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Co-op Commander Guide: Vorazun

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Co-op Commander Guide: Vorazun

Text byTL.net ESPORTS
Graphics byJester
October 23rd, 2017 16:03 GMT









Overview


[image loading]
Vorazun, Matriarch of the Nerazim and daughter of Raszagal, commands a wide array of elusive Nerazim forces. Specializing in crowd control and cloaked units, she is capable of striking from the shadows and annihilating the enemy before they can muster any response.

Vorazun is best suited for experienced players, as the wide range of tools available to her requires some finesse and knowledge to make full use of. However, beginners can still find success by focusing on her units' staggering burst-damage potential.

Strengths


Crowd Control: Vorazun has access to the highest number of crowd control abilities out of any commander. Centurions, Dark Templar, Dark Archons, Corsairs, and Oracles all possess a variety of crowd control abilities. On top of that, her Spear of Adun Black Hole and Time Stop abilities stand amongst the most powerful abilities available to any commander, and can completely disable entire armies of even the most dangerous enemy units - including Hybrid.

Anti-Ground Burst Damage: Dark Templar possess incredible anti-ground burst damage with their Shadow Fury ability, and can often obliterate attack waves before they have a chance to retaliate.

Weaknesses


Poor Mineral Dump: Vorazun’s most efficient units - the Dark Templar, Corsair, and Void Ray - all suffer from high gas costs. This leaves her with a significant surplus of minerals without any real purpose, as Vorazun’s mineral sinks (Cannons and Centurions) are situational and lacklustre.

Short Range: Vorazun’s primary anti-ground unit, the Dark Templar, is a melee unit. Similarly, her primary anti-air unit, the Corsair, possesses short range. This leaves her primary units vulnerable to certain enemy units and mutators that are especially effective against close-ranged units.

Situational Anti-Air: Vorazun’s primary anti-air unit, the Corsair, has trouble dealing with armored air units outside of Black Hole, at least before they have reached a critical mass. Meanwhile, Stalkers are useful in the early-game to pick off occasional enemy air units, but struggle to deal with masses of air units later on. Void Rays are viable all-purpose units that fare reasonably well against most air units, but they are very expensive and have a long ramp-up time.





Suggested Unit Compositions


[image loading]

Dark Templar/Corsair:

This should be the default composition for most situations and is the composition that synergizes best with her two primary spells - Black Hole and Time Stop. Having a fully-cloaked army is also a great advantage, as you can simply snipe enemy detectors, which will trick cloaked enemy units such as Ghosts and Banshees to decloak. However, the gas you use to build Corsairs and research their upgrades is gas that is not going into fielding more Dark Templar, therefore lowering your anti-ground burst potential. Photon Cannons and Centurions can be used as mineral dumps since you will be floating a lot of minerals, but neither are excellent options. A Corsair-heavy variant of this composition is generally the best choice against enemy air compositions, as a single Black Hole allows the Corsairs’ splash attacks to both ignore armor and splash all the enemy air units caught in the Black Hole.

[image loading]

Dark Templar + Stalker:

The Stalker is an alternative anti-air unit to the Corsair. Stalkers are relatively gas-light compared to the Corsair and do not require a Stargate, Fleet Beacon, or Air upgrades. By saving this gas, you are left with more gas with which you can produce additional Dark Templar. And as Dark Templar are one of the best anti-ground units in the game, this composition works well if you are facing heavy ground opposition with only a few enemy air units. However, you will to have to actively micro your Stalkers in order to keep them alive, as their lack of cloaking leaves them vulnerable.

[image loading]

Mass Void Ray:
Mass Void Ray is an alternative to Dark Templar-based strategies that trades the Dark Templar’s shorter ramp-up time and higher anti-ground burst damage for increased versatility. At maximum supply, it’s just as powerful as a Dark Templar/Corsair army, but it’s noticeably weaker before reaching a certain critical mass. It can be a robust option against anti-melee units such as Volatile Infested on Miner Evacuation, or against anti-melee mutators such as Mutually Assured Destruction. Note that Void Rays are not cloaked and do not benefit from Vorazun’s cloaking bonuses, but you can make use of the Dark Pylon’s cloaking field to give them these bonuses, something that is especially useful in a defensive situation.




General Tips

  • Always use Shadow Guard to clear your expansion. On some maps, you’ll want to delay your first cast of Shadow Guard in order to clear both the rocks and first enemy wave.
  • While it seems counter-intuitive, it is usually correct to “burn” the first Time Stop as soon as it becomes available at 4 minutes into the game - on most maps, at least - even though your army is not ready yet. This is due to the way Time Stop pauses the progress of all objective and enemy spawn timers, providing both players with 20 seconds of free income and tech progress. This can be invaluable in ensuring certain power spikes, such as the Dark Templar’s Shadow Fury upgrade, can be acquired before high levels of enemy resistance are met.
  • Against air compositions, combining a few Corsairs with the use of Black Hole will result in most air units being rapidly torn asunder thanks to the combination of armor reduction from Black Hole and splash damage from your fleet of Corsairs. If you expect to face heavy air opposition, save most of your energy for the use of Black Hole, as Corsairs can be found lacking when forced to engage an enemy fleet without it.
  • The Dark Shrine should be built as soon as possible (around 3:50) if you plan on using Dark Templar at any point during the game. Vorazun’s other Gateway units are weak and should be skipped entirely whenever possible. Vorazun’s excellent top-bar abilities can help to cover for her weak early-game while teching up to Dark Templar, but at times you will have to depend on your ally for early defense. Reduce this downtime where you have no reliable army as much as possible by staying on top of your early-game macro.
  • The Dark Templar’s Shadow Fury ability is essential and should be researched as soon as your Dark Shrine finishes. When fighting enemy waves without Time Stop or Black Hole, rely on Shadow Fury to let your Dark Templar destroy the incoming units. When facing dangerous ground units with splash damage such as Reavers or Banelings, you should reserve their Blink ability for retreating to a safe distance in order to allow your Shadow Fury cooldown to reset. In other situations, you may want to use your Blink to move your Dark Templar forward aggressively in order to get more out of your Shadow Fury cooldown.








Calldown and Unit Overview



Calldowns



Dark Pylon
25 energy

The Dark Pylon is a versatile calldown and one of Vorazun’s more difficult skills to master. In addition to cloaking your units and producing an energy field, Dark Pylons also provide supply, which is especially useful in the early-game. If you have points in Vorazun’s Spear of Adun energy mastery, calling down a Dark Pylon at the start of every match greatly accelerates the early stages of your build. In the mid to late-game, additional Dark Pylons can be placed at strategic locations in order to provide Vorazun’s army with Recalls for additional mobility. Their power fields can also be used to reinforce, warping in units at forward locations. With mastery points in Dark Pylon Range, the cloaking field can be useful for protecting bases and granting non-cloaked units additional damage and survivability. Finally, Dark Pylons can be used along with walls of Photon Cannons or allied static defenses, providing Vorazun an above average defensive option.

Black Hole
25 energy

Black Hole completely disables all enemy units trapped within its area of effect for 8 seconds (up to 12.8 seconds with mastery), dragging them to the center of the effect. Affected enemies are reduced to 0 armor, allowing Corsairs in particular to overcome the weakness of their fast, low-damaging splash attack. Precise and liberal use of Black Hole allows for both players to come out of engagements with zero losses at any stage of the game, making it an important aspect of Vorazun to master its use. Special care should be taken to identify times when the ability could be used to assist your ally when they are operating apart from your own army.


Shadow Guard
50 energy
57.84 DPS x 4
Shadow Fury: 100/(175 vs light) x 4 damage,15 second cooldown
3 minute cooldown


The Shadow Guard consists of four Elite Dark Templar that come with all their abilities unlocked. It is your primary source of early game damage before an army can be built and should usually be called down as soon as it becomes available. Generally, it is used to clear the first wave of enemies as well as your expansion rocks or the enemies defending your expansion. Unfortunately, the Shadow Guard doesn’t scale particularly well as the game goes on, leaving Black Hole and Dark Pylon as more efficient ways to spend energy from the midgame and onwards. You should typically never summon the Shadow Guard more than one or two times throughout the game, unless you are floating an abundance of unspent energy.


Time Stop
4 minute cooldown

An overwhelmingly powerful base pushing ability that borders on cheating. Time Stop protects both players’ armies by providing an enormous period of map-wide enemy lockdown, stopping all enemy units from taking any action and even pausing the timer on mission objectives and wave spawns (except Trains on Oblivion Express and Shuttles on Void Launch). Care should be taken to coordinate the use of this ability with your ally, lest they be caught by surprise and left unable to take advantage of Time Stop’s massive benefits. Plan around casting each Time Stop as soon as it comes off cooldown, as it provides 20 seconds of both free attacking and free income/tech by delaying attack waves and objectives - the more you use it, the more benefits you will reap.


Units and Buildings


Centurion

13.33 DPS at 0/0

As a melee unit with an upgraded Zealot charge that stuns nearby enemies, the Centurion’s role in Vorazun’s army is directly in conflict with that of the Dark Templar, which can already annihilate most ground units in the blink of an eye. Adding Centurions to a Dark Templar-based army is often a waste of resources, even as a mineral dump, as they add little of substance to Vorazun’s combat strength. Additionally, they are not cloaked, leaving them vulnerable to dying by the droves. They’re better used in combination with Stalkers or Dark Archons, but you rarely want those units in the first place.
Stalker

6.94/(9.72 vs armored) DPS

Vorazun’s cheap anti-air unit. Useful when there are few enemy air units, as they are much cheaper than Corsairs in terms of gas investment. They are also better at dealing single-target damage to large armored air units (such as the Pirate Ships on Rifts to Korhal and air Hybrids) than Corsairs. Unfortunately, they lack the cloaking advantages afforded to Dark Templar and Corsairs and their raw stats are hardly impressive, so you should not depend too heavily upon them.
Dark Templar

30.62 DPS

Vorazun’s core unit and her primary source of anti-ground damage. Shadow Fury tears apart attack waves and enemy defenses, while Blink can be used to get out of risky situations or instantly engage in melee. Void Stasis can be used to disable dangerous non-heroic ground units such as Reavers, but is often unnecessary. One important thing to note is that Dark Templar are completely invincible while they are executing Shadow Fury, which comes in handy for dealing with certain mutators.
Dark Archon

10.29 DPS

Dark Archons are spellcasters with access to an exceptionally potent set of crowd control abilities. Confusion turns your enemies against each other, temporarily adding their DPS to your army, while Mind Control permanently steals control of any non-heroic enemy unit (except the Ultralisk). The major downside is that they are incredibly expensive and don’t have passive cloaking. If you plan on producing Dark Archons, you are often left with little gas to spend on other units. As a result, using Dark Archons severely limits the burst-damage potential that Vorazun’s army typically possesses, resulting in a much longer time to clear each wave.
Corsair

10.45/(20.91 vs light) DPS

Vorazun’s go-to anti-air unit - Corsairs come with a powerful crowd control ability in the form of Disruption Web, which disables enemy ground units in an area. Corsairs deal splash damage, and excel at shredding clumped-up air units. Due to the nature of their splash damage, they tend to be more effective against attack waves than against base defenses. They synergize well with Black Hole’s simultaneous gathering of enemy units and armor nullification. Their Stealth Drive upgrade should be prioritized and preferably completed before using the Corsairs in combat, so that they can benefit from the enhanced survivability and damage provided by Vorazun’s passive cloaking abilities. On the other hand, the Disruption Web upgrade is useful but not crucial, owing to the superior burst damage of Dark Templar. As Corsairs tend to clump up easily, they are especially vulnerable to the Viper’s Parasitic Bomb and the Raven’s Seeker Missile - keep an eye out for these abilities and try to move the afflicted unit away from the group quickly.
Void Ray

12.00/(20.00 vs armored) DPS (initial)
12.00/(32.00 vs armored) DPS (sustained)


Void Rays are expensive, powerful air units that perform equally well against air and ground targets, but do better against armored enemies - something that benefits them in Co-op, as most dangerous enemies are armored. Void Rays are not cloaked and do not benefit from Vorazun’s cloaking bonuses, so they are best used within a Dark Pylon’s cloaking field in a defensive situation. Void Rays have good range, single-target damage, and, most importantly, an air-to-ground attack. This makes them a viable choice in situations where Dark Templar are weak, such as against Volatile Infested on Miner Evacuation or against Reaver compositions.
Oracle

17.44/(29.07 vs light) DPS

An aerial spellcaster that functions as Vorazun’s mobile detection. Possesses the Stasis Ward ability that can be upgraded to allow trapped enemy units to be vulnerable to attacks. While powerful in theory, this requires time to set up and doesn’t have an impressive radius. As the crowd control capability of Stasis Ward heavily overlaps with that of Black Hole and Time Stop, which are much more reliable methods of disabling enemies, the Oracle is usually built only for its detection. Should an Oracle be required, it should be carefully microed as it will otherwise be easily killed by the enemy due to its fast movement speed and lack of cloaking. The Oracle should follow either a Corsair, Stalker, or Void Ray depending on the composition you are using. The Oracle’s Pulsar Beam attack is mostly useless as it costs too much energy and draws enemy aggression - if you want to spend the Oracle’s energy, spend it on Stasis Wards.
Photon Cannon

16.00 DPS

Photon Cannons can be built as defensive tools to either protect Dark Pylons or for detection at certain key locations. These are generally a better mineral dump option than Centurions.

In-depth



Build Order


The following build is recommended on maps where your natural is blocked by Rocks. For all other maps, refer to the map-specific section and the attached replays.
  • 13 Dark Pylon
  • 15 Assimilator
  • 16 Assimilator
  • 17 Gateway
  • 19 Forge (Optional)
  • 20 Pylon
  • 22 Cybernetics Core (Research Warp Gate)
  • 25 Twilight Council
  • - Cast Shadow Guard at 3 minutes to destroy the gas rocks first, followed by the main rock
  • 26 Assimilator
  • 26 Assimilator
  • 27 Nexus
  • 28 Dark Shrine (Chrono Boost for the research of Shadow Fury)

A few notes:
  • There are many maps on which it's useful to delay casting your first Shadow Guard in order to clear the first enemy attack wave as well. Refer to the map-specific section for details.
  • The optional Forge should only be built if you're not planning on building Stargate units; otherwise, delay building this Forge until you have a substantial number of Dark Templar.
  • A fast Stargate after the Cybernetics Core should usually be built if opting for Corsairs. Two Stargates instead of a Twilight Council can be built if opting for Mass Void Rays.
  • With Dark Templar-based builds, add 1-2 Gateways before building your Dark Shrine - enough to make sure you can still build your Dark Shrine on time.

Masteries


Power Set 1:

  • Dark Pylon Range (+2% - +60%)
  • Black Hole Duration (+2% - +60%)
Both options are equally viable. Dark Pylon Range is best used in combination with a non-cloaked army or defense, such as with mass Void Rays or for cloaking the structures of a defensive ally. It can also be used in certain mutations to cloak the entire base and surrounding the Dark Pylon fully with buildings, leaving melee enemies unable to reach the Dark Pylon. On the other hand, Black Hole Duration can be very useful in the early-game or against tough mutators that buff the enemy units - the extra duration is especially handy against Hybrid Nemeses that Corsairs otherwise have trouble dealing with.

Power Set 2

  • Shadow Guard Duration (+0.5 sec - +15 sec)
  • Time Stop Unit Speed Increase (+1% - +30%)
Shadow Guard Duration is generally not very useful, as the calldown is seldom used past the early-game. In this guide, we recommend that you never use more than two casts of Shadow Guard throughout the game - with that in mind, this mastery effectively amounts to an extra 30 seconds of Shadow Guard. On the contrary, Time Stop Unit Speed Increase provides a substantial DPS boost for both players’ armies whenever Time Stop is used, which should be early and often.

Power Set 3:

  • Chrono Boost Efficiency (+1% - +30%)
  • Initial and Maximum Spear of Adun Energy: (+3 - +90)
There are two schools of thought here. Some players prefer 30 points in the Spear of Adun Energy mastery, which provides greater initial Spear of Adun energy and therefore more liberal use of Vorazun’s powerful abilities. This can be useful for shoring up Vorazun’s early-game weaknesses, and allows you to assist your ally more easily. Other players prefer a 22/8 mastery point split, with 8 mastery points in Spear of Adun energy to provide sufficient energy for both an initial Dark Pylon and the first cast of Shadow Guard at 3 minutes into the game. Having more mastery points in Chrono Boost allows for faster research, which is especially important in the case of the crucial Shadow Fury upgrade for Dark Templar and Stealth Drive upgrade for the Corsair. Also, Chrono Boosting the Starport can possibly allow you to produce Corsairs out of one Stargate instead of two, or can be used to speed up Forge and/or Cybernetics Core upgrades. However, this 22/8 mastery split should be used by more experienced players only, as this necessitates efficient usage of Vorazun’s abilities during the early-game as well as extra attention paid to tight macro play.


Synergies

Raynor

Vorazun’s Emergency Recall can save cloaked Banshees and Dusk Wings, but this is generally not a huge draw. The Dark Pylon’s Recall can help Raynor’s army greatly with mobility.

Kerrigan

Vorazun’s Emergency Recall and Strike from the Shadows have great synergy with Lurkers. Kerrigan can also burrow units that are near death, thus saving them via Emergency Recall - this is especially useful for Kerrigan herself.

Artanis

When paired with Artanis, Vorazun gets two layers of protection for her cloaked units, giving them incredible sustainability. Vorazun can also make use of Artanis’ Projected Power Field. Orbital Strike and Black Hole synergize well together by allowing you to deal an impressive amount of damage to a clumped up enemy wave, but this requires coordination.

Swann

Swann's Vespene Harvesters allow Vorazun to spend her resources more evenly in order to amass even more Dark Templar, Corsairs, and Void Rays. Vorazun can cloak Swann’s static defense, offering significant protection to them. Note that structures do not benefit from Vorazun’s 15% damage increase to cloaked units, but Siege Tanks certainly do. An early Time Stop is also a boon to Swann, who greatly appreciates an extra 20 seconds to ramp up his army.

Zagara

Zagara’s early aggression allows Vorazun to safely reach a critical mass of units. Vorazun should be able to take over from mid-game as Zagara starts to become less effective. Time Stop can keep Zagara relevant in the late-game as Zagara will not lose units for its duration.

Karax

Orbital Strike and Black Hole synergize well together by allowing you to deal an impressive amount of damage to a clumped up enemy wave, but this requires coordination. Karax’s Repair Beam is able to heal Vorazun’s air units.

Abathur

Toxic Nests can be quickly placed inside a Black Hole cast by Vorazun, giving you the potential for a massive Biomass pay-off from enemies caught within the effect. Brutalisks and Devourers benefit greatly from the Black Hole as well due to their splash damage. Abathur can also provide much-needed healing to Vorazun’s army.

Alarak

Alarak’s Hero unit and Structure Overcharge can control the early-game while Vorazun powers up. Dark Pylons assist in the mobility of Alarak’s slow-moving army.

Nova

Since Nova has access to several cloaked units and her Raven Type-II’s Bio-Mechanical Repair Drone can be upgraded to cloak the units they are healing, a good percentage of Nova’s units will benefit from Vorazun’s cloaking advantages.

Stukov

If Stukov is investing heavily in biological units, he can gift his expansion gas geysers to Vorazun, allowing her to mass her gas-heavy units more easily.

Fenix

Emergency Recall, Strike from the Shadows, and Veil of Shadows make the Cybros Arbiter’s Cloaking Field more useful.

Dehaka

Dehaka’s Hero unit and calldowns dominate the early-game, ensuring that Vorazun is able to tech up and amass units at her leisure.


Map-Specific Tips

Chain of Ascension

  • Delay your first Shadow Guard until 3:30. This will allow you time to both clear your expansion, the first mini-wave that assaults Ji’nara, and the first attack wave that comes for your base from one of the sides.
  • Use your first Time Stop at 4:00. You won’t need it again until after 8:00.
  • Use Black Hole on the second enemy wave to back up your units. It’s an exceptionally strong wave that may cause you a lot of trouble if it’s an air wave and your ally doesn’t contribute.
  • Time Stop or Black Hole should ideally be used to clear each of the Hybrid spawns and the two major bases in Ji’nara’s path. Generally, Time Stop works best for clearing the bases as the units are rather scattered, while Black Hole deals well with the concentrated Hybrid spawns. You should still aim to use Time Stop as often as possible - don’t hold onto it unnecessarily.
  • Placing a Dark Pylon in the middle of the map near your expansion allows you to Recall your army to defend against the stream of small attack waves headed for Ji’nara, as well as Recall them after each fight with the Hybrid spawns.
  • The Slayn Elemental is a difficult bonus for Vorazun. A combination of Stalkers and Black Hole is your best bet against this threat. Blink the Stalkers away before the Cocoons land on them. Corsairs can still work, but they take more time to kill the Slayn Elemental, while Void Rays are an investment you may not want to make if you plan on clearing the map quickly.

Dead of Night

  • Burn your first Time Stop at 4:00. It won’t be needed until after 8:00 at the start of Day 2.
  • This is a good map for liberal use of Shadow Guard, therefore making the Shadow Guard Duration mastery useful. Black Holes are not as helpful on this map as the attacking units form a constant stream instead of the usual concentrated attack waves on other maps. Similarly, you only need one or two Dark Pylons in your base. Aim to use Shadow Guard every Day, preferably in combination with Time Stop in order to maximize their damage output.
  • At the beginning of the game, place your first Dark Pylon such that it covers the front choke of your base. Place your structures to wall off the choke, leaving a gap open. Add Photon Cannons behind this wall.
  • If your ally is able to defend Night 1 on their own, you can cast the first Summon Shadow Guard at 3:20 to start clearing out the units/buildings even during Day 1. Delaying your Shadow Guard allows you to also take care of the first Special Infested. Otherwise, hold off on the use of this ability until the Infested start streaming in.
  • Dark Templar are key to not only clearing during the Day but also for defending during the Night, except on Night 1. They are extremely efficient at clearing the Infested Structures both Day and Night - be aggressive and amass an army of Dark Templar instead of turtling up. A few Dark Templar can also be placed at the gaps leading into your base and ordered to hold position - they’ll cut down any Infested that try to crawl in.
  • All Special Infested are detectors. Take care when pushing during the night with Dark Templar.
  • Against Spotters, be sure to build more Pylons and Photon Cannons in order to distract them. Against Kaboomers, Dark Templar will suffer heavy losses if you A-move into them. Engage Kaboomers only with Shadow Fury, or use Black Hole to disable them.
  • If your ally is willing to fully defend the base at Night, continue to push with your Dark Templar. However, keep an eye on the base and be ready to assist your ally by casting Black Hole, Recalling your army, or warping in some Dark Templar.
  • Corsairs are unnecessary on this map as there are very few air units. Instead, rely on Stalkers for anti-air and a single Oracle for detection. However, it is worth noting that these units are not strictly necessary, as it is often more efficient to Blink the Dark Templar from place to place to clear the Infested structures only, bypassing air units and other base defenses entirely. Bases that are heavily defended by air or invisible units can be handled with Black Hole or Time Stop. This requires some game knowledge however, so use this strategy at your own risk.
  • Should you need to defend the base on your own, build up your Photon Cannon count at the southwestern entrance by Night 2 and defend that choke with only Photon Cannons. Wall off the northeastern Choke with Gateways and defend it using your Dark Templar. Build Photon Cannons to defend the northeast if Spotters spawn on Night 2.

Lock & Load

  • Delay your first Summon Shadow Guard until 3:30, which will allow you to clear the units at the first Celestial Lock and the first enemy wave.
  • Burn your first Time Stop at 4:00. You won’t need it until after 8:00.
  • Place a Dark Pylon at each captured Celestial Lock and build Photon Cannons around it in order to halt the trickle of enemy units that will attempt to recapture the Celestial Lock. Recall your army whenever enemy waves are headed for your Celestial Locks.
  • Dark Templar/Corsair can be your unit composition of choice as it has excellent mobility and is effective both in small and large numbers. Compositions that involve Stalkers tend to peter off too quickly on this map, while Void Rays take too long to ramp up. This composition results in leftover minerals, which should be spent on reinforcing Dark Pylons with Photon Cannons.

Malwarfare

  • You can quickly lay claim to your expansion’s gas by placing your first Dark Pylon on the cliff overlooking the expansion, then using its Cloaking Field to sneak a Probe past the defenders. Place another Dark Pylon that covers the gas geysers, thus cloaking the Assimilators you build on top of them.
  • Delay your first Shadow Guard until 3:15, which will provide you with plenty of time to clear both the first wave and the expansion. Your second Shadow Guard at ~6:20 can clear enemy waves attacking Aurana as well as destroy the first Suppression Tower.
  • Burn your first Time Stop at 4:00. You won’t need it until after 8:00.
  • Dark Templar can manually cast Shadow Fury to burst down Suppression Towers.
  • Dark Pylons are extremely useful in teleporting entire armies around the map, especially from Suppression Tower to Suppression Tower.

Miner Evacuation

  • The Shadow Guard Duration mastery can be useful on this map as it allows you to clear your expansion as soon as possible. If you don’t have the Mastery, summon your Shadow Guard at 3:20 and use your first Time Stop at 4:00. This gives your Shadow Guard 20 extra seconds during which they can clear the expansion without fear of reprisal.
  • If the first Evacuation Ship is next to the expansion, you can defend it and expand quickly using two clusters of 1 Dark Pylon and 4 Photon Cannons at each entrance. Be sure to bring a few Probes early on to warp in both Photon Cannons and your expansion’s Assimilators - you’ll need them on-scene lest they are cut off by the spawning Infested.
  • Dark Templar/Corsair and mass Void Rays are equally viable strategies on this map. A Dark Templar focused build will have more success early on as it takes a shorter time to ramp up - however, due to the large number of Volatile Infested on the map, they’ll struggle during the late-game when melee units get picked off more quickly.
  • When using Mass Void Rays to defend, support them with a Dark Pylon at each Evacuation Ship - preferably with maximum points sunk into the Dark Pylon Range mastery - protected by Photon Cannons and high-HP buildings such as Cybernetics Cores to tank for your Photon Cannons after you have built a significant mineral bank. Void Rays are greatly enhanced when cloaked, as they receive bonus damage, shield regeneration and Emergency Recall.
  • Oracle Stasis Wards can be useful on this map, more so than on any other map. Place them in the path of the Infested in order to prevent damage to the Evacuation Ships. A single Stasis Ward can also be used to start the launching sequence of the Evacuation Ship, which comes in handy for a mass Void Ray army lacking ground units.
  • The Dark Pylon at your expansion should be used for Recalling your army to defend against attack waves, followed by immediately recalling back to the Evacuation Ship if you have another Dark Pylon there. If Time Stop is available, you can use it to cover for the short period where your army is absent from the Evacuation Ship. Alternatively, build enough Photon Cannons at the expansion to defend against the attack wave with the aid of a Black Hole.
  • When trying to destroy either of the the Bonus Objectives, support your army with either Black Hole or a Time Stop. Dark Templar can suffer heavy losses against the Eradicators should Black Hole or Time Stop be unavailable.

Mist Opportunites

  • Anti-air units are not required until the second set of Harvesting Bots. Any potential air units show up at 8:19 at the earliest. If opting for a Dark Templar/Corsair composition, the Stargate can be delayed very slightly in favor of warping in more Dark Templar in order to defend the first Harvesting Bot.
  • Use Time Stop to assault major enemy bases and encampments. Use Black Hole to handle difficult attack waves.
  • While preparing for the defense of 4th and 5th sets of Bots, warp in Photon Cannons at each choke point, preferably supported by a Dark Pylon and normal Pylons at each cluster. Use Dark Pylons to teleport your or ally’s armies around the map in order to intercept the waves of enemies approaching from different angles.

Oblivion Express

  • Use your first Summon Shadow Guard at 3:25. This allows them to destroy both the expansion Rocks and the first attack wave. After clearing the Rocks, send them to the northwest enemy base and cast Time Stop as soon as the first enemy wave spawns.
  • You may not have a sufficient number of Dark Templar for the first Train. Use a second cast of Summon Shadow Guard as soon as it is available if your ally cannot handle it. If the Train escorts come with air units, warp in a few Stalkers.
  • You will need lots of Dark Templar to deal with the Trains quickly. Prioritize Dark Templar tech.
    Blink forward often when catching up with fleeing Trains in order to avoid Dark Templar catching on each other while chasing the tail end of the Train.
  • Time Stop is best used when the double Trains have arrived and both your - and your ally’s armies are in position. In order to time this ideally, reserve your second Time Stop for the second Train and use only Black Hole to deal with all other Trains and attack waves, holding back Time Stop for the double Train waves.
  • A Dark Pylon can be placed between the top and bottom tracks. Support it with Photon Cannons in order to prevent the trickle of enemy units from taking over the map with static defense.
  • A Dark Pylon can be placed between the bottom Train track and the Bonus Train track, allowing your army to be Recalled in pursuit of the Bonus Train.

Rifts to Korhal

  • Your first Shadow Guard can be used to defend against the first enemy wave and then to clear your expansion Rocks. With some practice, you can split them into two pairs and send one of these pairs to break your ally’s Rocks.
  • Burn your first Time Stop at 4:00. It won’t be needed until after 8:00.
  • Ideally, both players should have enough combined forces to assault the second set of Void Shards at around 8:00 with the help of your second cast of Summon Shadow Guard and Time Stop.
  • Save a Time Stop for each enemy base that contains Void Shards. Enemy waves can be effectively dealt with using Black Hole.
  • Navigating this map involves a lot of walking. Circumvent this by deploying a Dark Pylon at the 2nd set of Void Shards after they have been cleared, then be prepared to defend it against incoming attack waves.
  • The Pirate Ship bonus is a difficult one for Vorazun. Fortunately, it can be disabled by Black Hole to buy your anti-air units time.

Scythe of Amon

  • Summon the first Shadow Guards at around 3:40 and use Time Stop at 4:00 in order to intercept the first enemy wave and clear the expansion Void Sliver’s defenders. As long as you keep attacking the Void Sliver with any unit - even a worker - it will not respawn its Void Rift and will be left helpless to be demolished at your leisure. Take your expansion as soon as the Void Sliver’s defenders have been cleared out.
  • Use your second cast of Summon Shadow Guard at around 6:40to clear the first Bonus area and the Void Sliver’s defending units in the way. Stalkers may be required against Protoss or Zerg defenders to take out Phoenixes or Corruptors and Scourge.
  • Try to save a Time Stop for each subsequent Void Sliver, which can be easily killed by an army of Dark Templar within its duration. Once the Void Sliver is down, use the Dark Pylon’s Recall on your army to escape the heavily-armored air units defending each Void Sliver, since a Dark Templar-centric army composition is ill-equipped to deal with these units. This tactic also allows you to skip detection, if there is no invisible attacking unit in the enemy waves.
  • Stalkers are usually a better choice than Corsairs against non-air enemy waves on this map, while you will likely need Corsairs against air waves. Use Black Hole to defend against the enemy waves, which generally come with Hybrids. Stalkers fare better than Corsairs against the large numbers of spread-out, capital-class ships defending the enemy bases on this map. A Stalker composition will also allow for more Dark Templar, which are a key unit on this map.

Temple of the Past

  • If you are adept with your control, you can possibly split your first Shadow Guard into two pairs to clear both sets of rocks and then defend against the first enemy wave.
  • Burn your first Time Stop at 4:00. It won’t be needed until after 8:00.
  • Upon clearing each Zenith Stone, deploy a Dark Pylon in the now-empty alcove. These locations are safe from enemy attack waves and allow you to quickly Recall your army or warp in Gateway units.
  • Spend spare minerals by warping in Photon Cannons around the Temple or at each possible Void Thrasher spawn area.
  • Black Hole or Time Stop should be used for dealing with more difficult waves - especially those that come with the high-HP Hybrid Nemeses that Vorazun is weak against. Time Stop should ideally be used for the double waves that approach from both sides so that your ally can make use of it as well. Be liberal with Black Hole and abstain from using Summon Shadow Guard beyond the first cast.

The Vermillion Problem

  • Use your first Summon Shadow Guard to defend against the first enemy wave and to subsequently attack the enemies guarding your expansion as described below. .
  • After the first lava surge, send a probe to sneak into the northeast entrance of the expansion to provide vision for a Dark Pylon. Use it to quickly Recall your Shadow Guard to the expansion after dealing with the first wave. Warp in a few Stalkers at the Dark Pylon and use Time Stop in order to clear out the structures and any lingering air defenders.
  • Time Stop should ideally be reserved for attacking the heavily defended bases, while Black Hole is enough to defend against problematic enemy attack waves.
  • Scattering a few Dark Pylons around the map can be very useful for defending against attack waves, and for Recalling your army to deal with the Molten Salamander during lava surges and the defenders at each crystal spawn area. The attack waves can be rather unpredictable, heading for either your main base or expansion.

Void Launch

  • Use your first cast of Summon Shadow Guard to clear the Rocks at your expansion, then Recall them to your main base to deal with the first enemy attack wave.
  • Use your first Time Stop at 4:00. It won’t be needed until after 8:00.
  • Corsairs are great units on this map against the Shuttles and their escorts. Use Black Hole to counteract their weakness against Hybrid Nemeses.
  • If you are not familiar with the attack wave and Shuttle patterns, it can be useful to deploy a Dark Pylon at each Warp Conduit in order to quickly Recall your Corsairs to destroy the Shuttles before they can escape.
  • Dark Templar are needed to complement the Corsairs and destroy enemy attack waves and base defenses. Engage with your Dark Templar to clear out enemy bases whenever Time Stop is ready.
  • Try to push into one of the enemy main bases in order to build additional Assimilators for extra gas. If you are able to clear out the defenses around the Shuttle Launch Bays, spend your spare minerals on warping in Photon Cannons around them in order to spawn camp the Shuttles. Otherwise, set up your Photon Cannons around the Warp Conduits.
  • The final wave of Void Launch features masses of capital-class ships and is therefore difficult for Vorazun to defend against. Plan for this by bringing in additional air units to ensure that you retain air superiority. Save Time Stop and enough energy for multiple Black Holes during this final wave.

Void Thrashing

  • Burn your first Time Stop at 4:00. It won’t be needed until after 8:00.
  • This map features two attack wave patterns, with the initial wave spawning at either 3:00 or 4:00. If the first wave is announced at 3:00, cast your Summon Shadow Guard at the expansion to clear the Rocks before Recalling them to the main base to deal with the first attack wave and the defending units at the first Void Thrasher. Otherwise, wait until 3:15 to summon your Shadow Guard to clear the Rocks, so that their duration lasts long enough for them to intercept the 4:00 attack wave - it will spawn from the northwest.
  • Dark Templar work especially well on this map, and should be the core unit of your army composition. Even against bases with heavy air presence, you can simply snipe the Void Thrashers during Time Stop with your Dark Templar and then Recall them to safety with a Dark Pylon once the Thrashers are dead.
  • Reserve Time Stop for assaulting each set of Void Thrashers, casting it just before your army moves to engage. Should there be any significant number of leftover units still alive by the time Time Stop ends, disable them with a Black Hole while you clean up the remaining Void Thrashers.

Replay Pack

Attached is a replay pack of the record solo speed runs for Vorazun on each map. These replays demonstrate how to play Vorazun as a general concept. In addition, we have broken down which compositions you'll be able to find on each run:
  • Stalker/Dark Templar: Chain of Ascension, Lock & Load, Malwarfare, Mist Opportunities, Oblivion Express, Rifts to Korhal, Scythe of Amon, Temple of the Past, The Vermillion Problem, Void Thrashing(100%)
  • Corsair/Dark Templar: Lock & Load(100%), Void Launch
  • Mass Dark Templar: Dead of Night(any%), Void Trashing(any%)
  • Mass Void Ray: Miner Evacuation

    [image loading] Vorazun Replay Pack


Other Commander Guides





Writers: monk, Raincamp, T.Chosen
Graphics: Jester, Kat, v1
Editors: Aron, Axiom, Maguro, MemeMastodon, monk, Raincamp, T.Chosen
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yubo56
Profile Joined May 2014
687 Posts
October 23 2017 16:12 GMT
#2
the link on the front page (not the sidebar) goes to zagara, not vorazun
Jung Yoon Jong fighting, even after retirement! Feel better soon.
Kerdinand
Profile Joined November 2016
Germany113 Posts
Last Edited: 2017-10-23 17:35:02
October 23 2017 17:34 GMT
#3
Just a quick mistake I noticed while skimming: Crowd Control and Burst damage should be swapped in the strengths paragraph.
I will continue to read later, Vorazun is my most played commander, so I was already waiting for this!
Na jakar me'nah. - sOs - PartinG - Stats
BigRedDog
Profile Joined May 2012
461 Posts
October 23 2017 18:32 GMT
#4
She is probably the most powerful commander. Strong cloak ground armies, mass teleportation, powerful spells.
Big Red Dog!
LotharAxe
Profile Joined October 2017
6 Posts
October 23 2017 21:28 GMT
#5
I did expect to at least see Dark Archon/Centurion as a Niche composition...
TChosen1
Profile Joined December 2016
5 Posts
October 23 2017 23:07 GMT
#6
On October 24 2017 06:28 LotharAxe wrote:
I did expect to at least see Dark Archon/Centurion as a Niche composition...

Dark Archon + Centurion: The Dark Archon is a very expensive unit and is therefore seldom used in Vorazun’s army. Regrettably, you have to sacrifice her high burst damage if you hope to produce any significant number of Dark Archons. While lacking in damage, this composition is still decent in some situations due to the Dark Archon’s superior crowd control abilities. The Confusion ability is best used against swarmy Zerg units such as Banelings and Scourge, while Mind Control can be an interesting strategy to use against many Protoss compositions, which generally come with many high-tier units. Against Terran compositions and Hybrids, Dark Archons are not as efficient. Centurions should be used as a mineral dump unit, acting as meatshields for your Dark Archons as well as providing supplemental DPS.
billynasty
Profile Joined October 2014
United States260 Posts
October 24 2017 01:38 GMT
#7
haha u did post it, good stuff!
i dont miss God but i sure miss Santa Claus
Magnemania
Profile Joined October 2017
1 Post
Last Edited: 2017-10-24 02:47:51
October 24 2017 02:44 GMT
#8
On October 24 2017 08:07 TChosen1 wrote:
Show nested quote +
On October 24 2017 06:28 LotharAxe wrote:
I did expect to at least see Dark Archon/Centurion as a Niche composition...

Dark Archon + Centurion: The Dark Archon is a very expensive unit and is therefore seldom used in Vorazun’s army. Regrettably, you have to sacrifice her high burst damage if you hope to produce any significant number of Dark Archons. While lacking in damage, this composition is still decent in some situations due to the Dark Archon’s superior crowd control abilities. The Confusion ability is best used against swarmy Zerg units such as Banelings and Scourge, while Mind Control can be an interesting strategy to use against many Protoss compositions, which generally come with many high-tier units. Against Terran compositions and Hybrids, Dark Archons are not as efficient. Centurions should be used as a mineral dump unit, acting as meatshields for your Dark Archons as well as providing supplemental DPS.


Dark Archon/Centurion also works very well against mech-heavy Terran compositions, as well as Battlecruiser-heavy ones. Confuse + Darkcoil work plenty well enough against bio in the early game, Vorazun just needs to Mind Control enough Thors/Battlecruisers to make a deathball.

Dark Archon/Centurion synergizes extremely well with Time Stop, too. The DAs can pick-and-choose their Mind Controls while the mass Centurions DPS the stuck units.

Corsairs tend to make a good third unit to the DA/Centurion composition. Vora doesn't need to mass DAs, she just needs to hit about 4 or 5 to MC the important units and Confuse with what's left. She can use the leftover gas for Corsairs-just enough to cover the battlefield in Disruption Webs. As long as Vorazun is microing the DAs and Corsairs to turn/blow up air units, upgraded Centurions are more than enough to take out what's left on the ground. Centurion/Dark Archon/Corsair is a more well-rounded composition than Mass Void Ray, which requires a very long ramp-up time, moves very slowly without Recall, and doesn't perform well against Terran Bio/Parasitic Bomb.

Disruption Web seems to be a bit undervalued here. Any composition can benefit from Disruption Web Corsairs. I find the presence of Dark Templar/Stalker as a non-niche alternative to Dark Templar/Corsair to be quite questionable; Disruption Web allows DTs to continue attacking after Shadow Fury is expended, so it's still useful against almost exclusively ground compositions.

Overall, it looks like Dark Archons and Centurions are being misinterpreted a bit. Dark Archons aren't meant to be warped in large numbers for attacking; they're spellcasters with incredibly powerful utility spells, like Abathur's Vipers. Centurions aren't as effective a mineral dump as Marines, but they aren't outright bad units like Hellbats/Legionnaires; they can still do acceptable damage, tank fairly effectively, and bring stuns without costing any energy or vespene. More importantly, they're a mineral dump for a commander that is inevitably going to be starved for vespene no matter what build she goes.
TChosen1
Profile Joined December 2016
5 Posts
Last Edited: 2017-10-24 05:18:14
October 24 2017 05:11 GMT
#9
On October 24 2017 11:44 Magnemania wrote:
Dark Archon/Centurion also works very well against mech-heavy Terran compositions, as well as Battlecruiser-heavy ones. Confuse + Darkcoil work plenty well enough against bio in the early game, Vorazun just needs to Mind Control enough Thors/Battlecruisers to make a deathball.
Dark Archon/Centurion synergizes extremely well with Time Stop, too. The DAs can pick-and-choose their Mind Controls while the mass Centurions DPS the stuck units.

Problem is, Timestop doesn't synergize with DA's as well as Dark Templar and their superior DPS do. And you're mind-controlling "normal" units. You can't upgrade them at your structures or anywhere else.
On October 24 2017 11:44 Magnemania wrote:
Corsairs tend to make a good third unit to the DA/Centurion composition. Vora doesn't need to mass DAs, she just needs to hit about 4 or 5 to MC the important units and Confuse with what's left. She can use the leftover gas for Corsairs-just enough to cover the battlefield in Disruption Webs. As long as Vorazun is microing the DAs and Corsairs to turn/blow up air units, upgraded Centurions are more than enough to take out what's left on the ground. Centurion/Dark Archon/Corsair is a more well-rounded composition than Mass Void Ray, which requires a very long ramp-up time, moves very slowly without Recall, and doesn't perform well against Terran Bio/Parasitic Bomb.

Disruption Web seems to be a bit undervalued here. Any composition can benefit from Disruption Web Corsairs. I find the presence of Dark Templar/Stalker as a non-niche alternative to Dark Templar/Corsair to be quite questionable; Disruption Web allows DTs to continue attacking after Shadow Fury is expended, so it's still useful against almost exclusively ground compositions.

Swapping out corsairs with stalkers in comps where there's little air allows you to have more ground burst, plus you're generally using Black Hole vs attack waves anyways, so disruption web isn't really necessary. Almost all Vorazun solo speedruns are ran with DT/Stalker, so they are very effective.
On October 24 2017 11:44 Magnemania wrote:
Overall, it looks like Dark Archons and Centurions are being misinterpreted a bit. Dark Archons aren't meant to be warped in large numbers for attacking; they're spellcasters with incredibly powerful utility spells, like Abathur's Vipers. Centurions aren't as effective a mineral dump as Marines, but they aren't outright bad units like Hellbats/Legionnaires; they can still do acceptable damage, tank fairly effectively, and bring stuns without costing any energy or vespene. More importantly, they're a mineral dump for a commander that is inevitably going to be starved for vespene no matter what build she goes.

They are utility casters, but Vorazun has a lot of overlap in the spells they provide, and you're generally better off having 4 more DT's than a DA (that's not including the upgrades you'll want to research).

As for the centurion not costing gas for the stun, that's not true. You have to spend gas to research it, and that's better off in 3 more DT's, and again, overlaps with Vorazun's already large list of CC's you already have (web, black hole, time stop, death). Plus, that stun is going to be used on the enemy front lines, but the units you want to stun will be in the enemy back line or in the air.

I'm not going to say DA/Centurion is a useless comp, and I strongly support it getting an entry under "niche comps"
or w/e
, but DT/Corsair or DT/Stalker can be more agressive early on ("just needs to Mind Control enough Thors/Battlecruisers to make a deathball" in your own words).
LotharAxe
Profile Joined October 2017
6 Posts
Last Edited: 2017-10-24 15:53:34
October 24 2017 15:52 GMT
#10
Is DA/Centurion that bad?
It is the build I'm most comfortable to play with Vorazun. Certainly it isn't as powerful as DT/Corsair, but it is so safe thanks to Confuse, and so simple to make since only DAs consume gas. Also, it is really good to spare energy for Dark Pylons, because Confuse kinda works like a Black Hole, and I like Dark Pylons a lot, because of support.

I wanna try adding some Oracles next time to see if I can boost that supportiveness and CC of the comp. I've found a lot of crazy builds myself in this game by experimenting with the unexpected, and even if it sucks, as long as it is fun and works its fine.

I would at least put it as a niche composition, I mean, Swann has Mass Wraiths as a niche composition and that build is far worse in comparison, it is borderline inviable. I think Niche Compositions are something like "It works and is fun, but you can do better."
TChosen1
Profile Joined December 2016
5 Posts
Last Edited: 2017-10-24 20:01:37
October 24 2017 19:24 GMT
#11
On October 25 2017 00:52 LotharAxe wrote:
Is DA/Centurion that bad?
It is the build I'm most comfortable to play with Vorazun. Certainly it isn't as powerful as DT/Corsair, but it is so safe thanks to Confuse, and so simple to make since only DAs consume gas. Also, it is really good to spare energy for Dark Pylons, because Confuse kinda works like a Black Hole, and I like Dark Pylons a lot, because of support.

I wanna try adding some Oracles next time to see if I can boost that supportiveness and CC of the comp. I've found a lot of crazy builds myself in this game by experimenting with the unexpected, and even if it sucks, as long as it is fun and works its fine.

I would at least put it as a niche composition, I mean, Swann has Mass Wraiths as a niche composition and that build is far worse in comparison, it is borderline inviable. I think Niche Compositions are something like "It works and is fun, but you can do better."


There were people who claimed that Cyclones and Wraiths were good units, so a few of the editors wanted to soapbox about it in that guide. Come vorazun, the same editors complained that there was no point leaving weaker comps in.

¯\_(ツ)_/¯
LotharAxe
Profile Joined October 2017
6 Posts
October 24 2017 22:16 GMT
#12
[B]

There were people who claimed that Cyclones and Wraiths were good units, so a few of the editors wanted to soapbox about it in that guide. Come vorazun, the same editors complained that there was no point leaving weaker comps in.

¯\_(ツ)_/¯


Oh well, that's really unfortunate, and silly/niche comps are one of the funniest things to do in coop...
Deleted User 88318
Profile Joined July 2010
3 Posts
October 25 2017 12:32 GMT
#13
For powerset 3, I've found another alternative is 17 in initial energy and rest in chrono. This allows two early dark pylons and enough energy to cast shadow guard at 3 minutes. Useful for mutations where the dark pylon cloak is needed, and sometimes the minerals are handy for getting those early extra gateways alongside getting a nexus.
krlwlzn
Profile Joined July 2016
118 Posts
October 28 2017 17:57 GMT
#14
On October 24 2017 03:32 BigRedDog wrote:
She is probably the most powerful commander. Strong cloak ground armies, mass teleportation, powerful spells.


Having played around 1000 games with each commander I can safely say that there are at least four commanders that are more versatile, cost effective and more able to carry a game from start to finish. Those would be:

1) Dehaka who is arguably the strongest early game commander when controlled well and who will basically scale incredibly well into the late game. Great variety in composition and is greatly benefited by good control. Best composition is Primal Hosts. Free banelings/scourges that can be launched from afar. Sign me up!

2) Stukov who is one of the best commander for many mutations. Free units and two of the best top bar abilities in the game means he is incredibly all round. Can go mass bunkers, mass marines, siege tanks and is usually fine on all maps.

3) Nova. She can carry the early game quite well, and has a great variety in unit composition. Her air composition combined with air strike can deal with any enemy unit composition.

4) Kerrigan. Second best hero in the game. Probably the strongest hero until the midgame where Dehaka overtakes her. Her nydus worms give her the best mobility of all the commanders. She lacks in variety, but when controlled properly she shines almost all unit compositions.

It's not that Vorazun is bad per se, but she has a really long ramp up time for her best compositions. Her units also lack vs specific unit compositions, like terran air or baneling heavy comps. The only time I pick Vorazun for mutations is on maps where you can abuse her dark pylon.
weikor
Profile Blog Joined March 2011
Austria580 Posts
October 28 2017 23:11 GMT
#15
On October 29 2017 02:57 krlwlzn wrote:
Show nested quote +
On October 24 2017 03:32 BigRedDog wrote:
She is probably the most powerful commander. Strong cloak ground armies, mass teleportation, powerful spells.


Having played around 1000 games with each commander I can safely say that there are at least four commanders that are more versatile, cost effective and more able to carry a game from start to finish. Those would be:

1) Dehaka who is arguably the strongest early game commander when controlled well and who will basically scale incredibly well into the late game. Great variety in composition and is greatly benefited by good control. Best composition is Primal Hosts. Free banelings/scourges that can be launched from afar. Sign me up!

2) Stukov who is one of the best commander for many mutations. Free units and two of the best top bar abilities in the game means he is incredibly all round. Can go mass bunkers, mass marines, siege tanks and is usually fine on all maps.

3) Nova. She can carry the early game quite well, and has a great variety in unit composition. Her air composition combined with air strike can deal with any enemy unit composition.

4) Kerrigan. Second best hero in the game. Probably the strongest hero until the midgame where Dehaka overtakes her. Her nydus worms give her the best mobility of all the commanders. She lacks in variety, but when controlled properly she shines almost all unit compositions.

It's not that Vorazun is bad per se, but she has a really long ramp up time for her best compositions. Her units also lack vs specific unit compositions, like terran air or baneling heavy comps. The only time I pick Vorazun for mutations is on maps where you can abuse her dark pylon.


Id argue that a well macroed Raynor is the strongest of them all, the marine is just hands down the best unit in the game.

3/3 marines shred everything, battlecruiser gives them +2, making them 5/3 marines - they come out of the barracks with a 60% speed increase - and gain a passive 15% attack speed and health from Raynor.

Once macroed with 5-6 orbitals, you can drop down a squad of 32 marines instantly, anywhere - which will completely destroy most attack waves by themselves. - especially with artanis.

Marines are an incredible unit, attacking air / ground - with the highest dps /recource in the game. And beeing one of the most mobile units.

Added to that, both his calldowns are extremely effective at what they do.
krlwlzn
Profile Joined July 2016
118 Posts
October 29 2017 00:10 GMT
#16
Raynor is indeed quite good on ordinary maps. Frankly I'm a bit surprised you didn't mention his spider mines which is one of the best defensive tools in the game and makes vulture+viking the best comp for most defensive maps.

However, Raynor requires a great deal of early investments in orbitals, which in turn will delay upgrades, tech and production facilities. By the time Raynor's economy, upgrades and production is in place I would likely have cleared a huge portion of the map with any of the commanders I rated as higher than vorazun. With regards to versatility and mobility Raynor is really lackluster compared to my pick for the top 4. He also struggles a bit more vs certain enemy comps such as baneling/viper or terran mech. Raynor is not bad by any stretch of the imagination, but is significantly slower, more inflexible and weaker overall than my pick for the top 4.

Raynor's weaknesses overall is the reason why he is rarely a top pick for mutations. Of course he benefits from artanis shields, but I would almost never want my ally to go for Artanis who is overall likely the weakest commander.
curufinwe_wins
Profile Joined August 2017
68 Posts
Last Edited: 2017-10-29 04:41:07
October 29 2017 04:40 GMT
#17
On October 29 2017 09:10 krlwlzn wrote:
Raynor is indeed quite good on ordinary maps. Frankly I'm a bit surprised you didn't mention his spider mines which is one of the best defensive tools in the game and makes vulture+viking the best comp for most defensive maps.

However, Raynor requires a great deal of early investments in orbitals, which in turn will delay upgrades, tech and production facilities. By the time Raynor's economy, upgrades and production is in place I would likely have cleared a huge portion of the map with any of the commanders I rated as higher than vorazun. With regards to versatility and mobility Raynor is really lackluster compared to my pick for the top 4. He also struggles a bit more vs certain enemy comps such as baneling/viper or terran mech. Raynor is not bad by any stretch of the imagination, but is significantly slower, more inflexible and weaker overall than my pick for the top 4.

Raynor's weaknesses overall is the reason why he is rarely a top pick for mutations. Of course he benefits from artanis shields, but I would almost never want my ally to go for Artanis who is overall likely the weakest commander.


This is very much a side comment from the overall, but Fenix is by far the weakest commander.

Artanis Zealot Archon actually does fantastic and near top teir damage/sustain v zerg, and Solar Bombardment in half the map pool cuts like 1/3 of the total dps check requirements out of commission. Also the double anywhere reinforcement cheese of Raynor/Artanis cannot be undersold as a utility mechanic.

But yes, Artanis is clearly in the bottom 1/3 of all commanders overall.
DSh1
Profile Joined April 2017
292 Posts
October 29 2017 10:15 GMT
#18
Also specifically for this weeks mutation (#76) Raynors marines don't really shine against the +3 armor of the AI. I feel like Raynor is a bit squishy time to time and the long ramp up time as others pointed out with orbitals.

I do find Artanis and Swann incredible good though, because of the passives they provide and their calldowns which annihilate 1/3 of the mission.

I can see how Dehaka is one of the strongest commanders. With Stukov and Nova I have no idea. I haven't got the new commanders, but from observing it seems like Stukov sometimes lacks the firepower. Kerrigan's units are sometimes a tad squishy but she seems to always be playable in every mutation.
krlwlzn
Profile Joined July 2016
118 Posts
October 29 2017 11:24 GMT
#19
On October 29 2017 13:40 curufinwe_wins wrote:
Show nested quote +
On October 29 2017 09:10 krlwlzn wrote:
Raynor is indeed quite good on ordinary maps. Frankly I'm a bit surprised you didn't mention his spider mines which is one of the best defensive tools in the game and makes vulture+viking the best comp for most defensive maps.

However, Raynor requires a great deal of early investments in orbitals, which in turn will delay upgrades, tech and production facilities. By the time Raynor's economy, upgrades and production is in place I would likely have cleared a huge portion of the map with any of the commanders I rated as higher than vorazun. With regards to versatility and mobility Raynor is really lackluster compared to my pick for the top 4. He also struggles a bit more vs certain enemy comps such as baneling/viper or terran mech. Raynor is not bad by any stretch of the imagination, but is significantly slower, more inflexible and weaker overall than my pick for the top 4.

Raynor's weaknesses overall is the reason why he is rarely a top pick for mutations. Of course he benefits from artanis shields, but I would almost never want my ally to go for Artanis who is overall likely the weakest commander.


This is very much a side comment from the overall, but Fenix is by far the weakest commander.

Artanis Zealot Archon actually does fantastic and near top teir damage/sustain v zerg, and Solar Bombardment in half the map pool cuts like 1/3 of the total dps check requirements out of commission. Also the double anywhere reinforcement cheese of Raynor/Artanis cannot be undersold as a utility mechanic.

But yes, Artanis is clearly in the bottom 1/3 of all commanders overall.


I actually forgot about Fenix, because I never really play him anymore. I feel that he is god awful, but I never got the sense of having him figured out. I tried playing him just now, and he is the only commander that makes me feel a bit lost. I am open to the possibility that he could be useful for someone who knows just how to play him. I've never really encountered any Fenix player who has impressed me though.
krlwlzn
Profile Joined July 2016
118 Posts
October 29 2017 11:32 GMT
#20
On October 29 2017 19:15 DSh1 wrote:
Also specifically for this weeks mutation (#76) Raynors marines don't really shine against the +3 armor of the AI. I feel like Raynor is a bit squishy time to time and the long ramp up time as others pointed out with orbitals.

I do find Artanis and Swann incredible good though, because of the passives they provide and their calldowns which annihilate 1/3 of the mission.

I can see how Dehaka is one of the strongest commanders. With Stukov and Nova I have no idea. I haven't got the new commanders, but from observing it seems like Stukov sometimes lacks the firepower. Kerrigan's units are sometimes a tad squishy but she seems to always be playable in every mutation.


None of the commanders are bad per se, it's just that Artanis and Swann are a lot weaker than other commanders. My rankings are based on a quite high level of play that will be foreign to many coop players.

For instance, most Stukov players don't move their production at all. To utilize Stukov to the maximum effect you need to move bunkers/raxes/compund closer and closer to the point of attack. And of course that means that you have to be attentive to when you can upgrade civilian compound since it requires it to be rooted for a significant time. With regards to Kerrigan, a good player will always spread creep throughout the map, make sure to have nydus worm close for your units to retreat into and so forth. In short, some of the best commanders can be some of the worst commanders in unskilled hands. I can't even begin to express how infuriating it is to watch people use level 1 Dehaka to clear rocks instead of leveling him. Dehaka is quite possibly the worst commander in the hands of a weak player.
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