(100%), Void Thrashing
- Immortal/Colossi/Energizer: Dead of Night
- Static Defense: Temple of the Past, Oblivion Express
- Sentinel/Energizer/Immortal into Static Defense: Void Launch
Other Commander Guides
Writers: monk, Raincamp, T.Chosen
Graphics: Jester, Kat, v1
Editors: Aron, MemeMastodon, monk, Raincamp, Return0f
Graphics: Jester, Kat, v1
Editors: Aron, MemeMastodon, monk, Raincamp, Return0f