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Active: 1713 users

A look at Co-op Kerrigan

Forum Index > SC2 General
Post a Reply
tokinho
Profile Blog Joined December 2010
United States792 Posts
Last Edited: 2016-02-29 18:23:46
February 27 2016 21:01 GMT
#1

[image loading]
Carbot Animations


In this guide I'll explain how to play Kerrigan, the Koddler, effectively on brutal difficulty to be on par with the other heroes. To do so takes a different mindset. She is not the Queen of blades from the campaign a super badass the rules over battle, but more the nurturing mother the swarm needs. Once you are able to bring out the Karing side in your play you'll have the tools to survive and even take map objectives effectively.

In multitplayer zerg is a swarming race with lots of econ, ability to poke and prod without taking damage on multalisks and being very swarmy; Kerrigan is none of these. She does not have a massive amount of economy like raynor to flood units and her assimlation at most give about 1 ultra or or about 3 hydralisks and 6 zerglings. Mutalisks cannot poke and prod but rather die quickly. She shys away from the swarm aggressive Zagara style to Koddle her army with Kare. Mutalisks, zerglings, hydralisks, and overseers all die fairly easily in any fight. She does not have burst damage in her army with banelings or scourge. Your goal should be to effectively lead in with ultralisks then nurture them with mass heals why they create the Komfort needed for hydralisks to flick away the meanies. In the later stages you can use the brood lord/lurkers/spore crawler composition as a defensive cost effective composition that is really hard to break. Its all about not losing anything to let you get to these extremely strong armies which is why I rated her higher than Artanis in hero strength.

She is a thinking co-op mother which which relies heavily on healing her army and having a very low dps queen/ultralisk backbone with hydras, lings, and lurkers to deal the damage behind it. Her Assimilation aura is extremely helpful to getting the economy up and getting up the tech fast enough to deal with the 7-10 minute mark. Her Immobilization Wave is her way of having a chance and a player must carefully time a wave of zerglings hitting their army when the freeze ability hits to have the dps to kill the army. Since this is so important you have to coordinate your pushes around the one ability to give the diet needed while your army is slowly growing and prevent your army from any harm. If you lose at all the ultralisk/queen/transfuse blanket, you will never have another army again and often will lose the game because Kerrigan alone does almost nothing on brutal difficulty. If on the other hand you loose very little (particularly gas units) she has one of the strongest late game compositions that exist in co-op.
----------------------------
Opener builds-

Most openers will be a 2 queen speedling fast lair opener. I will write it down here-
+ Show Spoiler +

Keep making drones until 20 supply, keep building zerglings until your rocks are 75% dead, then save for lair and expansion
14 pool 0:35
14 gas 0:46 (only put 2 on gas, you'll have 100 to finish ling speed when 2 queens finish)
14 overloard 1:03
14 Extractor Trick 1:20
15 queen 1:30
20 overloard 2:00
20 2nd queen 2:18 (put a third drone on gas)
26 Metabolic boost 2:45
28 overloard 2:55
30 Lair
30 expansion

[image loading]
Drone up expansion and main using Fury'd kerrigan's assimilation aura and queens to spread creep and kill units. (you should not lose any) From here if they have air (liberators/phoenix), I usually go hydralisk den hive, Otherwise I go hive Ultralisk cavern, upgrades, then hydralisk den. Take the rest of the gases. Usually I try to get about 6 queens and 2ultralisks while slamming 2 evolution chamber one with fury for kerrigan into cool down reduction. At around 10 minutes I usually get an overseer and overloard speed when the hive is done.


If you aren't playing against a zerg(most maps you can scout the enemy race by looking for creep with your first overloard), you might consider doing a proxy hatch first opener and do a standard 13 overloard, 17 hatch, 17 gas, 17 pool, 19 overloard build The reason being that no other rush besides the ling rush you need the fast 2 queens to hold.

Usually about 10 minutes i get an overseer.
----------------------------------------------
Leveling-
-Assimilation aura
This will be the key ability to getting the econ when you need it to drone or rush an upgrade.
-Immobilization wave is the key ability which breaking the opponent should be done with.
+ Show Spoiler +
[image loading]

-The hydralisk cache at level 6 is probably the key upgrade to play on brutal
[image loading]
-Usually once you have the Burrow Charge at level 13 Brutal becomes much easier because they reposition in a fight on their own.
[image loading]
----------------------------------------------
Choosing transitions and upgrades-

Usually you choose upgrades based off the army you are fighting.
Ground army heavy-
Against a bunch of small ground units, such as bio, or ling bane, I prefer to get upgrades for kerrigan fast such as ability frenzy and carapace upgrades while teching to hydralisks, ultralisks(torrasque strain), and eventually lurkers.
+ Show Spoiler +

[image loading]
[image loading]



Mass air-
If you are fighting mass air, usually you want to get the speed upgrade for the hydralisks, Ranged damage, and frenzy as your first upgrades.
+ Show Spoiler +
[image loading]


Mech-
I think that getting for ability frenzy kerrigan, carapace upgrades, and trading out waves of zerglings for gas income by spamming the assimilation aura is the best way to get to the brood lord/hydra late game.
+ Show Spoiler +
[image loading]
[image loading]


Robo Based-
This is a great time to flood hydralisk/ling early and get the frenzy for hydralisks and adrenal glands/shredding claws to increase significantly their damage.
+ Show Spoiler +
[image loading]
[image loading]

------------------------------------------
Ideal Late game composition-

I think this is the strongest composition for the late game in a coop game where you'll lose very little and dominate the fights. It relies a bit on creep spread and the brood lord speed upgrade, Porous Cartilage, to really be mobile and push.
+ Show Spoiler +
[image loading]

3-4 Broods, 4-5 ultralisks, 6-7 queens, 3 lurkers, 12-20 hydralisks, lings.
[image loading]
Solid performances should be around they 750-1100 kill mark on each map.

Full Image Album on IMGUR With all Kerrigan's Abilities
You can see that using Kerrigan to Koddle your army To the ideal composition you will have the stronger army in the late game and become the true Queen of Blades.

Here's 3 games I did playing her just so you can see what it looks like. (note, my computer is not really great so it has some low fps when the fights get big.
+ Show Spoiler +

Oblivion (train level) with a maxed out Raynor, comparable kills and commentary.
Rifts of korhal game with level 7 swann, who stacks fast roach wave and i have to defend it alone. Then i stick to the style and make a comeback to have equal kills. No Commentary
Void lauch With level 7 Swann, hard carry with 50% more kills. No Commentary



I chose to do this on Kerrigan since they say she has low win rates and chose the format cause I think its good for other people interested in posting their own coop guides. Thank you for reading this.
Good luck!
Smile
tokinho
Profile Blog Joined December 2010
United States792 Posts
February 28 2016 21:57 GMT
#2
I do want to know if people find this format and information helpful. Doing a guide like this takes a few hours of my time and a little bit of feedback is appreciated. I would do more if people find them useful.

(Since its the top post i don't feel like this is bad to post a reply to this)
Smile
Zoar
Profile Joined February 2013
United States39 Posts
February 29 2016 01:34 GMT
#3
I do like the guide, although I'm not at level 11 with kerrigan yet so the Brood Lords are not a viable unit. Any builds for leveling would be helpful.
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
February 29 2016 01:37 GMT
#4
I found it insightful and was fun reading since you injected it with so much charm.
Someone call down the Thunder?
tokinho
Profile Blog Joined December 2010
United States792 Posts
Last Edited: 2016-02-29 04:54:57
February 29 2016 02:01 GMT
#5
On February 29 2016 10:34 Zoar wrote:
I do like the guide, although I'm not at level 11 with kerrigan yet so the Brood Lords are not a viable unit. Any builds for leveling would be helpful.


Ye, like if you aren't playing at brutal you can still do similar builds and style, you just don't need to rely so hard on being cost efficient. Most of your dps is going to come from the frenzied hydralisks and adrenal overloaded lings. I think until brutal you can really just slam out a bunch of those off 3 or 4 hatcheries with a few lurkers any place where you are trying to defend. Even at lower difficulties, you don't get the mass liberators/bc/carriers/scourge and can go mass muta/ling/lurker and slam the upgrades for those 3 units only during the game. (skipping spreading creep) Its just when you get to really high difficulties and are trying to kill more than your raynor teammate does that its really matters so much to be cost efficient.

Usually the themes are if you are fighting an army with a lot of dps, you want to get a lot of armor and keep zerglings and hydra range to keep them away from the initial fight. In general, zerglings are really really good at bursting down the units, so getting zerglings with attack upgrades and using them with kerrigan's ability cooldown reduction is extremely effective. kerrigan is much better at taking so this will probably be your most common strat while leveling. Upgrade ling damage make kerrigan tanky and reduce cooldowns.

I posted the videos to show that in general I can carry and outperform other players even Raynor players when i'm playing with them and so you can see a rough idea of when i'm taking gases and transitioning based off worker counts.

I recommend staying on one gas until about 20 worker at each base and getting the lair pretty quick though. so you can get your first upgrade into your tech of choice while fighting with kerrigan.

I'm glad you like the guide I might do a few more instead of tournament coverage.
Smile
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
February 29 2016 05:19 GMT
#6
Better than your last thread! Kerrigan is my favorite ally.
People are imbeciles, lucky thing god made cats.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2016-03-01 14:53:20
March 01 2016 14:53 GMT
#7
Great guide! I really like the effort you put into it.

Personally, there are two things I am unsure about in your guide (but I should test them)

- Getting early gas. It delays your expansion, and you don't need early speed because Kerrigan takes care of wave 2, 3 and 4.
- Having such a varied army. Your ideal endgame comp uses every tech tree, and is thus super costly in terms of upgrades/buildings (7 for ling/ultra, 5 for hydra/lurker, brood lord is very expensive too) (and this is top of getting the attack/armor upgrades)

Still, thanks for putting this up!
Tuczniak
Profile Joined September 2010
1561 Posts
March 01 2016 21:53 GMT
#8
I agree with fezvez. Personally I prefer 14 pool, 14 overlord, 8 lings to kill rocks. Expo as soon as possible and only drones and tech after that.
tokinho
Profile Blog Joined December 2010
United States792 Posts
Last Edited: 2016-03-02 00:04:19
March 02 2016 00:02 GMT
#9
On March 01 2016 23:53 fezvez wrote:
Great guide! I really like the effort you put into it.

Personally, there are two things I am unsure about in your guide (but I should test them)

- Getting early gas. It delays your expansion, and you don't need early speed because Kerrigan takes care of wave 2, 3 and 4.
- Having such a varied army. Your ideal endgame comp uses every tech tree, and is thus super costly in terms of upgrades/buildings (7 for ling/ultra, 5 for hydra/lurker, brood lord is very expensive too) (and this is top of getting the attack/armor upgrades)

Still, thanks for putting this up!


The Goal here is to get a player to the point where they are getting 1100-1300 kills in games. Basically you are cutting corners so that you are always in battle. I don't know another way to get to that level.

Getting the gas when i get it means that you start your lair when the second queen finishes. The advantage being that you can put down the hydralisk den or ultralisks den and nearly always stay in battle at that point.
Smile
monk
Profile Blog Joined May 2009
United States8476 Posts
March 02 2016 05:44 GMT
#10
On March 01 2016 23:53 fezvez wrote:
Great guide! I really like the effort you put into it.

Personally, there are two things I am unsure about in your guide (but I should test them)

- Getting early gas. It delays your expansion, and you don't need early speed because Kerrigan takes care of wave 2, 3 and 4.
- Having such a varied army. Your ideal endgame comp uses every tech tree, and is thus super costly in terms of upgrades/buildings (7 for ling/ultra, 5 for hydra/lurker, brood lord is very expensive too) (and this is top of getting the attack/armor upgrades)

Still, thanks for putting this up!

I have to agree with this as well. My go-to build with Kerrigan is along the lines of:
  • 17 Macro Hatch at natural
  • 18 Pool
  • Kerrigan kills the rocks
  • Hatch at the rocks


The advantages of this opening are as follows:
  • This is pretty much the most economic build you can do with Kerrigan
  • You're not forced to make any lings, which imo are useless early on.
  • You get your gas at your natural faster than with any other build.
  • You setup with 3 hatches early on for Drone production and Queen production.
Moderator
Cashling
Profile Joined May 2015
United States49 Posts
March 04 2016 19:55 GMT
#11
sick guide thumbs up
Diamond 1 Noob, Dark we still love you. <3 twitch.tv/nooblingsc2
CycoDude
Profile Joined November 2010
United States326 Posts
March 10 2016 15:49 GMT
#12
lol, i think i've only made brood lords once. kerrigan just doesn't have the gas to get all of that stuff, and upgrades, on two bases. really, you can do everything on mass hydra / lurker with +3/+3 and all their upgrades, and spend the extra minerals on disposable zerglings to buffer for the hydralisks.
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